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		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=256220</id>
		<title>ASCII art reward/G-L</title>
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		<updated>2021-01-03T12:27:28Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* (3rd January 2020) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
{{unversioned}}&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(3rd February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
===(27th March 2018)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Destra, “I promise you revenge.”&lt;br /&gt;
&lt;br /&gt;
“I will eat him,” said the minotaur.  “Then I will eat you.”&lt;br /&gt;
&lt;br /&gt;
“It's a deal!” said Destra.&lt;br /&gt;
&lt;br /&gt;
The monster guided the witch out of the cave.  With all its strength, the minotaur pushed the boulders aside and he and the witch stepped out into the night air.  The witch cast a spell and traced the wizard's path through the ether.  They followed the magical trail north.&lt;br /&gt;
&lt;br /&gt;
Over stream and under the trees the pair closed in on the wizard's tower.  Meanwhile Suffar order his kobold to hunt for dwarven treasure once more.  He was on the brink of a breakthrough.  All he needed was one more artifact, one more vision into the true nature of magic.&lt;br /&gt;
&lt;br /&gt;
It had been several days, and the kobold had yet to return.  Suffar was becoming concerned.  Then there was a knock at the door.  The wizard made his way down the long spiral staircase.  “I'm coming.  I'm coming!  Settle down!” grumbled the wizard as he reached to door at last.  Opening it, he saw a tall, cloaked figure.&lt;br /&gt;
&lt;br /&gt;
“I have come for you,” said the stranger.&lt;br /&gt;
&lt;br /&gt;
===(3rd January 2020)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|++N+M+U+N+k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Oh Lady of Darkness,” whimpered Suffar.  “I meant to summon you earlier, but it was my kobold's birthday and I...”&lt;br /&gt;
&lt;br /&gt;
“Enough excuses!” said the demon mistress.  “I knew you were collecting magic powers to bind me, but you are too late.  I have arrived.”&lt;br /&gt;
&lt;br /&gt;
“But how?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
The kobold appeared from behind the demon's robes.  That rascal had intoned the rites of summoning without him.  Now all was lost.  &lt;br /&gt;
&lt;br /&gt;
The wizard groveled before Mistress of All Evil.  Maybe there was still a way out of this nightmare, something in the contract he had signed to make the legal mumbo-jumbo null and void.  &lt;br /&gt;
&lt;br /&gt;
He had to think.  Then to answer came to him.&lt;br /&gt;
&lt;br /&gt;
It was the nature of demons to play the long game.  Their machinations took decades to resolve.  Suffar didn't have that kind of time.  &lt;br /&gt;
&lt;br /&gt;
He knew that sooner than latter the demon would find him of no use and send him spiraling down into the Netherworld.  His only chance was to find Destra, if she still lived.  &lt;br /&gt;
&lt;br /&gt;
So when the demon locked the door to the library behind her, Suffar slipped out of castle.&lt;br /&gt;
&lt;br /&gt;
The ruined dwarf fortress was only around the next bend in the road.  Suffar began going over the language that he would use to convince Destra that feeding her to the minotaur was just a big mistake.  &lt;br /&gt;
&lt;br /&gt;
When he arrived at the entrance to the labyrinth he found the the stone had been rolled away.  Now he was in serious trouble.  Someone behind him cleared their throat.&lt;br /&gt;
&lt;br /&gt;
“You have a lot of nerve coming back here.”&lt;br /&gt;
&lt;br /&gt;
It was Destra alright, and with her was the hulking minotaur looking hungry as ever.  His jaw jabbering, Suffar tried to quickly describe the trouble he was in. Nay, the trouble they were all in.&lt;br /&gt;
&lt;br /&gt;
“Your kobold summoned the Princess of Darkness?” asked Destra.&lt;br /&gt;
&lt;br /&gt;
The pair of magic users and the reluctant minotaur returned to the castle.  The cow man was none to happy to arrive back at the place where he had been created.  &lt;br /&gt;
&lt;br /&gt;
The minotaur wiped the tears from his eyes and promised himself he was have his revenge.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis,” said the demon, as she stirred the thick goo inside the magic cauldron, “I think this is the start of a magical friendship.”&lt;br /&gt;
&lt;br /&gt;
Yapping with alarm, the kobold pointed over the demon's shoulder.  Before she could react, the monster lifted her up by the neck and tossed her into the black metal bowl.  &lt;br /&gt;
&lt;br /&gt;
Suffar was relieved that he was now free, until he looked up to see the cow monster standing over him.&lt;br /&gt;
&lt;br /&gt;
“Your bones will make a good stew,” said the minotaur as he mixed the substance that was Suffar and the demon with a giant ladle.&lt;br /&gt;
&lt;br /&gt;
Watching with horror, the kobold bolted toward the door.  Destra pointed her finger and a bolt of lightning struck the tiny monster.  After the dust cleared there was nothing left behind but a long, pink-tailed rat.&lt;br /&gt;
&lt;br /&gt;
“Are you going to eat that?” asked the minotaur.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W..@.,.,NNNNN~~~~A~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Who are they?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“They are the dwarves of the once powerful fortress of Etwersbrot,” said Suffar.  “They worship Hetain now.”&lt;br /&gt;
&lt;br /&gt;
A horde of misshapen monsters ringed the lake, holding hands.  Some them had three arms.  Some had two heads.  They were all monstrous and terrifying.  Kogan knew that they were once dwarves.  He wished with all his might that he could forget that knowledge and slay them cleanly.  Now every dead monster was simply murder.&lt;br /&gt;
&lt;br /&gt;
The chanting of the monsters intensified with the rising of the moon.  There was a bubbling vortex at the center of the lake.  Soon the giant axolotl appeared, rising magically above the water.  The monsters prostrated themselves before the titan.  It was Kogan's chance.  Suffar tapped him on the shoulder and he rose, stepping out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
“Hetain,” shouted Kogan, “why are you trying to control my people?”&lt;br /&gt;
&lt;br /&gt;
===(26 March 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,.NNNN,.@/(((((A)))))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The pearl belongs to me,” said the giant salamander.  “The villain you work for is no more than a thief.  I stand on the side of the righteous.”&lt;br /&gt;
&lt;br /&gt;
“It is righteous to turn my kin into monsters?” shouted Kogan.  “I have shed the blood of my blood because of you.  Are you listening, oh dwarves of Etwersbrot?  Serve not this coward and let him fight his own battles!”&lt;br /&gt;
&lt;br /&gt;
The monsters stopped their chanting and stepped aside as Kogan approached the water's edge.  Hetain looked nervous.  His slaves had never rebelled before.  The dwarf stood before the titan, holding his battle axe at the ready.  Hetain called on the power of the outer darkness, creating a vortex in the water below him.  Suffar saw the danger and began chanting to counter the spell.  The little dwarf was in more danger than he knew.  Hetain was opening a portal to a dimension of ultimate evil.&lt;br /&gt;
&lt;br /&gt;
===(27 April 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,..,~~~@/~~&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seeing that now was the time to act, Kogan charged passed the confused looking monsters and into the lake.  Suffar spoke a charm and the water became solid as ice where Kogan stepped.  He ran across the lake toward the giant salamander.  The vortex at the center of the lake was growing larger.  A strange howling could be heard from within, like the terrible screams of all of those being tortured in the underworld.&lt;br /&gt;
&lt;br /&gt;
“You have done my kin ill,” pronounced Kogan as he raised his axe.  “Prepare to die.”&lt;br /&gt;
&lt;br /&gt;
Entrails poured into the dimensional portal as Kogan gutted the monstrous titan with a great stroke of his blade.  The guts acted as chum, attracting the most hungry of demons up from the depths.  Kogan staggered backward as the monsters blasted up and out into the world of the living.&lt;br /&gt;
&lt;br /&gt;
“What have you done?” muttered Suffar.&lt;br /&gt;
&lt;br /&gt;
===(30 May 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.,@.,@@,.@.&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;.W~~@~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hundreds of dwarves, finding that they now wore their own bodies, had to quickly stop celebrating and run for their lives.  A black fountain of evil blasted up from the center of the lake where Kogan had been standing seconds before.  Dark, winged shapes gathered in the sky above. &lt;br /&gt;
&lt;br /&gt;
“Mul-o-rom, Sul-o-rom,” chanted Suffar as he dragged Kogan's body away from the water.&lt;br /&gt;
&lt;br /&gt;
The demons had not noticed the wizard yet, choosing instead to fly after the fleeing dwarves.  Suffar could not help but think that this was all his fault.  The mess he had created was bigger than just a stolen pearl.  The entire world was in peril.  He had to seek out Domon, in the Palace of the Rising Sun.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;N%,..W@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Where is the sun?” asked Kogan as he awoke.&lt;br /&gt;
&lt;br /&gt;
“There has been a lasting darkness since Hetain died,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then we have won,” exclaimed Kogan.&lt;br /&gt;
&lt;br /&gt;
A dizzy spell forced Kogan to lie back down.  “It's a bit more complicated than that,” said Suffar.  The stars twinkled as giant bat-like creatures passed through the sky.  Kogan turned to witness a horrible sight just a stone's throw away.  Three demons were feasting on the body of a dead dwarf.  They were more horrible than the night creatures of Hetain.&lt;br /&gt;
&lt;br /&gt;
“They can't see us,” said Suffar.  “Rest, my friend.”&lt;br /&gt;
&lt;br /&gt;
“There must be a way to stop them,” whispered Kogan.  “You said something about Domon, and the sky chariot.”&lt;br /&gt;
&lt;br /&gt;
“I'm afraid the sun has set forever,” said Suffar.  “The four titans cannot help us now.”&lt;br /&gt;
&lt;br /&gt;
“There must be something we can do?” asked the dwarf hero.&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Suffar.  “As long as we hold the pearl there is hope.”&lt;br /&gt;
&lt;br /&gt;
===(31 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,,.NN..,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The magic doorway will close,” said Suffar, “if we cast Hetain's magic pearl back through the demon gate.”&lt;br /&gt;
&lt;br /&gt;
“Then do it,” exclaimed Kogan, suffering from another fainting spell.&lt;br /&gt;
&lt;br /&gt;
“Who ever should cast in the pearl shall die,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then give it to me,” said Kogan.  “I care not for my own life.”&lt;br /&gt;
&lt;br /&gt;
“That much in obvious,” said Suffar, “but you cannot be the one.  Look at your body.”&lt;br /&gt;
&lt;br /&gt;
Straining to sit up, Kogan was horrified to see that his body was a mere skeleton, barely held together by bits of sinew.  Suffar used his magic to keep Kogan alive, but it was only a kind of half-life.  Once the pearl was cast, Kogan too would die.&lt;br /&gt;
&lt;br /&gt;
“Then if you will not stand up and save the world,” asked Kogan, “who will?”&lt;br /&gt;
&lt;br /&gt;
“We must find the fourth titan,” said Suffar.  “He lives in a tower deep in the Garum.”&lt;br /&gt;
&lt;br /&gt;
“Not Darquan the Deadly,” shouted Kogan.  “That wicked old man would never make the sacrifice.”&lt;br /&gt;
&lt;br /&gt;
“We have no other choice,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
===(20 September 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;N&amp;quot;N.&amp;quot;.,|N+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the Garum it was unusually cold.  The sun hadn't risen for three days and the plants were beginning to die.  Kogan could see the light of a candle in the top room of the tower a way's off in the marsh.  Suffar explained to the skeletal dwarf that he should do the talking.  The master of the tower was Darquan the Deadly, one of four cosmic titans that had existed since the dawn of time.  &lt;br /&gt;
&lt;br /&gt;
The wizard of the tower was twisted and evil.  He had exhausted every physical pleasure in a search for the ultimate experience.  The truth was, now he was bored and wished for the eternal nothingness that awaited his extinction.  But if there was one thing that kept Darquan breathing it was his jealous hatred for all living things.&lt;br /&gt;
&lt;br /&gt;
“Who dares disturb my meditation?” came a voice from above.&lt;br /&gt;
&lt;br /&gt;
Looking up the dark wet stones of the tower, Kogan could see a pale bald head trailing long white whiskers.  Suffar shouted back, explaining the death of Hetain and the demon gateway.  The wizard's head disappeared and there was a click at the solid wood door before them, which swung open by itself.&lt;br /&gt;
&lt;br /&gt;
===(1 October 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|NCN+++?N?|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The snake was fast, but Suffar was faster.  As the door opened, a king cobra snake man shot his long neck out toward the wizard's face.  He dodged to the right and seized the serpent man's throat.  Darquan was a coward to leave his minions in charge of greeting the adventurers.&lt;br /&gt;
&lt;br /&gt;
“Come forth, dark titan,” said Suffar, “or I will break your pet's neck.”&lt;br /&gt;
&lt;br /&gt;
While Suffar shouted at the open door, the snake man reached with his long articulated arm and pulled a dagger from one of its many belts.  Just as it was about to push the blade in, the skeletal dwarf stepped out from behind the wizard and chopped at the snake man's wrist.&lt;br /&gt;
&lt;br /&gt;
“That'sss cheating!” complained the cobra man.&lt;br /&gt;
&lt;br /&gt;
“Save your whining for your master,” said Suffar.  “That is, if the coward is brave enough to show his face.”&lt;br /&gt;
&lt;br /&gt;
“You have the pearl?” came a voice from above.  “Show it to me!”&lt;br /&gt;
&lt;br /&gt;
===(7 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|No+N+++N&amp;lt;|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Only you can save the world now,” shouted Suffar as he held the pearl over his head.&lt;br /&gt;
&lt;br /&gt;
“Hetain's Pearl,” said Darquan.  “You are a naughty wizard.”&lt;br /&gt;
&lt;br /&gt;
The candlelight vanished from the window as Darquan descended the hundreds of steps of the dark tower.  It seemed like ages later when he appeared in the doorway.  “Let Anthony go,” commanded the evil wizard.  Suffar released the cobra man who disappeared back into the tower.&lt;br /&gt;
&lt;br /&gt;
“Who is your friend?” asked Darquan, indicating the skeletal dwarf.&lt;br /&gt;
&lt;br /&gt;
“This is Kogan,” said Suffar, “Slayer of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“You can do better for a titan slayer than this, surely,” said Darquan.&lt;br /&gt;
&lt;br /&gt;
The serpent wizard began chanting in the ancient tongue of magic.  The wind began to blow and stir up muddy water and dead vegetation.  The muck attached itself to Kogan's skeleton and soon he began to resemble a living dwarf.&lt;br /&gt;
&lt;br /&gt;
“Now, Kogan,” said Darquan, “your body belongs to me.  Take the pearl from Suffar and give it to me!”&lt;br /&gt;
&lt;br /&gt;
===(11 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;CNoNN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using his bracers to block a series of strikes and thrusts, Suffar desperately resisted as Kogan tried to wrestle the pearl from him.  Anthony returned wielding a pair of swords.  The dwarf grabbed the wizard around the legs and tackled him to the ground.  The snake man held his blades to Suffar's throat.  It was over.&lt;br /&gt;
&lt;br /&gt;
“And now,” said Darquan, “the pearl, if you please?”&lt;br /&gt;
&lt;br /&gt;
Reaching into his robe, Suffar withdrew the shining pearl.  Darquan's eyes lit up with joy.  Whoever possessed the pearl held sway over the hand of Fate.  Having exhausted the frivolous pleasures of this world, Darquan would use the pearl to enhance his hedonistic lifestyle.  With glee, he snatched the pearl out of Suffar's hand.&lt;br /&gt;
&lt;br /&gt;
“You will know, before the end,” said Suffar, “what you have to do.”&lt;br /&gt;
&lt;br /&gt;
===(5 January 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NB,B..,N+C&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Slay him,” commanded Darquan.&lt;br /&gt;
&lt;br /&gt;
Anthony the snake man brought his sword blade down onto the wizard's neck, but recoiled when his weapon clashed against the stone floor of the tower.  Suffar's robes lay empty on the ground, but the wizard was nowhere to be found.  Darquan hollered with disapproval.  Kogan stood up and brushed the dirt off his chest.&lt;br /&gt;
&lt;br /&gt;
“You, dwarf!” shouted Darquan.  “Stop standing around like a moron and find the wizard.”&lt;br /&gt;
&lt;br /&gt;
A pair of giant bats landed at the base of the tower.  They were fitted with saddles and Kogan had the impression that his new master, Darquan, wanted him to ride.  He climbed up the hairy bat and sat astride its back.&lt;br /&gt;
&lt;br /&gt;
“That rascal can't get far without the pearl,” said Darquan.  “Find him, and snuff out his life!”&lt;br /&gt;
&lt;br /&gt;
===(9 February 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;k####@B##CB##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pair of giant bats launched out of the tower with Kogan and Anthony the snake man on their backs.  The dwarf's vision was excellent at night, due to a long life underground.  However, he could see nothing in the marsh but wildlife.  He called over to Anthony and the snake man replied.&lt;br /&gt;
&lt;br /&gt;
“He has changed himself into a bird or beast,” shouted Anthony.&lt;br /&gt;
&lt;br /&gt;
“How will I know him?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“He is the only beast that does not fear the power of Darquan,” said Anthony.&lt;br /&gt;
&lt;br /&gt;
The snake man held up his staff and the end began to glow an ominous red.  All around, beneath them, the animals froze in place, the birds so much as freezing in mid flight and falling into the murky water.  There was one that still flew, a kingfisher!&lt;br /&gt;
&lt;br /&gt;
“That's him!” cried Kogan.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cackling with glee, Darquan watched through his crystal ball as the two giant bat riders chased down the tiny bird.  They dove and pounced on the bird at once and there was a scuffle as the group splashed into the water.  Darquan was giddy with anticipation.  When the fight subsided, Kogan stood up holding the body of a dead bird, but Anthony was stricken dead.  The snake man had been in Darquan's employ for many years, but the evil old man could not find it in himself to shed a single tear.&lt;br /&gt;
&lt;br /&gt;
“Bring me the carcass,” commanded Darquan.  “We will feast on kingfisher tonight!”&lt;br /&gt;
&lt;br /&gt;
Throwing a cloth over the crystal ball, Darquan retired to his private chamber to contemplate the pearl.  Something was wrong.  The pearl had taken on a dim brown color.  Gone was its magical luster.  The wizard was furious.  He charged back into his laboratory and awaited Kogan's return.  There had to be some sort of explanation, and without question, someone would pay.&lt;br /&gt;
&lt;br /&gt;
===(13 April 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@+=%=N+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf met Darquan in the feast hall below the wizard's tower.  The old man commanded that the dead bird be plucked and roasted on a spit.  As Kogan made himself busy preparing the meal, Darquan returned to fuss over the blackened pearl of Hetain.  A short time later, Kogan announced that the meal was ready.&lt;br /&gt;
&lt;br /&gt;
“Here's to you, Suffar,” said Darquan, raising his stein glass.  After chewing on a few strange tasting morsels, the wizard realized he had been tricked.  He stood up from the table and threw his arms out to the side, calling on his power to reveal the treachery.  There, on the table, was the partially devoured body of Anthony the snake man.&lt;br /&gt;
&lt;br /&gt;
“Suffar,” shouted Darquan, “you will pay for this if I must strike at you with my last breath!”&lt;br /&gt;
&lt;br /&gt;
===(16 May 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@N...N(OOO)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The was a ringing sound coming from the laboratory.  Darquan stomped into the room and pulled the cloth from the crystal ball.  There was Suffar, standing on the beach near the portal to the dimension of ultimate evil.  Beyond words and consumed with hatred, Darquan could only stand and stare as Suffar beckoned to him.  The evil wizard called for Kogan and had the giant bats made ready for takeoff once again.&lt;br /&gt;
&lt;br /&gt;
“It's a trick, boss,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
“Don't speak,” said Darquan.  “You know nothing save what I have taught you.”&lt;br /&gt;
&lt;br /&gt;
They were airborne a short time later.  There was still a huge maelstrom over Hetain's lake and the pair had to land their bats far from shore.  Darquan landed behind a grassy hill which he scuttled up to spy on the portal from afar.  There was Suffar, strutting back and forth before the portal as freely as you please.&lt;br /&gt;
&lt;br /&gt;
“You will never have the pearl,” said Darquan under his breath.&lt;br /&gt;
&lt;br /&gt;
===(18 June 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.N.o.(OOO).oN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He means to trick you,&amp;quot; said Kogan.  &amp;quot;All he wants is the pearl!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have had enough of your talk!&amp;quot; shouted Darquan.&lt;br /&gt;
&lt;br /&gt;
There was a flash of light and where once stood Kogan the dwarf, there was now a statue made of stone.  Darquan instantly regretted his action.  Not only had he lost a needed ally, but he had also given away his position.  He stood up and saw Suffar down by the lake, beckoning to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will never have the pearl!&amp;quot; declared Darquan as he stalked down to where Suffar was standing, near the portal to ultimate evil.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You mean this pearl?&amp;quot; asked Suffar, withdrawing the shiny pearl from his pocket.&lt;br /&gt;
&lt;br /&gt;
With a sudden sinking feeling, Darquan reached into his robe and held out the clouded brown pearl.  Driven by anger and outrage, Darquan cast the pearl into the maelstrom.  Suffar twirled, flaring out his cloak and disappearing in a puff of smoke.  The portal began to disappear.  Darquan could feel his heart sputtering and giving its last beat.  He had been tricked for the final time.&lt;br /&gt;
&lt;br /&gt;
===(29 July 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..N%..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suffar rested by the lake, meditating on all that had passed. The pearl was gone, but so were the malevolent titans that sought to use it for evil. Now the stars could resume their course through the sky and Domon could chase the moon in his fiery chariot. After a good long time, Suffar stood and noticed the statue of Kogan for what seemed like the first time. The stoney eyes seemed to follow him as he approached.&lt;br /&gt;
&lt;br /&gt;
“Darquan used the power of the pearl to keep you alive,” said Suffar. “If I restore you, you will die.”&lt;br /&gt;
&lt;br /&gt;
The statue blinked once.&lt;br /&gt;
&lt;br /&gt;
Calling on all his power, Suffar reversed Darquan's curse. Kogan began to move, struggling to breathe, then collapsed. Suffar held his hand as he died. It was as it should be. Kogan had taken the life of a titan and had to pay the price. He would be with the heroes in Nullset now.&lt;br /&gt;
&lt;br /&gt;
Darquan would be there too, no doubt struggling to return. Suffar would be there to meet him. It was to this end that Suffar had made his vow. The harmony of Nature must be preserved.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
===New Story (27 August 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@&amp;amp;\@H...UH.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who would throw away such a beautiful baby?  The basket had come down the Apagan river.  From Etwersbrot.  Ever since the outbreak of hostilities, people had looked to the magic city for hope and inspiration.  Now they were flinging their offspring into the river.  It was a time that would one day be called the Second Nightmare Apocalypse.&lt;br /&gt;
&lt;br /&gt;
“More demons ahead, Omak,” said the old knight.&lt;br /&gt;
&lt;br /&gt;
“I see them!” shouted Omak as the pair charged down the caravan trail.&lt;br /&gt;
&lt;br /&gt;
The most promising rider Sir Twan had ever seen, Omak was a dwarf from the south. He served in the garrison of Akkadin before the Evil One came.  In the chaos that followed, Omak stole a pony and ran for the hills.  That was where Twan found him.&lt;br /&gt;
&lt;br /&gt;
“Don't worry Master,” said Omak.  “This one is mine.”&lt;br /&gt;
&lt;br /&gt;
The monster wasn't used to the rules that governed this world.  Its ungainly limbs smacked against the dirt as it struggled to get away.  Omak smacked the flanks of his dark pony and then lifted his blade to strike.  The creature looked back just in time to get a face of steel.  A fountain of black blood shot up from the ruined head of the monster.&lt;br /&gt;
&lt;br /&gt;
“I did it,” cried Omak.&lt;br /&gt;
&lt;br /&gt;
“Excellent,” said Twan.  “I'll make a Beast Maimer of you yet!”&lt;br /&gt;
&lt;br /&gt;
“What's it got in its arms?” asked Omak&lt;br /&gt;
&lt;br /&gt;
“A dwarven child!” shouted Twan.&lt;br /&gt;
&lt;br /&gt;
===(25 September 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;!!@!!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Do you think the babe is from that village, yonder?” asked Omak.&lt;br /&gt;
&lt;br /&gt;
“If so, all her kin are dead,” said Sir Twan.&lt;br /&gt;
&lt;br /&gt;
The beast maimers returned to the city of Otla, to seek a home for the child.  There were electrical storms all night.  Unforeseen to all knights of the realm, the evil Cenaster had been slain, and with his death the Earth had been cast adrift in the cosmic ether.  The child cried and cried.  At last, the warlord would see them.&lt;br /&gt;
&lt;br /&gt;
“You say you rescued the babe from a demon?” asked Lord Saster.&lt;br /&gt;
&lt;br /&gt;
“She is marked with magic power,” said Sir Twan, “and destined for greatness!”&lt;br /&gt;
&lt;br /&gt;
“Then you and Omak will raise her as a Beast Maimer,” said Saster.&lt;br /&gt;
&lt;br /&gt;
It was a great honor, and a great responsibility.  Omak found a room for the baby in the castle.  There was still the need for a name.  Sir Twan sought to name her after the great city where she was found.&lt;br /&gt;
&lt;br /&gt;
“She shall be named Otilla,” said the knight.&lt;br /&gt;
&lt;br /&gt;
===(28 October 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@.@..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As great a fighter as master Omak was a rider, Otilla had grown up and found her place among the Beast Maimers.  Every morning at dawn the Maimers would sally forth from Otla Castle and search for demons to slay.  The creatures may have stopped pouring into this world since the death of Cenaster, but enough had made their through that a special effort was required to wipe them off the face of the Earth.&lt;br /&gt;
&lt;br /&gt;
“Grandfather Twan?” asked Otilla as she arrived at the meeting place.  “Where is Master Omak?”&lt;br /&gt;
&lt;br /&gt;
“Omak has gone to speak with the head of our order,” said Twan.  “He has yet to return.”&lt;br /&gt;
&lt;br /&gt;
“He has gone to see mighty Bram?” asked Otilla with excitement.  “Is the champion coming here?”&lt;br /&gt;
&lt;br /&gt;
The monster of Otla Hill was the Maimers' greatest shame.  They had cleared out the Forbidden Forest and slain enough demons to keep the King's Highway open from Etwersbrot to Akkadin.  Still, no knight was brave enough, or skilled enough in the martial arts, to take on the Otla Hill monster.  &lt;br /&gt;
&lt;br /&gt;
“He has come to slay the monster,” said Otilla.  “I know it!”&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:HYBRID BEING|HYBRID BEING]]==&lt;br /&gt;
===(3 June 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.@@.,--.,-,..-.,.,eeeee&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sword and axe clashed again and again as the combatants fought and&lt;br /&gt;
bled.  You and I remember Tasan fortress in the days before the elves&lt;br /&gt;
emerged from the hated forest.  At one time Fortress Tasan was second&lt;br /&gt;
only to the mountain homes in wealth and power.  Now it was the front&lt;br /&gt;
line in a war to end the age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aim low, marks-dwarves,&amp;quot; said Kraton.  &amp;quot;Make every shot count.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was the height of the Plump Helmet festival when Kraton first&lt;br /&gt;
learned of the elven invasion.  An arrow struck his sweetheart dead in&lt;br /&gt;
the chest.  The ambush was over in seconds.  The castle guard were&lt;br /&gt;
able to chase down the archers before they escaped into the woods.&lt;br /&gt;
&lt;br /&gt;
As captain of the guard, Kraton was in charge of interrogation.  There&lt;br /&gt;
was no need in his mind.  Elves were not rational.  Their reasons for&lt;br /&gt;
acting made no sense.  He ordered that they be hammered immediately&lt;br /&gt;
and prepared the fortress for the assault to come.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
===(3 January 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;,&amp;lt;U&amp;gt;,,.&amp;lt;U&amp;gt;.N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's monster was the first to appear.  About an hour after the ritual began there was a distinct smell on the western breeze.  It smelled like Brepotog, the sewer of reality.  Nesco flinched, but remained inside his protective pentagram.  Off to the right, the shadows darkened.  An arm, perhaps more tentacle than solid limb, protruded from the ground.  It struck the ground with a splat and pulled the rest of the demon up.&lt;br /&gt;
&lt;br /&gt;
“I've done it, Nesco,” shouted Thamian.  “Admit it!  I've won.”&lt;br /&gt;
&lt;br /&gt;
“Wait,” said Nesco.  “Look there!”&lt;br /&gt;
&lt;br /&gt;
Out of the trees, a figure stumbled.  Once it came into the sunlight, the young wizards could see it for what it was, alive undead.  It was the animated body of another young wizard.  He had probably died during the trials which had taken place earlier that week.  Its neck was clearly broken and its head lolled crazily to the side.&lt;br /&gt;
&lt;br /&gt;
“I command you, oh demon,” shouted Thamian, “attack!”&lt;br /&gt;
&lt;br /&gt;
===(3 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;N|+UUUUUU+U|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nesco was late to class.  The always-nosey Smesma was there at the door to greet him.  The first thing she noticed was the overpowering smell of filth.  They had been summoning demons again!  Nesco had the stink of Brepotog on him.  Where was Thamian?  The two rascals were usually inseparable.  Smesma stood in the doorway and would not let Nesco pass without an explanation.&lt;br /&gt;
&lt;br /&gt;
“Where is your friend, Thamian?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“Don't worry.  He still lives,” muttered Nesco, “after a fashion.”&lt;br /&gt;
&lt;br /&gt;
The witch let Nesco in, more overcome by his stench than his flimsy excuses.  As Nesco took his seat at the desk the other wizards scooted away, annoying the professor with their squeaky chairs.  The instructor for this term was Lord Domoran.  He was an incompetent teacher, just serving out his time until retirement.  Most young wizards never learned from class anymore.  The only ones who improved used the forbidden arts like Nesco and Thamian.&lt;br /&gt;
&lt;br /&gt;
“You summoned a demon from the bowels of the universe,” whispered Smesma.  “I smell it!”&lt;br /&gt;
&lt;br /&gt;
“Not me,” said Nesco.  “It was that fool Thamian.  But I got him back!”&lt;br /&gt;
&lt;br /&gt;
“If you have something to share,” boomed Lord Domoran, “you can share it with the whole class!”&lt;br /&gt;
&lt;br /&gt;
“Very well,” said Nesco.  “Watch this!”&lt;br /&gt;
&lt;br /&gt;
The young punk stood up and clapped his hands.  Suddenly the room felt very cold and still.  Outside the room, the students could hear footsteps.  Whoever it was, they didn't sound all that healthy.  The mystery person dragged one leg and moaned when he took a step.  The closer he got, the more loud and painful the moaning became.  At last there was a knock at the door.&lt;br /&gt;
&lt;br /&gt;
“Only students are allowed in the classroom,” shouted Domoran, clearly shaken.&lt;br /&gt;
&lt;br /&gt;
“But it is one of your students,” said Nesco.  “Thamian!  Come inside.”&lt;br /&gt;
&lt;br /&gt;
The doorknob turned ever so slowly, and the door swung open to reveal a horrible sight.  It was Thamian, or more accurately, what was left of him.  His clothing was bloody and torn, and his body was beset by a dozen mortal wounds.  The fact that he was walking was clearly an infernal miracle.&lt;br /&gt;
&lt;br /&gt;
“Nesco,” said Domoran, “what have you done?”&lt;br /&gt;
&lt;br /&gt;
“Only what you are too weak and afraid to do,” shouted Nesco.  “I used magic!”&lt;br /&gt;
&lt;br /&gt;
The zombie trudged forward.  Nesco laughed.  He was truly a Dulchari wizard now.  The monster came closer and the young wizards stood and backed away, leaving Domoran to face the ghost of Thamian alone.&lt;br /&gt;
&lt;br /&gt;
“Stop it!” shouted Smesma.&lt;br /&gt;
&lt;br /&gt;
“I,” said Nesco, suddenly flustered, “I can't!”&lt;br /&gt;
&lt;br /&gt;
===(19 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!NU!!!!!!UU++UU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's corpse caught hold of Domoran and plunged its fangs into his neck.  The young wizards cut and ran, leaving Nesco and Smesma to face the threat alone.  Blood poured from Domoran's wound.  There wasn't much hope for him now and Nesco knew it.  Still, Smesma wouldn't let Nesco flee.&lt;br /&gt;
&lt;br /&gt;
“You did this,” shouted Smesma.  “Now undo it!”&lt;br /&gt;
&lt;br /&gt;
“But if Domoran lives,” explained Nesco, “we will be expelled from school.”&lt;br /&gt;
&lt;br /&gt;
“What?” asked Smesma, having heard the most ignorant excuse spoken in years.&lt;br /&gt;
&lt;br /&gt;
The zombie dropped the professor's body on the floor and advanced on the delinquent wizard.  Nesco grabbed Smesma by the arm and ran out of class.  Outside the classroom, the disaster containment squad had assembled.  The wizards in the tac-squad wore robes lined with adamantine and wielded special flame throwing wands.&lt;br /&gt;
&lt;br /&gt;
“They are in there,” shouted Nesco.  “Two of them!”&lt;br /&gt;
&lt;br /&gt;
“Villain!” cried Smesma.  “Domoran may yet live!”&lt;br /&gt;
&lt;br /&gt;
Nesco pushed Smesma to the side as the wizards stormed the classroom, blasting away indiscriminately with their flame throwers.  The evil Nesco chuckled into his cloak.  No one was paying attention but Smesma.  She knew now that something must be done to stop him.&lt;br /&gt;
&lt;br /&gt;
===(20 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U!,.U&amp;quot;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alone in her alcove, Smesma said a prayer to the gods and began her meditation. There was a buzzing sound deep in her throat.  She concentrated on the sacred syllables of the forbidden language.  The time had come to use her power.  She shouted the word and punched a hole through the brick wall of her room.  Such was the power of Axolar.&lt;br /&gt;
&lt;br /&gt;
“Where is Nesco?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“He has been hanging around Thamian's grave,” said one of the students.  “It's horrible that all of this happened.”&lt;br /&gt;
&lt;br /&gt;
“He has to be stopped before anyone else gets hurt,” said Smesma.&lt;br /&gt;
&lt;br /&gt;
She meant to kill Nesco before he could raise any more zombies.  Domoron had been a hero to Smesma, and she blamed Nesco alone for his death.  Outside the city gate, hidden behind a screen of trees, Nesco waited for Smesma in the cemetery.  He was alone dressed in the gray robes of mourning.&lt;br /&gt;
&lt;br /&gt;
“You had better call to Urmoro for help,” shouted Smesma, “for I will have no mercy.”&lt;br /&gt;
&lt;br /&gt;
Nesco just stood there, knowing that Smesma would probably just kill herself with a magic spell.  He had gained some perspective since the trouble started.  He could hear the sound welling up from Smesma's throat as she charged up for the killer blow.  She ran at Nesco, releasing the spell with a shout.  There was an explosion of gore and a terrible gargling sound.  No one knew what happened until the undertaker came across the bodies the next day.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;|@+@+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Trog in the mine!” screamed Kogan.&lt;br /&gt;
&lt;br /&gt;
Before he could shout again, the troglodyte brought a thigh bone down onto Kogan's skull.  The dwarf was knocked senseless.  He could sense motion as a pair of dwarves dragged his body away.  He tried to protest but his vision was a blur.  The trog was real.  He had to warn the others.&lt;br /&gt;
&lt;br /&gt;
“It's alright,” said the doctor.  “You took a nasty blow to the head.”&lt;br /&gt;
&lt;br /&gt;
“The trog!” exclaimed Kogan.  “We must kill it!”&lt;br /&gt;
&lt;br /&gt;
“Time has passed, I'm afraid,” said the doctor.&lt;br /&gt;
&lt;br /&gt;
“What are you talking about?” asked Kogan.  “Did I miss the festival?”&lt;br /&gt;
&lt;br /&gt;
“It has been some years,” said the doctor.  “You have been in a deep sleep.”&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Latta==&lt;br /&gt;
===(20 April 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.@/~.@@@.|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He just took it.  The adamantine artifact was on display in the great hall.  It was the night of the Plump Helmet Festival and no one was paying attention.  No one would notice if a dwarf slipped the magic knife into his pocket.  That's what Kogan thought as he took the dagger by the handle and dropped it into the fold of his tunic.  What he didn't count on was the infinite sharpness of the blade itself.&lt;br /&gt;
&lt;br /&gt;
“What the forge?” asked Kogan as the pain struck him.&lt;br /&gt;
&lt;br /&gt;
The blade cut through the fabric of his pocket and plunged down into his foot.  He tried to play it off cool as the young dwarves danced all around him.  He bend down during a lute solo when everyone was watching the stage and pulled the knife out of his foot.  He winced and smiled a fierce smile.  Now all he had to do was limp out of here without being noticed.&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=256219</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=256219"/>
		<updated>2021-01-03T12:27:01Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* (3rd January 2020) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
{{unversioned}}&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(3rd February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
===(27th March 2018)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Destra, “I promise you revenge.”&lt;br /&gt;
&lt;br /&gt;
“I will eat him,” said the minotaur.  “Then I will eat you.”&lt;br /&gt;
&lt;br /&gt;
“It's a deal!” said Destra.&lt;br /&gt;
&lt;br /&gt;
The monster guided the witch out of the cave.  With all its strength, the minotaur pushed the boulders aside and he and the witch stepped out into the night air.  The witch cast a spell and traced the wizard's path through the ether.  They followed the magical trail north.&lt;br /&gt;
&lt;br /&gt;
Over stream and under the trees the pair closed in on the wizard's tower.  Meanwhile Suffar order his kobold to hunt for dwarven treasure once more.  He was on the brink of a breakthrough.  All he needed was one more artifact, one more vision into the true nature of magic.&lt;br /&gt;
&lt;br /&gt;
It had been several days, and the kobold had yet to return.  Suffar was becoming concerned.  Then there was a knock at the door.  The wizard made his way down the long spiral staircase.  “I'm coming.  I'm coming!  Settle down!” grumbled the wizard as he reached to door at last.  Opening it, he saw a tall, cloaked figure.&lt;br /&gt;
&lt;br /&gt;
“I have come for you,” said the stranger.&lt;br /&gt;
&lt;br /&gt;
===(3rd January 2020)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|++N+M+U+N+k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
“Oh Lady of Darkness,” whimpered Suffar.  “I meant to summon you earlier, but it was my kobold's birthday and I...”&lt;br /&gt;
&lt;br /&gt;
“Enough excuses!” said the demon mistress.  “I knew you were collecting magic powers to bind me, but you are too late.  I have arrived.”&lt;br /&gt;
&lt;br /&gt;
“But how?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
The kobold appeared from behind the demon's robes.  That rascal had intoned the rites of summoning without him.  Now all was lost.  &lt;br /&gt;
&lt;br /&gt;
The wizard groveled before Mistress of All Evil.  Maybe there was still a way out of this nightmare, something in the contract he had signed to make the legal mumbo-jumbo null and void.  &lt;br /&gt;
&lt;br /&gt;
He had to think.  Then to answer came to him.&lt;br /&gt;
&lt;br /&gt;
It was the nature of demons to play the long game.  Their machinations took decades to resolve.  Suffar didn't have that kind of time.  &lt;br /&gt;
&lt;br /&gt;
He knew that sooner than latter the demon would find him of no use and send him spiraling down into the Netherworld.  His only chance was to find Destra, if she still lived.  &lt;br /&gt;
&lt;br /&gt;
So when the demon locked the door to the library behind her, Suffar slipped out of castle.&lt;br /&gt;
&lt;br /&gt;
The ruined dwarf fortress was only around the next bend in the road.  Suffar began going over the language that he would use to convince Destra that feeding her to the minotaur was just a big mistake.  &lt;br /&gt;
&lt;br /&gt;
When he arrived at the entrance to the labyrinth he found the the stone had been rolled away.  Now he was in serious trouble.  Someone behind him cleared their throat.&lt;br /&gt;
&lt;br /&gt;
“You have a lot of nerve coming back here.”&lt;br /&gt;
&lt;br /&gt;
It was Destra alright, and with her was the hulking minotaur looking hungry as ever.  His jaw jabbering, Suffar tried to quickly describe the trouble he was in. Nay, the trouble they were all in.&lt;br /&gt;
&lt;br /&gt;
“Your kobold summoned the Princess of Darkness?” asked Destra.&lt;br /&gt;
&lt;br /&gt;
The pair of magic users and the reluctant minotaur returned to the castle.  The cow man was none to happy to arrive back at the place where he had been created.  &lt;br /&gt;
&lt;br /&gt;
The minotaur wiped the tears from his eyes and promised himself he was have his revenge.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis,” said the demon, as she stirred the thick goo inside the magic cauldron, “I think this is the start of a magical friendship.”&lt;br /&gt;
&lt;br /&gt;
Yapping with alarm, the kobold pointed over the demon's shoulder.  Before she could react, the monster lifted her up by the neck and tossed her into the black metal bowl.  &lt;br /&gt;
&lt;br /&gt;
Suffar was relieved that he was now free, until he looked up to see the cow monster standing over him.&lt;br /&gt;
&lt;br /&gt;
“Your bones will make a good stew,” said the minotaur as he mixed the substance that was Suffar and the demon with a giant ladle.&lt;br /&gt;
&lt;br /&gt;
Watching with horror, the kobold bolted toward the door.  Destra pointed her finger and a bolt of lightning struck the tiny monster.  After the dust cleared there was nothing left behind but a long, pink-tailed rat.&lt;br /&gt;
&lt;br /&gt;
“Are you going to eat that?” asked the minotaur.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W..@.,.,NNNNN~~~~A~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Who are they?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“They are the dwarves of the once powerful fortress of Etwersbrot,” said Suffar.  “They worship Hetain now.”&lt;br /&gt;
&lt;br /&gt;
A horde of misshapen monsters ringed the lake, holding hands.  Some them had three arms.  Some had two heads.  They were all monstrous and terrifying.  Kogan knew that they were once dwarves.  He wished with all his might that he could forget that knowledge and slay them cleanly.  Now every dead monster was simply murder.&lt;br /&gt;
&lt;br /&gt;
The chanting of the monsters intensified with the rising of the moon.  There was a bubbling vortex at the center of the lake.  Soon the giant axolotl appeared, rising magically above the water.  The monsters prostrated themselves before the titan.  It was Kogan's chance.  Suffar tapped him on the shoulder and he rose, stepping out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
“Hetain,” shouted Kogan, “why are you trying to control my people?”&lt;br /&gt;
&lt;br /&gt;
===(26 March 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,.NNNN,.@/(((((A)))))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The pearl belongs to me,” said the giant salamander.  “The villain you work for is no more than a thief.  I stand on the side of the righteous.”&lt;br /&gt;
&lt;br /&gt;
“It is righteous to turn my kin into monsters?” shouted Kogan.  “I have shed the blood of my blood because of you.  Are you listening, oh dwarves of Etwersbrot?  Serve not this coward and let him fight his own battles!”&lt;br /&gt;
&lt;br /&gt;
The monsters stopped their chanting and stepped aside as Kogan approached the water's edge.  Hetain looked nervous.  His slaves had never rebelled before.  The dwarf stood before the titan, holding his battle axe at the ready.  Hetain called on the power of the outer darkness, creating a vortex in the water below him.  Suffar saw the danger and began chanting to counter the spell.  The little dwarf was in more danger than he knew.  Hetain was opening a portal to a dimension of ultimate evil.&lt;br /&gt;
&lt;br /&gt;
===(27 April 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,..,~~~@/~~&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seeing that now was the time to act, Kogan charged passed the confused looking monsters and into the lake.  Suffar spoke a charm and the water became solid as ice where Kogan stepped.  He ran across the lake toward the giant salamander.  The vortex at the center of the lake was growing larger.  A strange howling could be heard from within, like the terrible screams of all of those being tortured in the underworld.&lt;br /&gt;
&lt;br /&gt;
“You have done my kin ill,” pronounced Kogan as he raised his axe.  “Prepare to die.”&lt;br /&gt;
&lt;br /&gt;
Entrails poured into the dimensional portal as Kogan gutted the monstrous titan with a great stroke of his blade.  The guts acted as chum, attracting the most hungry of demons up from the depths.  Kogan staggered backward as the monsters blasted up and out into the world of the living.&lt;br /&gt;
&lt;br /&gt;
“What have you done?” muttered Suffar.&lt;br /&gt;
&lt;br /&gt;
===(30 May 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.,@.,@@,.@.&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;.W~~@~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hundreds of dwarves, finding that they now wore their own bodies, had to quickly stop celebrating and run for their lives.  A black fountain of evil blasted up from the center of the lake where Kogan had been standing seconds before.  Dark, winged shapes gathered in the sky above. &lt;br /&gt;
&lt;br /&gt;
“Mul-o-rom, Sul-o-rom,” chanted Suffar as he dragged Kogan's body away from the water.&lt;br /&gt;
&lt;br /&gt;
The demons had not noticed the wizard yet, choosing instead to fly after the fleeing dwarves.  Suffar could not help but think that this was all his fault.  The mess he had created was bigger than just a stolen pearl.  The entire world was in peril.  He had to seek out Domon, in the Palace of the Rising Sun.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;N%,..W@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Where is the sun?” asked Kogan as he awoke.&lt;br /&gt;
&lt;br /&gt;
“There has been a lasting darkness since Hetain died,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then we have won,” exclaimed Kogan.&lt;br /&gt;
&lt;br /&gt;
A dizzy spell forced Kogan to lie back down.  “It's a bit more complicated than that,” said Suffar.  The stars twinkled as giant bat-like creatures passed through the sky.  Kogan turned to witness a horrible sight just a stone's throw away.  Three demons were feasting on the body of a dead dwarf.  They were more horrible than the night creatures of Hetain.&lt;br /&gt;
&lt;br /&gt;
“They can't see us,” said Suffar.  “Rest, my friend.”&lt;br /&gt;
&lt;br /&gt;
“There must be a way to stop them,” whispered Kogan.  “You said something about Domon, and the sky chariot.”&lt;br /&gt;
&lt;br /&gt;
“I'm afraid the sun has set forever,” said Suffar.  “The four titans cannot help us now.”&lt;br /&gt;
&lt;br /&gt;
“There must be something we can do?” asked the dwarf hero.&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Suffar.  “As long as we hold the pearl there is hope.”&lt;br /&gt;
&lt;br /&gt;
===(31 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,,.NN..,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The magic doorway will close,” said Suffar, “if we cast Hetain's magic pearl back through the demon gate.”&lt;br /&gt;
&lt;br /&gt;
“Then do it,” exclaimed Kogan, suffering from another fainting spell.&lt;br /&gt;
&lt;br /&gt;
“Who ever should cast in the pearl shall die,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then give it to me,” said Kogan.  “I care not for my own life.”&lt;br /&gt;
&lt;br /&gt;
“That much in obvious,” said Suffar, “but you cannot be the one.  Look at your body.”&lt;br /&gt;
&lt;br /&gt;
Straining to sit up, Kogan was horrified to see that his body was a mere skeleton, barely held together by bits of sinew.  Suffar used his magic to keep Kogan alive, but it was only a kind of half-life.  Once the pearl was cast, Kogan too would die.&lt;br /&gt;
&lt;br /&gt;
“Then if you will not stand up and save the world,” asked Kogan, “who will?”&lt;br /&gt;
&lt;br /&gt;
“We must find the fourth titan,” said Suffar.  “He lives in a tower deep in the Garum.”&lt;br /&gt;
&lt;br /&gt;
“Not Darquan the Deadly,” shouted Kogan.  “That wicked old man would never make the sacrifice.”&lt;br /&gt;
&lt;br /&gt;
“We have no other choice,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
===(20 September 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;N&amp;quot;N.&amp;quot;.,|N+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the Garum it was unusually cold.  The sun hadn't risen for three days and the plants were beginning to die.  Kogan could see the light of a candle in the top room of the tower a way's off in the marsh.  Suffar explained to the skeletal dwarf that he should do the talking.  The master of the tower was Darquan the Deadly, one of four cosmic titans that had existed since the dawn of time.  &lt;br /&gt;
&lt;br /&gt;
The wizard of the tower was twisted and evil.  He had exhausted every physical pleasure in a search for the ultimate experience.  The truth was, now he was bored and wished for the eternal nothingness that awaited his extinction.  But if there was one thing that kept Darquan breathing it was his jealous hatred for all living things.&lt;br /&gt;
&lt;br /&gt;
“Who dares disturb my meditation?” came a voice from above.&lt;br /&gt;
&lt;br /&gt;
Looking up the dark wet stones of the tower, Kogan could see a pale bald head trailing long white whiskers.  Suffar shouted back, explaining the death of Hetain and the demon gateway.  The wizard's head disappeared and there was a click at the solid wood door before them, which swung open by itself.&lt;br /&gt;
&lt;br /&gt;
===(1 October 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|NCN+++?N?|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The snake was fast, but Suffar was faster.  As the door opened, a king cobra snake man shot his long neck out toward the wizard's face.  He dodged to the right and seized the serpent man's throat.  Darquan was a coward to leave his minions in charge of greeting the adventurers.&lt;br /&gt;
&lt;br /&gt;
“Come forth, dark titan,” said Suffar, “or I will break your pet's neck.”&lt;br /&gt;
&lt;br /&gt;
While Suffar shouted at the open door, the snake man reached with his long articulated arm and pulled a dagger from one of its many belts.  Just as it was about to push the blade in, the skeletal dwarf stepped out from behind the wizard and chopped at the snake man's wrist.&lt;br /&gt;
&lt;br /&gt;
“That'sss cheating!” complained the cobra man.&lt;br /&gt;
&lt;br /&gt;
“Save your whining for your master,” said Suffar.  “That is, if the coward is brave enough to show his face.”&lt;br /&gt;
&lt;br /&gt;
“You have the pearl?” came a voice from above.  “Show it to me!”&lt;br /&gt;
&lt;br /&gt;
===(7 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|No+N+++N&amp;lt;|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Only you can save the world now,” shouted Suffar as he held the pearl over his head.&lt;br /&gt;
&lt;br /&gt;
“Hetain's Pearl,” said Darquan.  “You are a naughty wizard.”&lt;br /&gt;
&lt;br /&gt;
The candlelight vanished from the window as Darquan descended the hundreds of steps of the dark tower.  It seemed like ages later when he appeared in the doorway.  “Let Anthony go,” commanded the evil wizard.  Suffar released the cobra man who disappeared back into the tower.&lt;br /&gt;
&lt;br /&gt;
“Who is your friend?” asked Darquan, indicating the skeletal dwarf.&lt;br /&gt;
&lt;br /&gt;
“This is Kogan,” said Suffar, “Slayer of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“You can do better for a titan slayer than this, surely,” said Darquan.&lt;br /&gt;
&lt;br /&gt;
The serpent wizard began chanting in the ancient tongue of magic.  The wind began to blow and stir up muddy water and dead vegetation.  The muck attached itself to Kogan's skeleton and soon he began to resemble a living dwarf.&lt;br /&gt;
&lt;br /&gt;
“Now, Kogan,” said Darquan, “your body belongs to me.  Take the pearl from Suffar and give it to me!”&lt;br /&gt;
&lt;br /&gt;
===(11 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;CNoNN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using his bracers to block a series of strikes and thrusts, Suffar desperately resisted as Kogan tried to wrestle the pearl from him.  Anthony returned wielding a pair of swords.  The dwarf grabbed the wizard around the legs and tackled him to the ground.  The snake man held his blades to Suffar's throat.  It was over.&lt;br /&gt;
&lt;br /&gt;
“And now,” said Darquan, “the pearl, if you please?”&lt;br /&gt;
&lt;br /&gt;
Reaching into his robe, Suffar withdrew the shining pearl.  Darquan's eyes lit up with joy.  Whoever possessed the pearl held sway over the hand of Fate.  Having exhausted the frivolous pleasures of this world, Darquan would use the pearl to enhance his hedonistic lifestyle.  With glee, he snatched the pearl out of Suffar's hand.&lt;br /&gt;
&lt;br /&gt;
“You will know, before the end,” said Suffar, “what you have to do.”&lt;br /&gt;
&lt;br /&gt;
===(5 January 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NB,B..,N+C&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Slay him,” commanded Darquan.&lt;br /&gt;
&lt;br /&gt;
Anthony the snake man brought his sword blade down onto the wizard's neck, but recoiled when his weapon clashed against the stone floor of the tower.  Suffar's robes lay empty on the ground, but the wizard was nowhere to be found.  Darquan hollered with disapproval.  Kogan stood up and brushed the dirt off his chest.&lt;br /&gt;
&lt;br /&gt;
“You, dwarf!” shouted Darquan.  “Stop standing around like a moron and find the wizard.”&lt;br /&gt;
&lt;br /&gt;
A pair of giant bats landed at the base of the tower.  They were fitted with saddles and Kogan had the impression that his new master, Darquan, wanted him to ride.  He climbed up the hairy bat and sat astride its back.&lt;br /&gt;
&lt;br /&gt;
“That rascal can't get far without the pearl,” said Darquan.  “Find him, and snuff out his life!”&lt;br /&gt;
&lt;br /&gt;
===(9 February 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;k####@B##CB##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pair of giant bats launched out of the tower with Kogan and Anthony the snake man on their backs.  The dwarf's vision was excellent at night, due to a long life underground.  However, he could see nothing in the marsh but wildlife.  He called over to Anthony and the snake man replied.&lt;br /&gt;
&lt;br /&gt;
“He has changed himself into a bird or beast,” shouted Anthony.&lt;br /&gt;
&lt;br /&gt;
“How will I know him?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“He is the only beast that does not fear the power of Darquan,” said Anthony.&lt;br /&gt;
&lt;br /&gt;
The snake man held up his staff and the end began to glow an ominous red.  All around, beneath them, the animals froze in place, the birds so much as freezing in mid flight and falling into the murky water.  There was one that still flew, a kingfisher!&lt;br /&gt;
&lt;br /&gt;
“That's him!” cried Kogan.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cackling with glee, Darquan watched through his crystal ball as the two giant bat riders chased down the tiny bird.  They dove and pounced on the bird at once and there was a scuffle as the group splashed into the water.  Darquan was giddy with anticipation.  When the fight subsided, Kogan stood up holding the body of a dead bird, but Anthony was stricken dead.  The snake man had been in Darquan's employ for many years, but the evil old man could not find it in himself to shed a single tear.&lt;br /&gt;
&lt;br /&gt;
“Bring me the carcass,” commanded Darquan.  “We will feast on kingfisher tonight!”&lt;br /&gt;
&lt;br /&gt;
Throwing a cloth over the crystal ball, Darquan retired to his private chamber to contemplate the pearl.  Something was wrong.  The pearl had taken on a dim brown color.  Gone was its magical luster.  The wizard was furious.  He charged back into his laboratory and awaited Kogan's return.  There had to be some sort of explanation, and without question, someone would pay.&lt;br /&gt;
&lt;br /&gt;
===(13 April 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@+=%=N+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf met Darquan in the feast hall below the wizard's tower.  The old man commanded that the dead bird be plucked and roasted on a spit.  As Kogan made himself busy preparing the meal, Darquan returned to fuss over the blackened pearl of Hetain.  A short time later, Kogan announced that the meal was ready.&lt;br /&gt;
&lt;br /&gt;
“Here's to you, Suffar,” said Darquan, raising his stein glass.  After chewing on a few strange tasting morsels, the wizard realized he had been tricked.  He stood up from the table and threw his arms out to the side, calling on his power to reveal the treachery.  There, on the table, was the partially devoured body of Anthony the snake man.&lt;br /&gt;
&lt;br /&gt;
“Suffar,” shouted Darquan, “you will pay for this if I must strike at you with my last breath!”&lt;br /&gt;
&lt;br /&gt;
===(16 May 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@N...N(OOO)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The was a ringing sound coming from the laboratory.  Darquan stomped into the room and pulled the cloth from the crystal ball.  There was Suffar, standing on the beach near the portal to the dimension of ultimate evil.  Beyond words and consumed with hatred, Darquan could only stand and stare as Suffar beckoned to him.  The evil wizard called for Kogan and had the giant bats made ready for takeoff once again.&lt;br /&gt;
&lt;br /&gt;
“It's a trick, boss,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
“Don't speak,” said Darquan.  “You know nothing save what I have taught you.”&lt;br /&gt;
&lt;br /&gt;
They were airborne a short time later.  There was still a huge maelstrom over Hetain's lake and the pair had to land their bats far from shore.  Darquan landed behind a grassy hill which he scuttled up to spy on the portal from afar.  There was Suffar, strutting back and forth before the portal as freely as you please.&lt;br /&gt;
&lt;br /&gt;
“You will never have the pearl,” said Darquan under his breath.&lt;br /&gt;
&lt;br /&gt;
===(18 June 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.N.o.(OOO).oN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He means to trick you,&amp;quot; said Kogan.  &amp;quot;All he wants is the pearl!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have had enough of your talk!&amp;quot; shouted Darquan.&lt;br /&gt;
&lt;br /&gt;
There was a flash of light and where once stood Kogan the dwarf, there was now a statue made of stone.  Darquan instantly regretted his action.  Not only had he lost a needed ally, but he had also given away his position.  He stood up and saw Suffar down by the lake, beckoning to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will never have the pearl!&amp;quot; declared Darquan as he stalked down to where Suffar was standing, near the portal to ultimate evil.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You mean this pearl?&amp;quot; asked Suffar, withdrawing the shiny pearl from his pocket.&lt;br /&gt;
&lt;br /&gt;
With a sudden sinking feeling, Darquan reached into his robe and held out the clouded brown pearl.  Driven by anger and outrage, Darquan cast the pearl into the maelstrom.  Suffar twirled, flaring out his cloak and disappearing in a puff of smoke.  The portal began to disappear.  Darquan could feel his heart sputtering and giving its last beat.  He had been tricked for the final time.&lt;br /&gt;
&lt;br /&gt;
===(29 July 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..N%..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suffar rested by the lake, meditating on all that had passed. The pearl was gone, but so were the malevolent titans that sought to use it for evil. Now the stars could resume their course through the sky and Domon could chase the moon in his fiery chariot. After a good long time, Suffar stood and noticed the statue of Kogan for what seemed like the first time. The stoney eyes seemed to follow him as he approached.&lt;br /&gt;
&lt;br /&gt;
“Darquan used the power of the pearl to keep you alive,” said Suffar. “If I restore you, you will die.”&lt;br /&gt;
&lt;br /&gt;
The statue blinked once.&lt;br /&gt;
&lt;br /&gt;
Calling on all his power, Suffar reversed Darquan's curse. Kogan began to move, struggling to breathe, then collapsed. Suffar held his hand as he died. It was as it should be. Kogan had taken the life of a titan and had to pay the price. He would be with the heroes in Nullset now.&lt;br /&gt;
&lt;br /&gt;
Darquan would be there too, no doubt struggling to return. Suffar would be there to meet him. It was to this end that Suffar had made his vow. The harmony of Nature must be preserved.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
===New Story (27 August 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@&amp;amp;\@H...UH.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who would throw away such a beautiful baby?  The basket had come down the Apagan river.  From Etwersbrot.  Ever since the outbreak of hostilities, people had looked to the magic city for hope and inspiration.  Now they were flinging their offspring into the river.  It was a time that would one day be called the Second Nightmare Apocalypse.&lt;br /&gt;
&lt;br /&gt;
“More demons ahead, Omak,” said the old knight.&lt;br /&gt;
&lt;br /&gt;
“I see them!” shouted Omak as the pair charged down the caravan trail.&lt;br /&gt;
&lt;br /&gt;
The most promising rider Sir Twan had ever seen, Omak was a dwarf from the south. He served in the garrison of Akkadin before the Evil One came.  In the chaos that followed, Omak stole a pony and ran for the hills.  That was where Twan found him.&lt;br /&gt;
&lt;br /&gt;
“Don't worry Master,” said Omak.  “This one is mine.”&lt;br /&gt;
&lt;br /&gt;
The monster wasn't used to the rules that governed this world.  Its ungainly limbs smacked against the dirt as it struggled to get away.  Omak smacked the flanks of his dark pony and then lifted his blade to strike.  The creature looked back just in time to get a face of steel.  A fountain of black blood shot up from the ruined head of the monster.&lt;br /&gt;
&lt;br /&gt;
“I did it,” cried Omak.&lt;br /&gt;
&lt;br /&gt;
“Excellent,” said Twan.  “I'll make a Beast Maimer of you yet!”&lt;br /&gt;
&lt;br /&gt;
“What's it got in its arms?” asked Omak&lt;br /&gt;
&lt;br /&gt;
“A dwarven child!” shouted Twan.&lt;br /&gt;
&lt;br /&gt;
===(25 September 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;!!@!!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Do you think the babe is from that village, yonder?” asked Omak.&lt;br /&gt;
&lt;br /&gt;
“If so, all her kin are dead,” said Sir Twan.&lt;br /&gt;
&lt;br /&gt;
The beast maimers returned to the city of Otla, to seek a home for the child.  There were electrical storms all night.  Unforeseen to all knights of the realm, the evil Cenaster had been slain, and with his death the Earth had been cast adrift in the cosmic ether.  The child cried and cried.  At last, the warlord would see them.&lt;br /&gt;
&lt;br /&gt;
“You say you rescued the babe from a demon?” asked Lord Saster.&lt;br /&gt;
&lt;br /&gt;
“She is marked with magic power,” said Sir Twan, “and destined for greatness!”&lt;br /&gt;
&lt;br /&gt;
“Then you and Omak will raise her as a Beast Maimer,” said Saster.&lt;br /&gt;
&lt;br /&gt;
It was a great honor, and a great responsibility.  Omak found a room for the baby in the castle.  There was still the need for a name.  Sir Twan sought to name her after the great city where she was found.&lt;br /&gt;
&lt;br /&gt;
“She shall be named Otilla,” said the knight.&lt;br /&gt;
&lt;br /&gt;
===(28 October 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@.@..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As great a fighter as master Omak was a rider, Otilla had grown up and found her place among the Beast Maimers.  Every morning at dawn the Maimers would sally forth from Otla Castle and search for demons to slay.  The creatures may have stopped pouring into this world since the death of Cenaster, but enough had made their through that a special effort was required to wipe them off the face of the Earth.&lt;br /&gt;
&lt;br /&gt;
“Grandfather Twan?” asked Otilla as she arrived at the meeting place.  “Where is Master Omak?”&lt;br /&gt;
&lt;br /&gt;
“Omak has gone to speak with the head of our order,” said Twan.  “He has yet to return.”&lt;br /&gt;
&lt;br /&gt;
“He has gone to see mighty Bram?” asked Otilla with excitement.  “Is the champion coming here?”&lt;br /&gt;
&lt;br /&gt;
The monster of Otla Hill was the Maimers' greatest shame.  They had cleared out the Forbidden Forest and slain enough demons to keep the King's Highway open from Etwersbrot to Akkadin.  Still, no knight was brave enough, or skilled enough in the martial arts, to take on the Otla Hill monster.  &lt;br /&gt;
&lt;br /&gt;
“He has come to slay the monster,” said Otilla.  “I know it!”&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:HYBRID BEING|HYBRID BEING]]==&lt;br /&gt;
===(3 June 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.@@.,--.,-,..-.,.,eeeee&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sword and axe clashed again and again as the combatants fought and&lt;br /&gt;
bled.  You and I remember Tasan fortress in the days before the elves&lt;br /&gt;
emerged from the hated forest.  At one time Fortress Tasan was second&lt;br /&gt;
only to the mountain homes in wealth and power.  Now it was the front&lt;br /&gt;
line in a war to end the age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aim low, marks-dwarves,&amp;quot; said Kraton.  &amp;quot;Make every shot count.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was the height of the Plump Helmet festival when Kraton first&lt;br /&gt;
learned of the elven invasion.  An arrow struck his sweetheart dead in&lt;br /&gt;
the chest.  The ambush was over in seconds.  The castle guard were&lt;br /&gt;
able to chase down the archers before they escaped into the woods.&lt;br /&gt;
&lt;br /&gt;
As captain of the guard, Kraton was in charge of interrogation.  There&lt;br /&gt;
was no need in his mind.  Elves were not rational.  Their reasons for&lt;br /&gt;
acting made no sense.  He ordered that they be hammered immediately&lt;br /&gt;
and prepared the fortress for the assault to come.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
===(3 January 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;,&amp;lt;U&amp;gt;,,.&amp;lt;U&amp;gt;.N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's monster was the first to appear.  About an hour after the ritual began there was a distinct smell on the western breeze.  It smelled like Brepotog, the sewer of reality.  Nesco flinched, but remained inside his protective pentagram.  Off to the right, the shadows darkened.  An arm, perhaps more tentacle than solid limb, protruded from the ground.  It struck the ground with a splat and pulled the rest of the demon up.&lt;br /&gt;
&lt;br /&gt;
“I've done it, Nesco,” shouted Thamian.  “Admit it!  I've won.”&lt;br /&gt;
&lt;br /&gt;
“Wait,” said Nesco.  “Look there!”&lt;br /&gt;
&lt;br /&gt;
Out of the trees, a figure stumbled.  Once it came into the sunlight, the young wizards could see it for what it was, alive undead.  It was the animated body of another young wizard.  He had probably died during the trials which had taken place earlier that week.  Its neck was clearly broken and its head lolled crazily to the side.&lt;br /&gt;
&lt;br /&gt;
“I command you, oh demon,” shouted Thamian, “attack!”&lt;br /&gt;
&lt;br /&gt;
===(3 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;N|+UUUUUU+U|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nesco was late to class.  The always-nosey Smesma was there at the door to greet him.  The first thing she noticed was the overpowering smell of filth.  They had been summoning demons again!  Nesco had the stink of Brepotog on him.  Where was Thamian?  The two rascals were usually inseparable.  Smesma stood in the doorway and would not let Nesco pass without an explanation.&lt;br /&gt;
&lt;br /&gt;
“Where is your friend, Thamian?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“Don't worry.  He still lives,” muttered Nesco, “after a fashion.”&lt;br /&gt;
&lt;br /&gt;
The witch let Nesco in, more overcome by his stench than his flimsy excuses.  As Nesco took his seat at the desk the other wizards scooted away, annoying the professor with their squeaky chairs.  The instructor for this term was Lord Domoran.  He was an incompetent teacher, just serving out his time until retirement.  Most young wizards never learned from class anymore.  The only ones who improved used the forbidden arts like Nesco and Thamian.&lt;br /&gt;
&lt;br /&gt;
“You summoned a demon from the bowels of the universe,” whispered Smesma.  “I smell it!”&lt;br /&gt;
&lt;br /&gt;
“Not me,” said Nesco.  “It was that fool Thamian.  But I got him back!”&lt;br /&gt;
&lt;br /&gt;
“If you have something to share,” boomed Lord Domoran, “you can share it with the whole class!”&lt;br /&gt;
&lt;br /&gt;
“Very well,” said Nesco.  “Watch this!”&lt;br /&gt;
&lt;br /&gt;
The young punk stood up and clapped his hands.  Suddenly the room felt very cold and still.  Outside the room, the students could hear footsteps.  Whoever it was, they didn't sound all that healthy.  The mystery person dragged one leg and moaned when he took a step.  The closer he got, the more loud and painful the moaning became.  At last there was a knock at the door.&lt;br /&gt;
&lt;br /&gt;
“Only students are allowed in the classroom,” shouted Domoran, clearly shaken.&lt;br /&gt;
&lt;br /&gt;
“But it is one of your students,” said Nesco.  “Thamian!  Come inside.”&lt;br /&gt;
&lt;br /&gt;
The doorknob turned ever so slowly, and the door swung open to reveal a horrible sight.  It was Thamian, or more accurately, what was left of him.  His clothing was bloody and torn, and his body was beset by a dozen mortal wounds.  The fact that he was walking was clearly an infernal miracle.&lt;br /&gt;
&lt;br /&gt;
“Nesco,” said Domoran, “what have you done?”&lt;br /&gt;
&lt;br /&gt;
“Only what you are too weak and afraid to do,” shouted Nesco.  “I used magic!”&lt;br /&gt;
&lt;br /&gt;
The zombie trudged forward.  Nesco laughed.  He was truly a Dulchari wizard now.  The monster came closer and the young wizards stood and backed away, leaving Domoran to face the ghost of Thamian alone.&lt;br /&gt;
&lt;br /&gt;
“Stop it!” shouted Smesma.&lt;br /&gt;
&lt;br /&gt;
“I,” said Nesco, suddenly flustered, “I can't!”&lt;br /&gt;
&lt;br /&gt;
===(19 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!NU!!!!!!UU++UU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's corpse caught hold of Domoran and plunged its fangs into his neck.  The young wizards cut and ran, leaving Nesco and Smesma to face the threat alone.  Blood poured from Domoran's wound.  There wasn't much hope for him now and Nesco knew it.  Still, Smesma wouldn't let Nesco flee.&lt;br /&gt;
&lt;br /&gt;
“You did this,” shouted Smesma.  “Now undo it!”&lt;br /&gt;
&lt;br /&gt;
“But if Domoran lives,” explained Nesco, “we will be expelled from school.”&lt;br /&gt;
&lt;br /&gt;
“What?” asked Smesma, having heard the most ignorant excuse spoken in years.&lt;br /&gt;
&lt;br /&gt;
The zombie dropped the professor's body on the floor and advanced on the delinquent wizard.  Nesco grabbed Smesma by the arm and ran out of class.  Outside the classroom, the disaster containment squad had assembled.  The wizards in the tac-squad wore robes lined with adamantine and wielded special flame throwing wands.&lt;br /&gt;
&lt;br /&gt;
“They are in there,” shouted Nesco.  “Two of them!”&lt;br /&gt;
&lt;br /&gt;
“Villain!” cried Smesma.  “Domoran may yet live!”&lt;br /&gt;
&lt;br /&gt;
Nesco pushed Smesma to the side as the wizards stormed the classroom, blasting away indiscriminately with their flame throwers.  The evil Nesco chuckled into his cloak.  No one was paying attention but Smesma.  She knew now that something must be done to stop him.&lt;br /&gt;
&lt;br /&gt;
===(20 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U!,.U&amp;quot;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alone in her alcove, Smesma said a prayer to the gods and began her meditation. There was a buzzing sound deep in her throat.  She concentrated on the sacred syllables of the forbidden language.  The time had come to use her power.  She shouted the word and punched a hole through the brick wall of her room.  Such was the power of Axolar.&lt;br /&gt;
&lt;br /&gt;
“Where is Nesco?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“He has been hanging around Thamian's grave,” said one of the students.  “It's horrible that all of this happened.”&lt;br /&gt;
&lt;br /&gt;
“He has to be stopped before anyone else gets hurt,” said Smesma.&lt;br /&gt;
&lt;br /&gt;
She meant to kill Nesco before he could raise any more zombies.  Domoron had been a hero to Smesma, and she blamed Nesco alone for his death.  Outside the city gate, hidden behind a screen of trees, Nesco waited for Smesma in the cemetery.  He was alone dressed in the gray robes of mourning.&lt;br /&gt;
&lt;br /&gt;
“You had better call to Urmoro for help,” shouted Smesma, “for I will have no mercy.”&lt;br /&gt;
&lt;br /&gt;
Nesco just stood there, knowing that Smesma would probably just kill herself with a magic spell.  He had gained some perspective since the trouble started.  He could hear the sound welling up from Smesma's throat as she charged up for the killer blow.  She ran at Nesco, releasing the spell with a shout.  There was an explosion of gore and a terrible gargling sound.  No one knew what happened until the undertaker came across the bodies the next day.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;|@+@+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Trog in the mine!” screamed Kogan.&lt;br /&gt;
&lt;br /&gt;
Before he could shout again, the troglodyte brought a thigh bone down onto Kogan's skull.  The dwarf was knocked senseless.  He could sense motion as a pair of dwarves dragged his body away.  He tried to protest but his vision was a blur.  The trog was real.  He had to warn the others.&lt;br /&gt;
&lt;br /&gt;
“It's alright,” said the doctor.  “You took a nasty blow to the head.”&lt;br /&gt;
&lt;br /&gt;
“The trog!” exclaimed Kogan.  “We must kill it!”&lt;br /&gt;
&lt;br /&gt;
“Time has passed, I'm afraid,” said the doctor.&lt;br /&gt;
&lt;br /&gt;
“What are you talking about?” asked Kogan.  “Did I miss the festival?”&lt;br /&gt;
&lt;br /&gt;
“It has been some years,” said the doctor.  “You have been in a deep sleep.”&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Latta==&lt;br /&gt;
===(20 April 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.@/~.@@@.|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He just took it.  The adamantine artifact was on display in the great hall.  It was the night of the Plump Helmet Festival and no one was paying attention.  No one would notice if a dwarf slipped the magic knife into his pocket.  That's what Kogan thought as he took the dagger by the handle and dropped it into the fold of his tunic.  What he didn't count on was the infinite sharpness of the blade itself.&lt;br /&gt;
&lt;br /&gt;
“What the forge?” asked Kogan as the pain struck him.&lt;br /&gt;
&lt;br /&gt;
The blade cut through the fabric of his pocket and plunged down into his foot.  He tried to play it off cool as the young dwarves danced all around him.  He bend down during a lute solo when everyone was watching the stage and pulled the knife out of his foot.  He winced and smiled a fierce smile.  Now all he had to do was limp out of here without being noticed.&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=256218</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=256218"/>
		<updated>2021-01-03T12:26:14Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Goblin Cookie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
{{unversioned}}&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(3rd February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
===(27th March 2018)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Destra, “I promise you revenge.”&lt;br /&gt;
&lt;br /&gt;
“I will eat him,” said the minotaur.  “Then I will eat you.”&lt;br /&gt;
&lt;br /&gt;
“It's a deal!” said Destra.&lt;br /&gt;
&lt;br /&gt;
The monster guided the witch out of the cave.  With all its strength, the minotaur pushed the boulders aside and he and the witch stepped out into the night air.  The witch cast a spell and traced the wizard's path through the ether.  They followed the magical trail north.&lt;br /&gt;
&lt;br /&gt;
Over stream and under the trees the pair closed in on the wizard's tower.  Meanwhile Suffar order his kobold to hunt for dwarven treasure once more.  He was on the brink of a breakthrough.  All he needed was one more artifact, one more vision into the true nature of magic.&lt;br /&gt;
&lt;br /&gt;
It had been several days, and the kobold had yet to return.  Suffar was becoming concerned.  Then there was a knock at the door.  The wizard made his way down the long spiral staircase.  “I'm coming.  I'm coming!  Settle down!” grumbled the wizard as he reached to door at last.  Opening it, he saw a tall, cloaked figure.&lt;br /&gt;
&lt;br /&gt;
“I have come for you,” said the stranger.&lt;br /&gt;
&lt;br /&gt;
===(3rd January 2020)===&lt;br /&gt;
++N+M+U+N+k&lt;br /&gt;
&lt;br /&gt;
“Oh Lady of Darkness,” whimpered Suffar.  “I meant to summon you earlier, but it was my kobold's birthday and I...”&lt;br /&gt;
&lt;br /&gt;
“Enough excuses!” said the demon mistress.  “I knew you were collecting magic powers to bind me, but you are too late.  I have arrived.”&lt;br /&gt;
&lt;br /&gt;
“But how?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
The kobold appeared from behind the demon's robes.  That rascal had intoned the rites of summoning without him.  Now all was lost.  &lt;br /&gt;
&lt;br /&gt;
The wizard groveled before Mistress of All Evil.  Maybe there was still a way out of this nightmare, something in the contract he had signed to make the legal mumbo-jumbo null and void.  &lt;br /&gt;
&lt;br /&gt;
He had to think.  Then to answer came to him.&lt;br /&gt;
&lt;br /&gt;
It was the nature of demons to play the long game.  Their machinations took decades to resolve.  Suffar didn't have that kind of time.  &lt;br /&gt;
&lt;br /&gt;
He knew that sooner than latter the demon would find him of no use and send him spiraling down into the Netherworld.  His only chance was to find Destra, if she still lived.  &lt;br /&gt;
&lt;br /&gt;
So when the demon locked the door to the library behind her, Suffar slipped out of castle.&lt;br /&gt;
&lt;br /&gt;
The ruined dwarf fortress was only around the next bend in the road.  Suffar began going over the language that he would use to convince Destra that feeding her to the minotaur was just a big mistake.  &lt;br /&gt;
&lt;br /&gt;
When he arrived at the entrance to the labyrinth he found the the stone had been rolled away.  Now he was in serious trouble.  Someone behind him cleared their throat.&lt;br /&gt;
&lt;br /&gt;
“You have a lot of nerve coming back here.”&lt;br /&gt;
&lt;br /&gt;
It was Destra alright, and with her was the hulking minotaur looking hungry as ever.  His jaw jabbering, Suffar tried to quickly describe the trouble he was in. Nay, the trouble they were all in.&lt;br /&gt;
&lt;br /&gt;
“Your kobold summoned the Princess of Darkness?” asked Destra.&lt;br /&gt;
&lt;br /&gt;
The pair of magic users and the reluctant minotaur returned to the castle.  The cow man was none to happy to arrive back at the place where he had been created.  &lt;br /&gt;
&lt;br /&gt;
The minotaur wiped the tears from his eyes and promised himself he was have his revenge.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis,” said the demon, as she stirred the thick goo inside the magic cauldron, “I think this is the start of a magical friendship.”&lt;br /&gt;
&lt;br /&gt;
Yapping with alarm, the kobold pointed over the demon's shoulder.  Before she could react, the monster lifted her up by the neck and tossed her into the black metal bowl.  &lt;br /&gt;
&lt;br /&gt;
Suffar was relieved that he was now free, until he looked up to see the cow monster standing over him.&lt;br /&gt;
&lt;br /&gt;
“Your bones will make a good stew,” said the minotaur as he mixed the substance that was Suffar and the demon with a giant ladle.&lt;br /&gt;
&lt;br /&gt;
Watching with horror, the kobold bolted toward the door.  Destra pointed her finger and a bolt of lightning struck the tiny monster.  After the dust cleared there was nothing left behind but a long, pink-tailed rat.&lt;br /&gt;
&lt;br /&gt;
“Are you going to eat that?” asked the minotaur.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W..@.,.,NNNNN~~~~A~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Who are they?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“They are the dwarves of the once powerful fortress of Etwersbrot,” said Suffar.  “They worship Hetain now.”&lt;br /&gt;
&lt;br /&gt;
A horde of misshapen monsters ringed the lake, holding hands.  Some them had three arms.  Some had two heads.  They were all monstrous and terrifying.  Kogan knew that they were once dwarves.  He wished with all his might that he could forget that knowledge and slay them cleanly.  Now every dead monster was simply murder.&lt;br /&gt;
&lt;br /&gt;
The chanting of the monsters intensified with the rising of the moon.  There was a bubbling vortex at the center of the lake.  Soon the giant axolotl appeared, rising magically above the water.  The monsters prostrated themselves before the titan.  It was Kogan's chance.  Suffar tapped him on the shoulder and he rose, stepping out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
“Hetain,” shouted Kogan, “why are you trying to control my people?”&lt;br /&gt;
&lt;br /&gt;
===(26 March 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,.NNNN,.@/(((((A)))))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The pearl belongs to me,” said the giant salamander.  “The villain you work for is no more than a thief.  I stand on the side of the righteous.”&lt;br /&gt;
&lt;br /&gt;
“It is righteous to turn my kin into monsters?” shouted Kogan.  “I have shed the blood of my blood because of you.  Are you listening, oh dwarves of Etwersbrot?  Serve not this coward and let him fight his own battles!”&lt;br /&gt;
&lt;br /&gt;
The monsters stopped their chanting and stepped aside as Kogan approached the water's edge.  Hetain looked nervous.  His slaves had never rebelled before.  The dwarf stood before the titan, holding his battle axe at the ready.  Hetain called on the power of the outer darkness, creating a vortex in the water below him.  Suffar saw the danger and began chanting to counter the spell.  The little dwarf was in more danger than he knew.  Hetain was opening a portal to a dimension of ultimate evil.&lt;br /&gt;
&lt;br /&gt;
===(27 April 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,..,~~~@/~~&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seeing that now was the time to act, Kogan charged passed the confused looking monsters and into the lake.  Suffar spoke a charm and the water became solid as ice where Kogan stepped.  He ran across the lake toward the giant salamander.  The vortex at the center of the lake was growing larger.  A strange howling could be heard from within, like the terrible screams of all of those being tortured in the underworld.&lt;br /&gt;
&lt;br /&gt;
“You have done my kin ill,” pronounced Kogan as he raised his axe.  “Prepare to die.”&lt;br /&gt;
&lt;br /&gt;
Entrails poured into the dimensional portal as Kogan gutted the monstrous titan with a great stroke of his blade.  The guts acted as chum, attracting the most hungry of demons up from the depths.  Kogan staggered backward as the monsters blasted up and out into the world of the living.&lt;br /&gt;
&lt;br /&gt;
“What have you done?” muttered Suffar.&lt;br /&gt;
&lt;br /&gt;
===(30 May 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.,@.,@@,.@.&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;.W~~@~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hundreds of dwarves, finding that they now wore their own bodies, had to quickly stop celebrating and run for their lives.  A black fountain of evil blasted up from the center of the lake where Kogan had been standing seconds before.  Dark, winged shapes gathered in the sky above. &lt;br /&gt;
&lt;br /&gt;
“Mul-o-rom, Sul-o-rom,” chanted Suffar as he dragged Kogan's body away from the water.&lt;br /&gt;
&lt;br /&gt;
The demons had not noticed the wizard yet, choosing instead to fly after the fleeing dwarves.  Suffar could not help but think that this was all his fault.  The mess he had created was bigger than just a stolen pearl.  The entire world was in peril.  He had to seek out Domon, in the Palace of the Rising Sun.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;N%,..W@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Where is the sun?” asked Kogan as he awoke.&lt;br /&gt;
&lt;br /&gt;
“There has been a lasting darkness since Hetain died,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then we have won,” exclaimed Kogan.&lt;br /&gt;
&lt;br /&gt;
A dizzy spell forced Kogan to lie back down.  “It's a bit more complicated than that,” said Suffar.  The stars twinkled as giant bat-like creatures passed through the sky.  Kogan turned to witness a horrible sight just a stone's throw away.  Three demons were feasting on the body of a dead dwarf.  They were more horrible than the night creatures of Hetain.&lt;br /&gt;
&lt;br /&gt;
“They can't see us,” said Suffar.  “Rest, my friend.”&lt;br /&gt;
&lt;br /&gt;
“There must be a way to stop them,” whispered Kogan.  “You said something about Domon, and the sky chariot.”&lt;br /&gt;
&lt;br /&gt;
“I'm afraid the sun has set forever,” said Suffar.  “The four titans cannot help us now.”&lt;br /&gt;
&lt;br /&gt;
“There must be something we can do?” asked the dwarf hero.&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Suffar.  “As long as we hold the pearl there is hope.”&lt;br /&gt;
&lt;br /&gt;
===(31 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,,.NN..,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The magic doorway will close,” said Suffar, “if we cast Hetain's magic pearl back through the demon gate.”&lt;br /&gt;
&lt;br /&gt;
“Then do it,” exclaimed Kogan, suffering from another fainting spell.&lt;br /&gt;
&lt;br /&gt;
“Who ever should cast in the pearl shall die,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then give it to me,” said Kogan.  “I care not for my own life.”&lt;br /&gt;
&lt;br /&gt;
“That much in obvious,” said Suffar, “but you cannot be the one.  Look at your body.”&lt;br /&gt;
&lt;br /&gt;
Straining to sit up, Kogan was horrified to see that his body was a mere skeleton, barely held together by bits of sinew.  Suffar used his magic to keep Kogan alive, but it was only a kind of half-life.  Once the pearl was cast, Kogan too would die.&lt;br /&gt;
&lt;br /&gt;
“Then if you will not stand up and save the world,” asked Kogan, “who will?”&lt;br /&gt;
&lt;br /&gt;
“We must find the fourth titan,” said Suffar.  “He lives in a tower deep in the Garum.”&lt;br /&gt;
&lt;br /&gt;
“Not Darquan the Deadly,” shouted Kogan.  “That wicked old man would never make the sacrifice.”&lt;br /&gt;
&lt;br /&gt;
“We have no other choice,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
===(20 September 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;N&amp;quot;N.&amp;quot;.,|N+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the Garum it was unusually cold.  The sun hadn't risen for three days and the plants were beginning to die.  Kogan could see the light of a candle in the top room of the tower a way's off in the marsh.  Suffar explained to the skeletal dwarf that he should do the talking.  The master of the tower was Darquan the Deadly, one of four cosmic titans that had existed since the dawn of time.  &lt;br /&gt;
&lt;br /&gt;
The wizard of the tower was twisted and evil.  He had exhausted every physical pleasure in a search for the ultimate experience.  The truth was, now he was bored and wished for the eternal nothingness that awaited his extinction.  But if there was one thing that kept Darquan breathing it was his jealous hatred for all living things.&lt;br /&gt;
&lt;br /&gt;
“Who dares disturb my meditation?” came a voice from above.&lt;br /&gt;
&lt;br /&gt;
Looking up the dark wet stones of the tower, Kogan could see a pale bald head trailing long white whiskers.  Suffar shouted back, explaining the death of Hetain and the demon gateway.  The wizard's head disappeared and there was a click at the solid wood door before them, which swung open by itself.&lt;br /&gt;
&lt;br /&gt;
===(1 October 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|NCN+++?N?|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The snake was fast, but Suffar was faster.  As the door opened, a king cobra snake man shot his long neck out toward the wizard's face.  He dodged to the right and seized the serpent man's throat.  Darquan was a coward to leave his minions in charge of greeting the adventurers.&lt;br /&gt;
&lt;br /&gt;
“Come forth, dark titan,” said Suffar, “or I will break your pet's neck.”&lt;br /&gt;
&lt;br /&gt;
While Suffar shouted at the open door, the snake man reached with his long articulated arm and pulled a dagger from one of its many belts.  Just as it was about to push the blade in, the skeletal dwarf stepped out from behind the wizard and chopped at the snake man's wrist.&lt;br /&gt;
&lt;br /&gt;
“That'sss cheating!” complained the cobra man.&lt;br /&gt;
&lt;br /&gt;
“Save your whining for your master,” said Suffar.  “That is, if the coward is brave enough to show his face.”&lt;br /&gt;
&lt;br /&gt;
“You have the pearl?” came a voice from above.  “Show it to me!”&lt;br /&gt;
&lt;br /&gt;
===(7 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|No+N+++N&amp;lt;|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Only you can save the world now,” shouted Suffar as he held the pearl over his head.&lt;br /&gt;
&lt;br /&gt;
“Hetain's Pearl,” said Darquan.  “You are a naughty wizard.”&lt;br /&gt;
&lt;br /&gt;
The candlelight vanished from the window as Darquan descended the hundreds of steps of the dark tower.  It seemed like ages later when he appeared in the doorway.  “Let Anthony go,” commanded the evil wizard.  Suffar released the cobra man who disappeared back into the tower.&lt;br /&gt;
&lt;br /&gt;
“Who is your friend?” asked Darquan, indicating the skeletal dwarf.&lt;br /&gt;
&lt;br /&gt;
“This is Kogan,” said Suffar, “Slayer of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“You can do better for a titan slayer than this, surely,” said Darquan.&lt;br /&gt;
&lt;br /&gt;
The serpent wizard began chanting in the ancient tongue of magic.  The wind began to blow and stir up muddy water and dead vegetation.  The muck attached itself to Kogan's skeleton and soon he began to resemble a living dwarf.&lt;br /&gt;
&lt;br /&gt;
“Now, Kogan,” said Darquan, “your body belongs to me.  Take the pearl from Suffar and give it to me!”&lt;br /&gt;
&lt;br /&gt;
===(11 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;CNoNN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using his bracers to block a series of strikes and thrusts, Suffar desperately resisted as Kogan tried to wrestle the pearl from him.  Anthony returned wielding a pair of swords.  The dwarf grabbed the wizard around the legs and tackled him to the ground.  The snake man held his blades to Suffar's throat.  It was over.&lt;br /&gt;
&lt;br /&gt;
“And now,” said Darquan, “the pearl, if you please?”&lt;br /&gt;
&lt;br /&gt;
Reaching into his robe, Suffar withdrew the shining pearl.  Darquan's eyes lit up with joy.  Whoever possessed the pearl held sway over the hand of Fate.  Having exhausted the frivolous pleasures of this world, Darquan would use the pearl to enhance his hedonistic lifestyle.  With glee, he snatched the pearl out of Suffar's hand.&lt;br /&gt;
&lt;br /&gt;
“You will know, before the end,” said Suffar, “what you have to do.”&lt;br /&gt;
&lt;br /&gt;
===(5 January 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NB,B..,N+C&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Slay him,” commanded Darquan.&lt;br /&gt;
&lt;br /&gt;
Anthony the snake man brought his sword blade down onto the wizard's neck, but recoiled when his weapon clashed against the stone floor of the tower.  Suffar's robes lay empty on the ground, but the wizard was nowhere to be found.  Darquan hollered with disapproval.  Kogan stood up and brushed the dirt off his chest.&lt;br /&gt;
&lt;br /&gt;
“You, dwarf!” shouted Darquan.  “Stop standing around like a moron and find the wizard.”&lt;br /&gt;
&lt;br /&gt;
A pair of giant bats landed at the base of the tower.  They were fitted with saddles and Kogan had the impression that his new master, Darquan, wanted him to ride.  He climbed up the hairy bat and sat astride its back.&lt;br /&gt;
&lt;br /&gt;
“That rascal can't get far without the pearl,” said Darquan.  “Find him, and snuff out his life!”&lt;br /&gt;
&lt;br /&gt;
===(9 February 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;k####@B##CB##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pair of giant bats launched out of the tower with Kogan and Anthony the snake man on their backs.  The dwarf's vision was excellent at night, due to a long life underground.  However, he could see nothing in the marsh but wildlife.  He called over to Anthony and the snake man replied.&lt;br /&gt;
&lt;br /&gt;
“He has changed himself into a bird or beast,” shouted Anthony.&lt;br /&gt;
&lt;br /&gt;
“How will I know him?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“He is the only beast that does not fear the power of Darquan,” said Anthony.&lt;br /&gt;
&lt;br /&gt;
The snake man held up his staff and the end began to glow an ominous red.  All around, beneath them, the animals froze in place, the birds so much as freezing in mid flight and falling into the murky water.  There was one that still flew, a kingfisher!&lt;br /&gt;
&lt;br /&gt;
“That's him!” cried Kogan.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cackling with glee, Darquan watched through his crystal ball as the two giant bat riders chased down the tiny bird.  They dove and pounced on the bird at once and there was a scuffle as the group splashed into the water.  Darquan was giddy with anticipation.  When the fight subsided, Kogan stood up holding the body of a dead bird, but Anthony was stricken dead.  The snake man had been in Darquan's employ for many years, but the evil old man could not find it in himself to shed a single tear.&lt;br /&gt;
&lt;br /&gt;
“Bring me the carcass,” commanded Darquan.  “We will feast on kingfisher tonight!”&lt;br /&gt;
&lt;br /&gt;
Throwing a cloth over the crystal ball, Darquan retired to his private chamber to contemplate the pearl.  Something was wrong.  The pearl had taken on a dim brown color.  Gone was its magical luster.  The wizard was furious.  He charged back into his laboratory and awaited Kogan's return.  There had to be some sort of explanation, and without question, someone would pay.&lt;br /&gt;
&lt;br /&gt;
===(13 April 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@+=%=N+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf met Darquan in the feast hall below the wizard's tower.  The old man commanded that the dead bird be plucked and roasted on a spit.  As Kogan made himself busy preparing the meal, Darquan returned to fuss over the blackened pearl of Hetain.  A short time later, Kogan announced that the meal was ready.&lt;br /&gt;
&lt;br /&gt;
“Here's to you, Suffar,” said Darquan, raising his stein glass.  After chewing on a few strange tasting morsels, the wizard realized he had been tricked.  He stood up from the table and threw his arms out to the side, calling on his power to reveal the treachery.  There, on the table, was the partially devoured body of Anthony the snake man.&lt;br /&gt;
&lt;br /&gt;
“Suffar,” shouted Darquan, “you will pay for this if I must strike at you with my last breath!”&lt;br /&gt;
&lt;br /&gt;
===(16 May 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@N...N(OOO)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The was a ringing sound coming from the laboratory.  Darquan stomped into the room and pulled the cloth from the crystal ball.  There was Suffar, standing on the beach near the portal to the dimension of ultimate evil.  Beyond words and consumed with hatred, Darquan could only stand and stare as Suffar beckoned to him.  The evil wizard called for Kogan and had the giant bats made ready for takeoff once again.&lt;br /&gt;
&lt;br /&gt;
“It's a trick, boss,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
“Don't speak,” said Darquan.  “You know nothing save what I have taught you.”&lt;br /&gt;
&lt;br /&gt;
They were airborne a short time later.  There was still a huge maelstrom over Hetain's lake and the pair had to land their bats far from shore.  Darquan landed behind a grassy hill which he scuttled up to spy on the portal from afar.  There was Suffar, strutting back and forth before the portal as freely as you please.&lt;br /&gt;
&lt;br /&gt;
“You will never have the pearl,” said Darquan under his breath.&lt;br /&gt;
&lt;br /&gt;
===(18 June 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.N.o.(OOO).oN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He means to trick you,&amp;quot; said Kogan.  &amp;quot;All he wants is the pearl!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have had enough of your talk!&amp;quot; shouted Darquan.&lt;br /&gt;
&lt;br /&gt;
There was a flash of light and where once stood Kogan the dwarf, there was now a statue made of stone.  Darquan instantly regretted his action.  Not only had he lost a needed ally, but he had also given away his position.  He stood up and saw Suffar down by the lake, beckoning to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will never have the pearl!&amp;quot; declared Darquan as he stalked down to where Suffar was standing, near the portal to ultimate evil.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You mean this pearl?&amp;quot; asked Suffar, withdrawing the shiny pearl from his pocket.&lt;br /&gt;
&lt;br /&gt;
With a sudden sinking feeling, Darquan reached into his robe and held out the clouded brown pearl.  Driven by anger and outrage, Darquan cast the pearl into the maelstrom.  Suffar twirled, flaring out his cloak and disappearing in a puff of smoke.  The portal began to disappear.  Darquan could feel his heart sputtering and giving its last beat.  He had been tricked for the final time.&lt;br /&gt;
&lt;br /&gt;
===(29 July 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..N%..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suffar rested by the lake, meditating on all that had passed. The pearl was gone, but so were the malevolent titans that sought to use it for evil. Now the stars could resume their course through the sky and Domon could chase the moon in his fiery chariot. After a good long time, Suffar stood and noticed the statue of Kogan for what seemed like the first time. The stoney eyes seemed to follow him as he approached.&lt;br /&gt;
&lt;br /&gt;
“Darquan used the power of the pearl to keep you alive,” said Suffar. “If I restore you, you will die.”&lt;br /&gt;
&lt;br /&gt;
The statue blinked once.&lt;br /&gt;
&lt;br /&gt;
Calling on all his power, Suffar reversed Darquan's curse. Kogan began to move, struggling to breathe, then collapsed. Suffar held his hand as he died. It was as it should be. Kogan had taken the life of a titan and had to pay the price. He would be with the heroes in Nullset now.&lt;br /&gt;
&lt;br /&gt;
Darquan would be there too, no doubt struggling to return. Suffar would be there to meet him. It was to this end that Suffar had made his vow. The harmony of Nature must be preserved.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
===New Story (27 August 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@&amp;amp;\@H...UH.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who would throw away such a beautiful baby?  The basket had come down the Apagan river.  From Etwersbrot.  Ever since the outbreak of hostilities, people had looked to the magic city for hope and inspiration.  Now they were flinging their offspring into the river.  It was a time that would one day be called the Second Nightmare Apocalypse.&lt;br /&gt;
&lt;br /&gt;
“More demons ahead, Omak,” said the old knight.&lt;br /&gt;
&lt;br /&gt;
“I see them!” shouted Omak as the pair charged down the caravan trail.&lt;br /&gt;
&lt;br /&gt;
The most promising rider Sir Twan had ever seen, Omak was a dwarf from the south. He served in the garrison of Akkadin before the Evil One came.  In the chaos that followed, Omak stole a pony and ran for the hills.  That was where Twan found him.&lt;br /&gt;
&lt;br /&gt;
“Don't worry Master,” said Omak.  “This one is mine.”&lt;br /&gt;
&lt;br /&gt;
The monster wasn't used to the rules that governed this world.  Its ungainly limbs smacked against the dirt as it struggled to get away.  Omak smacked the flanks of his dark pony and then lifted his blade to strike.  The creature looked back just in time to get a face of steel.  A fountain of black blood shot up from the ruined head of the monster.&lt;br /&gt;
&lt;br /&gt;
“I did it,” cried Omak.&lt;br /&gt;
&lt;br /&gt;
“Excellent,” said Twan.  “I'll make a Beast Maimer of you yet!”&lt;br /&gt;
&lt;br /&gt;
“What's it got in its arms?” asked Omak&lt;br /&gt;
&lt;br /&gt;
“A dwarven child!” shouted Twan.&lt;br /&gt;
&lt;br /&gt;
===(25 September 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;!!@!!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Do you think the babe is from that village, yonder?” asked Omak.&lt;br /&gt;
&lt;br /&gt;
“If so, all her kin are dead,” said Sir Twan.&lt;br /&gt;
&lt;br /&gt;
The beast maimers returned to the city of Otla, to seek a home for the child.  There were electrical storms all night.  Unforeseen to all knights of the realm, the evil Cenaster had been slain, and with his death the Earth had been cast adrift in the cosmic ether.  The child cried and cried.  At last, the warlord would see them.&lt;br /&gt;
&lt;br /&gt;
“You say you rescued the babe from a demon?” asked Lord Saster.&lt;br /&gt;
&lt;br /&gt;
“She is marked with magic power,” said Sir Twan, “and destined for greatness!”&lt;br /&gt;
&lt;br /&gt;
“Then you and Omak will raise her as a Beast Maimer,” said Saster.&lt;br /&gt;
&lt;br /&gt;
It was a great honor, and a great responsibility.  Omak found a room for the baby in the castle.  There was still the need for a name.  Sir Twan sought to name her after the great city where she was found.&lt;br /&gt;
&lt;br /&gt;
“She shall be named Otilla,” said the knight.&lt;br /&gt;
&lt;br /&gt;
===(28 October 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@.@..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As great a fighter as master Omak was a rider, Otilla had grown up and found her place among the Beast Maimers.  Every morning at dawn the Maimers would sally forth from Otla Castle and search for demons to slay.  The creatures may have stopped pouring into this world since the death of Cenaster, but enough had made their through that a special effort was required to wipe them off the face of the Earth.&lt;br /&gt;
&lt;br /&gt;
“Grandfather Twan?” asked Otilla as she arrived at the meeting place.  “Where is Master Omak?”&lt;br /&gt;
&lt;br /&gt;
“Omak has gone to speak with the head of our order,” said Twan.  “He has yet to return.”&lt;br /&gt;
&lt;br /&gt;
“He has gone to see mighty Bram?” asked Otilla with excitement.  “Is the champion coming here?”&lt;br /&gt;
&lt;br /&gt;
The monster of Otla Hill was the Maimers' greatest shame.  They had cleared out the Forbidden Forest and slain enough demons to keep the King's Highway open from Etwersbrot to Akkadin.  Still, no knight was brave enough, or skilled enough in the martial arts, to take on the Otla Hill monster.  &lt;br /&gt;
&lt;br /&gt;
“He has come to slay the monster,” said Otilla.  “I know it!”&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:HYBRID BEING|HYBRID BEING]]==&lt;br /&gt;
===(3 June 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.@@.,--.,-,..-.,.,eeeee&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sword and axe clashed again and again as the combatants fought and&lt;br /&gt;
bled.  You and I remember Tasan fortress in the days before the elves&lt;br /&gt;
emerged from the hated forest.  At one time Fortress Tasan was second&lt;br /&gt;
only to the mountain homes in wealth and power.  Now it was the front&lt;br /&gt;
line in a war to end the age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aim low, marks-dwarves,&amp;quot; said Kraton.  &amp;quot;Make every shot count.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was the height of the Plump Helmet festival when Kraton first&lt;br /&gt;
learned of the elven invasion.  An arrow struck his sweetheart dead in&lt;br /&gt;
the chest.  The ambush was over in seconds.  The castle guard were&lt;br /&gt;
able to chase down the archers before they escaped into the woods.&lt;br /&gt;
&lt;br /&gt;
As captain of the guard, Kraton was in charge of interrogation.  There&lt;br /&gt;
was no need in his mind.  Elves were not rational.  Their reasons for&lt;br /&gt;
acting made no sense.  He ordered that they be hammered immediately&lt;br /&gt;
and prepared the fortress for the assault to come.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
===(3 January 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;,&amp;lt;U&amp;gt;,,.&amp;lt;U&amp;gt;.N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's monster was the first to appear.  About an hour after the ritual began there was a distinct smell on the western breeze.  It smelled like Brepotog, the sewer of reality.  Nesco flinched, but remained inside his protective pentagram.  Off to the right, the shadows darkened.  An arm, perhaps more tentacle than solid limb, protruded from the ground.  It struck the ground with a splat and pulled the rest of the demon up.&lt;br /&gt;
&lt;br /&gt;
“I've done it, Nesco,” shouted Thamian.  “Admit it!  I've won.”&lt;br /&gt;
&lt;br /&gt;
“Wait,” said Nesco.  “Look there!”&lt;br /&gt;
&lt;br /&gt;
Out of the trees, a figure stumbled.  Once it came into the sunlight, the young wizards could see it for what it was, alive undead.  It was the animated body of another young wizard.  He had probably died during the trials which had taken place earlier that week.  Its neck was clearly broken and its head lolled crazily to the side.&lt;br /&gt;
&lt;br /&gt;
“I command you, oh demon,” shouted Thamian, “attack!”&lt;br /&gt;
&lt;br /&gt;
===(3 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;N|+UUUUUU+U|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nesco was late to class.  The always-nosey Smesma was there at the door to greet him.  The first thing she noticed was the overpowering smell of filth.  They had been summoning demons again!  Nesco had the stink of Brepotog on him.  Where was Thamian?  The two rascals were usually inseparable.  Smesma stood in the doorway and would not let Nesco pass without an explanation.&lt;br /&gt;
&lt;br /&gt;
“Where is your friend, Thamian?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“Don't worry.  He still lives,” muttered Nesco, “after a fashion.”&lt;br /&gt;
&lt;br /&gt;
The witch let Nesco in, more overcome by his stench than his flimsy excuses.  As Nesco took his seat at the desk the other wizards scooted away, annoying the professor with their squeaky chairs.  The instructor for this term was Lord Domoran.  He was an incompetent teacher, just serving out his time until retirement.  Most young wizards never learned from class anymore.  The only ones who improved used the forbidden arts like Nesco and Thamian.&lt;br /&gt;
&lt;br /&gt;
“You summoned a demon from the bowels of the universe,” whispered Smesma.  “I smell it!”&lt;br /&gt;
&lt;br /&gt;
“Not me,” said Nesco.  “It was that fool Thamian.  But I got him back!”&lt;br /&gt;
&lt;br /&gt;
“If you have something to share,” boomed Lord Domoran, “you can share it with the whole class!”&lt;br /&gt;
&lt;br /&gt;
“Very well,” said Nesco.  “Watch this!”&lt;br /&gt;
&lt;br /&gt;
The young punk stood up and clapped his hands.  Suddenly the room felt very cold and still.  Outside the room, the students could hear footsteps.  Whoever it was, they didn't sound all that healthy.  The mystery person dragged one leg and moaned when he took a step.  The closer he got, the more loud and painful the moaning became.  At last there was a knock at the door.&lt;br /&gt;
&lt;br /&gt;
“Only students are allowed in the classroom,” shouted Domoran, clearly shaken.&lt;br /&gt;
&lt;br /&gt;
“But it is one of your students,” said Nesco.  “Thamian!  Come inside.”&lt;br /&gt;
&lt;br /&gt;
The doorknob turned ever so slowly, and the door swung open to reveal a horrible sight.  It was Thamian, or more accurately, what was left of him.  His clothing was bloody and torn, and his body was beset by a dozen mortal wounds.  The fact that he was walking was clearly an infernal miracle.&lt;br /&gt;
&lt;br /&gt;
“Nesco,” said Domoran, “what have you done?”&lt;br /&gt;
&lt;br /&gt;
“Only what you are too weak and afraid to do,” shouted Nesco.  “I used magic!”&lt;br /&gt;
&lt;br /&gt;
The zombie trudged forward.  Nesco laughed.  He was truly a Dulchari wizard now.  The monster came closer and the young wizards stood and backed away, leaving Domoran to face the ghost of Thamian alone.&lt;br /&gt;
&lt;br /&gt;
“Stop it!” shouted Smesma.&lt;br /&gt;
&lt;br /&gt;
“I,” said Nesco, suddenly flustered, “I can't!”&lt;br /&gt;
&lt;br /&gt;
===(19 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!NU!!!!!!UU++UU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's corpse caught hold of Domoran and plunged its fangs into his neck.  The young wizards cut and ran, leaving Nesco and Smesma to face the threat alone.  Blood poured from Domoran's wound.  There wasn't much hope for him now and Nesco knew it.  Still, Smesma wouldn't let Nesco flee.&lt;br /&gt;
&lt;br /&gt;
“You did this,” shouted Smesma.  “Now undo it!”&lt;br /&gt;
&lt;br /&gt;
“But if Domoran lives,” explained Nesco, “we will be expelled from school.”&lt;br /&gt;
&lt;br /&gt;
“What?” asked Smesma, having heard the most ignorant excuse spoken in years.&lt;br /&gt;
&lt;br /&gt;
The zombie dropped the professor's body on the floor and advanced on the delinquent wizard.  Nesco grabbed Smesma by the arm and ran out of class.  Outside the classroom, the disaster containment squad had assembled.  The wizards in the tac-squad wore robes lined with adamantine and wielded special flame throwing wands.&lt;br /&gt;
&lt;br /&gt;
“They are in there,” shouted Nesco.  “Two of them!”&lt;br /&gt;
&lt;br /&gt;
“Villain!” cried Smesma.  “Domoran may yet live!”&lt;br /&gt;
&lt;br /&gt;
Nesco pushed Smesma to the side as the wizards stormed the classroom, blasting away indiscriminately with their flame throwers.  The evil Nesco chuckled into his cloak.  No one was paying attention but Smesma.  She knew now that something must be done to stop him.&lt;br /&gt;
&lt;br /&gt;
===(20 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U!,.U&amp;quot;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alone in her alcove, Smesma said a prayer to the gods and began her meditation. There was a buzzing sound deep in her throat.  She concentrated on the sacred syllables of the forbidden language.  The time had come to use her power.  She shouted the word and punched a hole through the brick wall of her room.  Such was the power of Axolar.&lt;br /&gt;
&lt;br /&gt;
“Where is Nesco?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“He has been hanging around Thamian's grave,” said one of the students.  “It's horrible that all of this happened.”&lt;br /&gt;
&lt;br /&gt;
“He has to be stopped before anyone else gets hurt,” said Smesma.&lt;br /&gt;
&lt;br /&gt;
She meant to kill Nesco before he could raise any more zombies.  Domoron had been a hero to Smesma, and she blamed Nesco alone for his death.  Outside the city gate, hidden behind a screen of trees, Nesco waited for Smesma in the cemetery.  He was alone dressed in the gray robes of mourning.&lt;br /&gt;
&lt;br /&gt;
“You had better call to Urmoro for help,” shouted Smesma, “for I will have no mercy.”&lt;br /&gt;
&lt;br /&gt;
Nesco just stood there, knowing that Smesma would probably just kill herself with a magic spell.  He had gained some perspective since the trouble started.  He could hear the sound welling up from Smesma's throat as she charged up for the killer blow.  She ran at Nesco, releasing the spell with a shout.  There was an explosion of gore and a terrible gargling sound.  No one knew what happened until the undertaker came across the bodies the next day.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;|@+@+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Trog in the mine!” screamed Kogan.&lt;br /&gt;
&lt;br /&gt;
Before he could shout again, the troglodyte brought a thigh bone down onto Kogan's skull.  The dwarf was knocked senseless.  He could sense motion as a pair of dwarves dragged his body away.  He tried to protest but his vision was a blur.  The trog was real.  He had to warn the others.&lt;br /&gt;
&lt;br /&gt;
“It's alright,” said the doctor.  “You took a nasty blow to the head.”&lt;br /&gt;
&lt;br /&gt;
“The trog!” exclaimed Kogan.  “We must kill it!”&lt;br /&gt;
&lt;br /&gt;
“Time has passed, I'm afraid,” said the doctor.&lt;br /&gt;
&lt;br /&gt;
“What are you talking about?” asked Kogan.  “Did I miss the festival?”&lt;br /&gt;
&lt;br /&gt;
“It has been some years,” said the doctor.  “You have been in a deep sleep.”&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Latta==&lt;br /&gt;
===(20 April 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.@/~.@@@.|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He just took it.  The adamantine artifact was on display in the great hall.  It was the night of the Plump Helmet Festival and no one was paying attention.  No one would notice if a dwarf slipped the magic knife into his pocket.  That's what Kogan thought as he took the dagger by the handle and dropped it into the fold of his tunic.  What he didn't count on was the infinite sharpness of the blade itself.&lt;br /&gt;
&lt;br /&gt;
“What the forge?” asked Kogan as the pain struck him.&lt;br /&gt;
&lt;br /&gt;
The blade cut through the fabric of his pocket and plunged down into his foot.  He tried to play it off cool as the young dwarves danced all around him.  He bend down during a lute solo when everyone was watching the stage and pulled the knife out of his foot.  He winced and smiled a fierce smile.  Now all he had to do was limp out of here without being noticed.&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=250391</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=250391"/>
		<updated>2020-02-10T17:42:02Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, elves, and humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}} / {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}} &lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then at embark the specific civs can be chosen by + or - on the civ list screen (by pressing TAB), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token. (Replaced in [[:Category:Version 0.42.01|0.42.01]] by SITE_CONTROLLABLE.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization can occur in this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the [[cv:coin|coin]].&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be preferred as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere. Note that the DEATH sphere favours the appearance of necromancers (and therefore, towers) in the race.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
If the civ sends out mercenaries, they may come to the player's fort to enlist in the military.{{version|0.42.01}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.  Prevents the civ from engaging in diplomacy or ending up at war.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns, in groups of 5-10 soldiers who will hunt down nearby cavern creatures. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}{{version|0.44.01}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}{{version|0.47.02}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can breach the [[Underworld]] during world generation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or [[:Category:DF2014:Exotic pet|PET_EXOTIC]] will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), or siege minion (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] and ''without'' [[:Category:DF2014:Learns|CAN_LEARN]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]] or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' [[:Category:DF2014:Learns|CAN_LEARN]] will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with [[:Category:DF2014:Mount|MOUNT]] or [[:Category:DF2014:Exotic mount|MOUNT_EXOTIC]]), and siege minions (with [[:Category:DF2014:War animals|TRAINABLE_WAR]]), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}{{version|0.47.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the civilization use all locally available non-exotic pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and [[:Category:DF2014:Mount|MOUNT]]. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with [[:Category:DF2014:Mount|MOUNT]] and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade. Lack of suitable vegetation in the civ's starting area will cause [[World generation#Rejections|worldgen rejection]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves, in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for crafts.{{verify}}  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{{version|0.44.01}}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue styling-related tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Entity token]]&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=240894</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=240894"/>
		<updated>2019-04-22T21:26:54Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: Privacy descriptions were backwards.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
'''Personality traits''', or just '''personalities''', are made up of beliefs, goals, and facets. These are distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Beliefs are what an entity values. Examples include things like [[Personality_trait#TRADITION|tradition]] (&amp;quot;He holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[Personality_trait#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[Personality_trait#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;). Personality facets, on the other hand, are how an entity acts. So an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have &amp;quot;He is in a constant state of internal rage&amp;quot; and one with low [[Personality_trait#ALTRUISM|altruism]] would have &amp;quot;She feels helping others is an imposition on her time&amp;quot;. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]] but one of their personality facets prevents them from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as &amp;quot;He never falls in love or develops positive feelings toward anything, and he is bothered by this since he sees romance as one of the highest ideals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Each belief has a range from −50 to 50. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen. Beliefs along with facets dictate the [[need]]s and the frequency in which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be changed through successful arguments. In adventure mode, this can be used to change the core beliefs of your adventurer (and by proxy some of your needs). Since you can argue for beliefs you don't actually hold, you can convince a person of a belief you want to hold, and then get into another argument over said belief, and acquiesce to their position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your adventure.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets—see below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POWER}}&lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of goals and receive the notation of &amp;quot;and this dream was realized&amp;quot; in the personality description following their original goal. It is not certain yet whether goals are limited to one per creature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|STAY_ALIVE}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAINTAIN_ENTITY_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|START_A_FAMILY}}&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|RULE_THE_WORLD}}&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CREATE_A_GREAT_WORK_OF_ART}}&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CRAFT_A_MASTERWORK}}&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BRING_PEACE_TO_THE_WORLD}}&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BECOME_A_LEGENDARY_WARRIOR}}&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MASTER_A_SKILL}}&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|FALL_IN_LOVE}}&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|SEE_THE_GREAT_NATURAL_SITES}}&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|IMMORTALITY}}&lt;br /&gt;
| &lt;br /&gt;
| Leads to [[necromancer|necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
&lt;br /&gt;
Each personality facet has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40−60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HATE_PROPENSITY}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ENVY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#MERRIMENT|MERRIMENT]]&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DEPRESSION_PROPENSITY}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ANGER_PROPENSITY}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ANXIETY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|LUST_PROPENSITY}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|STRESS_VULNERABILITY}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GREED}}&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SELF_CONTROL|SELF_CONTROL]]&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VIOLENT}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#PERSEVERANCE|PERSEVERANCE]]&lt;br /&gt;
| 91-100 || is unbelievably stubborn, and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|WASTEFULNESS}}&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DISCORD}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|FRIENDLINESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|POLITENESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#DECORUM|DECORUM]]&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DISDAIN_ADVICE}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|BRAVERY}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CONFIDENCE}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VANITY}}&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|AMBITION}}&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GRATITUDE}}&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMMODESTY}}&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HUMOR}}&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VENGEFUL}}&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PRIDE}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CRUELTY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#POWER|POWER]]&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|SINGLEMINDED}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HOPEFUL}}&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CURIOUS}}&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|BASHFUL}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#STOICISM|STOICISM]]&lt;br /&gt;
| 91-100 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 ||  has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to share [his/her] own experiences and thoughts with others &lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PERFECTIONIST}}&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CLOSEMINDED}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|TOLERANT}}&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|EMOTIONALLY_OBSESSIVE}}&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|SWAYED_BY_EMOTIONS}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ALTRUISM}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DUTIFULNESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#LAW|LAW]],&amp;lt;br/&amp;gt;[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|THOUGHTLESSNESS}}&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ORDERLINESS}}&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|TRUST}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GREGARIOUSNESS}}&lt;br /&gt;
| 91-100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ASSERTIVENESS}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ACTIVITY_LEVEL}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|EXCITEMENT_SEEKING}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMAGINATION}}&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ABSTRACT_INCLINED}}&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ART_INCLINED}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]&amp;lt;br /&amp;gt;and [[Personality_trait#NATURE|NATURE]]&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=240893</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=240893"/>
		<updated>2019-04-22T21:24:29Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: Undo revision 240892 by 80.189.231.237 (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
'''Personality traits''', or just '''personalities''', are made up of beliefs, goals, and facets. These are distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's [[thoughts and preferences]] description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Beliefs are what an entity values. Examples include things like [[Personality_trait#TRADITION|tradition]] (&amp;quot;He holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[Personality_trait#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[Personality_trait#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;). Personality facets, on the other hand, are how an entity acts. So an especially [[Personality_trait#ANGER_PROPENSITY|angry]] dwarf would have &amp;quot;He is in a constant state of internal rage&amp;quot; and one with low [[Personality_trait#ALTRUISM|altruism]] would have &amp;quot;She feels helping others is an imposition on her time&amp;quot;. Beliefs and facets are capable of conflicting, but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[Personality_trait#ROMANCE|romance]] but one of their personality facets prevents them from [[Personality_trait#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the thoughts and preferences screen as &amp;quot;He never falls in love or develops positive feelings toward anything, and he is bothered by this since he sees romance as one of the highest ideals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
Each belief has a range from −50 to 50. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen. Beliefs along with facets dictate the [[need]]s and the frequency in which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Beliefs can be changed through successful arguments. In adventure mode, this can be used to change the core beliefs of your adventurer (and by proxy some of your needs). Since you can argue for beliefs you don't actually hold, you can convince a person of a belief you want to hold, and then get into another argument over said belief, and acquiesce to their position. Note that facets cannot be changed in this way, although they may be subject to changing due to events that happen in your adventure.{{verify}}&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets—see below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|POWER}}&lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PERSEVERANCE}}&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior. If a creature has such dreams, they will be listed in the Thoughts and Preferences page. Dwarves will receive a happy thought upon completion of goals and receive the notation of &amp;quot;and this dream was realized&amp;quot; in the personality description following their original goal. It is not certain yet whether goals are limited to one per creature.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|STAY_ALIVE}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MAINTAIN_ENTITY_STATUS}}&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|START_A_FAMILY}}&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
| Goal completed upon giving birth/fathering an infant.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|RULE_THE_WORLD}}&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CREATE_A_GREAT_WORK_OF_ART}}&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|CRAFT_A_MASTERWORK}}&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
| Goal completed upon creation of Artifact or Masterpiece&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BRING_PEACE_TO_THE_WORLD}}&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|BECOME_A_LEGENDARY_WARRIOR}}&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|MASTER_A_SKILL}}&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
| Goal completed upon reaching Legendary skill status.&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|FALL_IN_LOVE}}&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|SEE_THE_GREAT_NATURAL_SITES}}&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! {{text anchor|IMMORTALITY}}&lt;br /&gt;
| &lt;br /&gt;
| Leads to [[necromancer|necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
&lt;br /&gt;
Each personality facet has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91-100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40-60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0-9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40−60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|LOVE_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ROMANCE|ROMANCE]]&lt;br /&gt;
| 91-100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HATE_PROPENSITY}}&lt;br /&gt;
| 91-100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ENVY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CHEER_PROPENSITY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#MERRIMENT|MERRIMENT]]&lt;br /&gt;
| 91-100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is dour as a rule&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DEPRESSION_PROPENSITY}}&lt;br /&gt;
| 91-100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to slip into [[depression]] and be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ANGER_PROPENSITY}}&lt;br /&gt;
| 91-100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to throw [[tantrum]]s and go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ANXIETY_PROPENSITY}}&lt;br /&gt;
| 91-100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to stumble [[oblivious]]ly and go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|LUST_PROPENSITY}}&lt;br /&gt;
| 91-100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|STRESS_VULNERABILITY}}&lt;br /&gt;
| 91-100 || becomes completely helpless in stressful situations&lt;br /&gt;
| 50% chance to become [[Insane|catatonic]]&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GREED}}&lt;br /&gt;
| 91-100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMMODERATION}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SELF_CONTROL|SELF_CONTROL]]&lt;br /&gt;
| 91-100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VIOLENT}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&amp;lt;br/&amp;gt;and [[Personality_trait#MARTIAL_PROWESS|MARTIAL_PROWESS]]&lt;br /&gt;
| 91-100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
| rowspan=1 | This does not actually cause a dwarf to randomly start a fistfight.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid any physical confrontations&lt;br /&gt;
| rowspan=3 | This does not affect a soldier's will to fight, but will cause civilians to flee from danger.{{verify}}&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PERSEVERANCE}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#PERSEVERANCE|PERSEVERANCE]]&lt;br /&gt;
| 91-100 || is unbelievably stubborn, and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has a noticeable lack of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|WASTEFULNESS}}&lt;br /&gt;
| 91-100 || is completely careless with resources when completing projects, and invariably wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DISCORD}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&lt;br /&gt;
| 91-100 || revels in chaos and discord, and [he/she] encourages it whenever possible&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind a little tumult and discord in day-to-day living&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || feels best when everyone gets along without any strife or contention&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|FRIENDLINESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#HARMONY|HARMONY]]&amp;lt;br/&amp;gt;and [[Personality_trait#FRIENDSHIP|FRIENDSHIP]]&lt;br /&gt;
| 91-100 || is quite a bold flatterer, extremely friendly but just a little insufferable&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is a friendly individual&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat quarrelsome&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|POLITENESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#DECORUM|DECORUM]]&lt;br /&gt;
| 91-100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DISDAIN_ADVICE}}&lt;br /&gt;
| 91-100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|BRAVERY}}&lt;br /&gt;
| 91-100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CONFIDENCE}}&lt;br /&gt;
| 91-100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VANITY}}&lt;br /&gt;
| 91-100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|AMBITION}}&lt;br /&gt;
| 91-100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GRATITUDE}}&lt;br /&gt;
| 91-100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMMODESTY}}&lt;br /&gt;
| 91-100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HUMOR}}&lt;br /&gt;
| 91-100 || finds something humorous in everything, no matter how serious or inappropriate&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active sense of humor&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not find most jokes humorous&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|VENGEFUL}}&lt;br /&gt;
| 91-100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PRIDE}}&lt;br /&gt;
| 91-100 || is absorbed in delusions of self-importance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CRUELTY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#POWER|POWER]]&lt;br /&gt;
| 91-100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts impartially and is rarely moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is easily moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|SINGLEMINDED}}&lt;br /&gt;
| 91-100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|HOPEFUL}}&lt;br /&gt;
| 91-100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CURIOUS}}&lt;br /&gt;
| 91-100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't particularly curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|BASHFUL}}&lt;br /&gt;
| 91-100 || is gripped by a crippling shyness&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to consider what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is generally unhindered by the thoughts of others concerning [his/her] actions&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PRIVACY}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#STOICISM|STOICISM]]&lt;br /&gt;
| 91-100 || shares intimate details of life without sparing a thought to repercussions or propriety&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to share [his/her] own experiences and thoughts with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|PERFECTIONIST}}&lt;br /&gt;
| 91-100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|CLOSEMINDED}}&lt;br /&gt;
| 91-100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|TOLERANT}}&lt;br /&gt;
| 91-100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|EMOTIONALLY_OBSESSIVE}}&lt;br /&gt;
| 91-100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|SWAYED_BY_EMOTIONS}}&lt;br /&gt;
| 91-100 || is buffeted by others' emotions and can't help but to respond to them&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tends to be swayed by the emotions of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not generally respond to emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ALTRUISM}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#SACRIFICE|SACRIFICE]]&lt;br /&gt;
| 91-100 || is truly fulfilled by assisting those in need&lt;br /&gt;
| rowspan=3 |  Receives happy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes helping others&lt;br /&gt;
| rowspan=2 | Receives unhappy [[thought]] from recovering wounded.&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|DUTIFULNESS}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#LAW|LAW]],&amp;lt;br/&amp;gt;[[Personality_trait#LOYALTY|LOYALTY]], and [[Personality_trait#INDEPENDENCE|INDEPENDENCE]]&lt;br /&gt;
| 91-100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|THOUGHTLESSNESS}}&lt;br /&gt;
| 91-100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ORDERLINESS}}&lt;br /&gt;
| 91-100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|TRUST}}&lt;br /&gt;
| 91-100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|GREGARIOUSNESS}}&lt;br /&gt;
| 91-100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ASSERTIVENESS}}&lt;br /&gt;
| 91-100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || only rarely tries to assert [him/her]self in conversation&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ACTIVITY_LEVEL}}&lt;br /&gt;
| 91-100 || is driven by a bouncing frenetic energy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|EXCITEMENT_SEEKING}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#TRANQUILITY|TRANQUILITY]]&lt;br /&gt;
| 91-100 || never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|IMAGINATION}}&lt;br /&gt;
| 91-100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ABSTRACT_INCLINED}}&lt;br /&gt;
| 91-100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | {{text anchor|ART_INCLINED}}&amp;lt;br/&amp;gt;Conflicts with [[Personality_trait#ARTWORK|ARTWORK]]&amp;lt;br /&amp;gt;and [[Personality_trait#NATURE|NATURE]]&lt;br /&gt;
| 91-100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76-90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61-75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25-39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10-24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0-9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Personality trait]]&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=235438</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=235438"/>
		<updated>2018-03-29T17:06:55Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* (27nd March 2018) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(3rd February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
===(27th March 2018)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Destra, “I promise you revenge.”&lt;br /&gt;
&lt;br /&gt;
“I will eat him,” said the minotaur.  “Then I will eat you.”&lt;br /&gt;
&lt;br /&gt;
“It's a deal!” said Destra.&lt;br /&gt;
&lt;br /&gt;
The monster guided the witch out of the cave.  With all its strength, the minotaur pushed the boulders aside and he and the witch stepped out into the night air.  The witch cast a spell and traced the wizard's path through the ether.  They followed the magical trail north.&lt;br /&gt;
&lt;br /&gt;
Over stream and under the trees the pair closed in on the wizard's tower.  Meanwhile Suffar order his kobold to hunt for dwarven treasure once more.  He was on the brink of a breakthrough.  All he needed was one more artifact, one more vision into the true nature of magic.&lt;br /&gt;
&lt;br /&gt;
It had been several days, and the kobold had yet to return.  Suffar was becoming concerned.  Then there was a knock at the door.  The wizard made his way down the long spiral staircase.  “I'm coming.  I'm coming!  Settle down!” grumbled the wizard as he reached to door at last.  Opening it, he saw a tall, cloaked figure.&lt;br /&gt;
&lt;br /&gt;
“I have come for you,” said the stranger.&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W..@.,.,NNNNN~~~~A~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Who are they?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“They are the dwarves of the once powerful fortress of Etwersbrot,” said Suffar.  “They worship Hetain now.”&lt;br /&gt;
&lt;br /&gt;
A horde of misshapen monsters ringed the lake, holding hands.  Some them had three arms.  Some had two heads.  They were all monstrous and terrifying.  Kogan knew that they were once dwarves.  He wished with all his might that he could forget that knowledge and slay them cleanly.  Now every dead monster was simply murder.&lt;br /&gt;
&lt;br /&gt;
The chanting of the monsters intensified with the rising of the moon.  There was a bubbling vortex at the center of the lake.  Soon the giant axolotl appeared, rising magically above the water.  The monsters prostrated themselves before the titan.  It was Kogan's chance.  Suffar tapped him on the shoulder and he rose, stepping out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
“Hetain,” shouted Kogan, “why are you trying to control my people?”&lt;br /&gt;
&lt;br /&gt;
===(26 March 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,.NNNN,.@/(((((A)))))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The pearl belongs to me,” said the giant salamander.  “The villain you work for is no more than a thief.  I stand on the side of the righteous.”&lt;br /&gt;
&lt;br /&gt;
“It is righteous to turn my kin into monsters?” shouted Kogan.  “I have shed the blood of my blood because of you.  Are you listening, oh dwarves of Etwersbrot?  Serve not this coward and let him fight his own battles!”&lt;br /&gt;
&lt;br /&gt;
The monsters stopped their chanting and stepped aside as Kogan approached the water's edge.  Hetain looked nervous.  His slaves had never rebelled before.  The dwarf stood before the titan, holding his battle axe at the ready.  Hetain called on the power of the outer darkness, creating a vortex in the water below him.  Suffar saw the danger and began chanting to counter the spell.  The little dwarf was in more danger than he knew.  Hetain was opening a portal to a dimension of ultimate evil.&lt;br /&gt;
&lt;br /&gt;
===(27 April 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,..,~~~@/~~&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seeing that now was the time to act, Kogan charged passed the confused looking monsters and into the lake.  Suffar spoke a charm and the water became solid as ice where Kogan stepped.  He ran across the lake toward the giant salamander.  The vortex at the center of the lake was growing larger.  A strange howling could be heard from within, like the terrible screams of all of those being tortured in the underworld.&lt;br /&gt;
&lt;br /&gt;
“You have done my kin ill,” pronounced Kogan as he raised his axe.  “Prepare to die.”&lt;br /&gt;
&lt;br /&gt;
Entrails poured into the dimensional portal as Kogan gutted the monstrous titan with a great stroke of his blade.  The guts acted as chum, attracting the most hungry of demons up from the depths.  Kogan staggered backward as the monsters blasted up and out into the world of the living.&lt;br /&gt;
&lt;br /&gt;
“What have you done?” muttered Suffar.&lt;br /&gt;
&lt;br /&gt;
===(30 May 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.,@.,@@,.@.&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;.W~~@~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hundreds of dwarves, finding that they now wore their own bodies, had to quickly stop celebrating and run for their lives.  A black fountain of evil blasted up from the center of the lake where Kogan had been standing seconds before.  Dark, winged shapes gathered in the sky above. &lt;br /&gt;
&lt;br /&gt;
“Mul-o-rom, Sul-o-rom,” chanted Suffar as he dragged Kogan's body away from the water.&lt;br /&gt;
&lt;br /&gt;
The demons had not noticed the wizard yet, choosing instead to fly after the fleeing dwarves.  Suffar could not help but think that this was all his fault.  The mess he had created was bigger than just a stolen pearl.  The entire world was in peril.  He had to seek out Domon, in the Palace of the Rising Sun.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;N%,..W@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Where is the sun?” asked Kogan as he awoke.&lt;br /&gt;
&lt;br /&gt;
“There has been a lasting darkness since Hetain died,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then we have won,” exclaimed Kogan.&lt;br /&gt;
&lt;br /&gt;
A dizzy spell forced Kogan to lie back down.  “It's a bit more complicated than that,” said Suffar.  The stars twinkled as giant bat-like creatures passed through the sky.  Kogan turned to witness a horrible sight just a stone's throw away.  Three demons were feasting on the body of a dead dwarf.  They were more horrible than the night creatures of Hetain.&lt;br /&gt;
&lt;br /&gt;
“They can't see us,” said Suffar.  “Rest, my friend.”&lt;br /&gt;
&lt;br /&gt;
“There must be a way to stop them,” whispered Kogan.  “You said something about Domon, and the sky chariot.”&lt;br /&gt;
&lt;br /&gt;
“I'm afraid the sun has set forever,” said Suffar.  “The four titans cannot help us now.”&lt;br /&gt;
&lt;br /&gt;
“There must be something we can do?” asked the dwarf hero.&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Suffar.  “As long as we hold the pearl there is hope.”&lt;br /&gt;
&lt;br /&gt;
===(31 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,,.NN..,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The magic doorway will close,” said Suffar, “if we cast Hetain's magic pearl back through the demon gate.”&lt;br /&gt;
&lt;br /&gt;
“Then do it,” exclaimed Kogan, suffering from another fainting spell.&lt;br /&gt;
&lt;br /&gt;
“Who ever should cast in the pearl shall die,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then give it to me,” said Kogan.  “I care not for my own life.”&lt;br /&gt;
&lt;br /&gt;
“That much in obvious,” said Suffar, “but you cannot be the one.  Look at your body.”&lt;br /&gt;
&lt;br /&gt;
Straining to sit up, Kogan was horrified to see that his body was a mere skeleton, barely held together by bits of sinew.  Suffar used his magic to keep Kogan alive, but it was only a kind of half-life.  Once the pearl was cast, Kogan too would die.&lt;br /&gt;
&lt;br /&gt;
“Then if you will not stand up and save the world,” asked Kogan, “who will?”&lt;br /&gt;
&lt;br /&gt;
“We must find the fourth titan,” said Suffar.  “He lives in a tower deep in the Garum.”&lt;br /&gt;
&lt;br /&gt;
“Not Darquan the Deadly,” shouted Kogan.  “That wicked old man would never make the sacrifice.”&lt;br /&gt;
&lt;br /&gt;
“We have no other choice,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
===(20 September 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;N&amp;quot;N.&amp;quot;.,|N+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the Garum it was unusually cold.  The sun hadn't risen for three days and the plants were beginning to die.  Kogan could see the light of a candle in the top room of the tower a way's off in the marsh.  Suffar explained to the skeletal dwarf that he should do the talking.  The master of the tower was Darquan the Deadly, one of four cosmic titans that had existed since the dawn of time.  &lt;br /&gt;
&lt;br /&gt;
The wizard of the tower was twisted and evil.  He had exhausted every physical pleasure in a search for the ultimate experience.  The truth was, now he was bored and wished for the eternal nothingness that awaited his extinction.  But if there was one thing that kept Darquan breathing it was his jealous hatred for all living things.&lt;br /&gt;
&lt;br /&gt;
“Who dares disturb my meditation?” came a voice from above.&lt;br /&gt;
&lt;br /&gt;
Looking up the dark wet stones of the tower, Kogan could see a pale bald head trailing long white whiskers.  Suffar shouted back, explaining the death of Hetain and the demon gateway.  The wizard's head disappeared and there was a click at the solid wood door before them, which swung open by itself.&lt;br /&gt;
&lt;br /&gt;
===(1 October 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|NCN+++?N?|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The snake was fast, but Suffar was faster.  As the door opened, a king cobra snake man shot his long neck out toward the wizard's face.  He dodged to the right and seized the serpent man's throat.  Darquan was a coward to leave his minions in charge of greeting the adventurers.&lt;br /&gt;
&lt;br /&gt;
“Come forth, dark titan,” said Suffar, “or I will break your pet's neck.”&lt;br /&gt;
&lt;br /&gt;
While Suffar shouted at the open door, the snake man reached with his long articulated arm and pulled a dagger from one of its many belts.  Just as it was about to push the blade in, the skeletal dwarf stepped out from behind the wizard and chopped at the snake man's wrist.&lt;br /&gt;
&lt;br /&gt;
“That'sss cheating!” complained the cobra man.&lt;br /&gt;
&lt;br /&gt;
“Save your whining for your master,” said Suffar.  “That is, if the coward is brave enough to show his face.”&lt;br /&gt;
&lt;br /&gt;
“You have the pearl?” came a voice from above.  “Show it to me!”&lt;br /&gt;
&lt;br /&gt;
===(7 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|No+N+++N&amp;lt;|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Only you can save the world now,” shouted Suffar as he held the pearl over his head.&lt;br /&gt;
&lt;br /&gt;
“Hetain's Pearl,” said Darquan.  “You are a naughty wizard.”&lt;br /&gt;
&lt;br /&gt;
The candlelight vanished from the window as Darquan descended the hundreds of steps of the dark tower.  It seemed like ages later when he appeared in the doorway.  “Let Anthony go,” commanded the evil wizard.  Suffar released the cobra man who disappeared back into the tower.&lt;br /&gt;
&lt;br /&gt;
“Who is your friend?” asked Darquan, indicating the skeletal dwarf.&lt;br /&gt;
&lt;br /&gt;
“This is Kogan,” said Suffar, “Slayer of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“You can do better for a titan slayer than this, surely,” said Darquan.&lt;br /&gt;
&lt;br /&gt;
The serpent wizard began chanting in the ancient tongue of magic.  The wind began to blow and stir up muddy water and dead vegetation.  The muck attached itself to Kogan's skeleton and soon he began to resemble a living dwarf.&lt;br /&gt;
&lt;br /&gt;
“Now, Kogan,” said Darquan, “your body belongs to me.  Take the pearl from Suffar and give it to me!”&lt;br /&gt;
&lt;br /&gt;
===(11 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;CNoNN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using his bracers to block a series of strikes and thrusts, Suffar desperately resisted as Kogan tried to wrestle the pearl from him.  Anthony returned wielding a pair of swords.  The dwarf grabbed the wizard around the legs and tackled him to the ground.  The snake man held his blades to Suffar's throat.  It was over.&lt;br /&gt;
&lt;br /&gt;
“And now,” said Darquan, “the pearl, if you please?”&lt;br /&gt;
&lt;br /&gt;
Reaching into his robe, Suffar withdrew the shining pearl.  Darquan's eyes lit up with joy.  Whoever possessed the pearl held sway over the hand of Fate.  Having exhausted the frivolous pleasures of this world, Darquan would use the pearl to enhance his hedonistic lifestyle.  With glee, he snatched the pearl out of Suffar's hand.&lt;br /&gt;
&lt;br /&gt;
“You will know, before the end,” said Suffar, “what you have to do.”&lt;br /&gt;
&lt;br /&gt;
===(5 January 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NB,B..,N+C&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Slay him,” commanded Darquan.&lt;br /&gt;
&lt;br /&gt;
Anthony the snake man brought his sword blade down onto the wizard's neck, but recoiled when his weapon clashed against the stone floor of the tower.  Suffar's robes lay empty on the ground, but the wizard was nowhere to be found.  Darquan hollered with disapproval.  Kogan stood up and brushed the dirt off his chest.&lt;br /&gt;
&lt;br /&gt;
“You, dwarf!” shouted Darquan.  “Stop standing around like a moron and find the wizard.”&lt;br /&gt;
&lt;br /&gt;
A pair of giant bats landed at the base of the tower.  They were fitted with saddles and Kogan had the impression that his new master, Darquan, wanted him to ride.  He climbed up the hairy bat and sat astride its back.&lt;br /&gt;
&lt;br /&gt;
“That rascal can't get far without the pearl,” said Darquan.  “Find him, and snuff out his life!”&lt;br /&gt;
&lt;br /&gt;
===(9 February 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;k####@B##CB##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pair of giant bats launched out of the tower with Kogan and Anthony the snake man on their backs.  The dwarf's vision was excellent at night, due to a long life underground.  However, he could see nothing in the marsh but wildlife.  He called over to Anthony and the snake man replied.&lt;br /&gt;
&lt;br /&gt;
“He has changed himself into a bird or beast,” shouted Anthony.&lt;br /&gt;
&lt;br /&gt;
“How will I know him?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“He is the only beast that does not fear the power of Darquan,” said Anthony.&lt;br /&gt;
&lt;br /&gt;
The snake man held up his staff and the end began to glow an ominous red.  All around, beneath them, the animals froze in place, the birds so much as freezing in mid flight and falling into the murky water.  There was one that still flew, a kingfisher!&lt;br /&gt;
&lt;br /&gt;
“That's him!” cried Kogan.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cackling with glee, Darquan watched through his crystal ball as the two giant bat riders chased down the tiny bird.  They dove and pounced on the bird at once and there was a scuffle as the group splashed into the water.  Darquan was giddy with anticipation.  When the fight subsided, Kogan stood up holding the body of a dead bird, but Anthony was stricken dead.  The snake man had been in Darquan's employ for many years, but the evil old man could not find it in himself to shed a single tear.&lt;br /&gt;
&lt;br /&gt;
“Bring me the carcass,” commanded Darquan.  “We will feast on kingfisher tonight!”&lt;br /&gt;
&lt;br /&gt;
Throwing a cloth over the crystal ball, Darquan retired to his private chamber to contemplate the pearl.  Something was wrong.  The pearl had taken on a dim brown color.  Gone was its magical luster.  The wizard was furious.  He charged back into his laboratory and awaited Kogan's return.  There had to be some sort of explanation, and without question, someone would pay.&lt;br /&gt;
&lt;br /&gt;
===(13 April 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@+=%=N+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf met Darquan in the feast hall below the wizard's tower.  The old man commanded that the dead bird be plucked and roasted on a spit.  As Kogan made himself busy preparing the meal, Darquan returned to fuss over the blackened pearl of Hetain.  A short time later, Kogan announced that the meal was ready.&lt;br /&gt;
&lt;br /&gt;
“Here's to you, Suffar,” said Darquan, raising his stein glass.  After chewing on a few strange tasting morsels, the wizard realized he had been tricked.  He stood up from the table and threw his arms out to the side, calling on his power to reveal the treachery.  There, on the table, was the partially devoured body of Anthony the snake man.&lt;br /&gt;
&lt;br /&gt;
“Suffar,” shouted Darquan, “you will pay for this if I must strike at you with my last breath!”&lt;br /&gt;
&lt;br /&gt;
===(16 May 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@N...N(OOO)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The was a ringing sound coming from the laboratory.  Darquan stomped into the room and pulled the cloth from the crystal ball.  There was Suffar, standing on the beach near the portal to the dimension of ultimate evil.  Beyond words and consumed with hatred, Darquan could only stand and stare as Suffar beckoned to him.  The evil wizard called for Kogan and had the giant bats made ready for takeoff once again.&lt;br /&gt;
&lt;br /&gt;
“It's a trick, boss,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
“Don't speak,” said Darquan.  “You know nothing save what I have taught you.”&lt;br /&gt;
&lt;br /&gt;
They were airborne a short time later.  There was still a huge maelstrom over Hetain's lake and the pair had to land their bats far from shore.  Darquan landed behind a grassy hill which he scuttled up to spy on the portal from afar.  There was Suffar, strutting back and forth before the portal as freely as you please.&lt;br /&gt;
&lt;br /&gt;
“You will never have the pearl,” said Darquan under his breath.&lt;br /&gt;
&lt;br /&gt;
===(18 June 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.N.o.(OOO).oN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He means to trick you,&amp;quot; said Kogan.  &amp;quot;All he wants is the pearl!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have had enough of your talk!&amp;quot; shouted Darquan.&lt;br /&gt;
&lt;br /&gt;
There was a flash of light and where once stood Kogan the dwarf, there was now a statue made of stone.  Darquan instantly regretted his action.  Not only had he lost a needed ally, but he had also given away his position.  He stood up and saw Suffar down by the lake, beckoning to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will never have the pearl!&amp;quot; declared Darquan as he stalked down to where Suffar was standing, near the portal to ultimate evil.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You mean this pearl?&amp;quot; asked Suffar, withdrawing the shiny pearl from his pocket.&lt;br /&gt;
&lt;br /&gt;
With a sudden sinking feeling, Darquan reached into his robe and held out the clouded brown pearl.  Driven by anger and outrage, Darquan cast the pearl into the maelstrom.  Suffar twirled, flaring out his cloak and disappearing in a puff of smoke.  The portal began to disappear.  Darquan could feel his heart sputtering and giving its last beat.  He had been tricked for the final time.&lt;br /&gt;
&lt;br /&gt;
===(29 July 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..N%..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suffar rested by the lake, meditating on all that had passed. The pearl was gone, but so were the malevolent titans that sought to use it for evil. Now the stars could resume their course through the sky and Domon could chase the moon in his fiery chariot. After a good long time, Suffar stood and noticed the statue of Kogan for what seemed like the first time. The stoney eyes seemed to follow him as he approached.&lt;br /&gt;
&lt;br /&gt;
“Darquan used the power of the pearl to keep you alive,” said Suffar. “If I restore you, you will die.”&lt;br /&gt;
&lt;br /&gt;
The statue blinked once.&lt;br /&gt;
&lt;br /&gt;
Calling on all his power, Suffar reversed Darquan's curse. Kogan began to move, struggling to breathe, then collapsed. Suffar held his hand as he died. It was as it should be. Kogan had taken the life of a titan and had to pay the price. He would be with the heroes in Nullset now.&lt;br /&gt;
&lt;br /&gt;
Darquan would be there too, no doubt struggling to return. Suffar would be there to meet him. It was to this end that Suffar had made his vow. The harmony of Nature must be preserved.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
===New Story (27 August 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@&amp;amp;\@H...UH.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who would throw away such a beautiful baby?  The basket had come down the Apagan river.  From Etwersbrot.  Ever since the outbreak of hostilities, people had looked to the magic city for hope and inspiration.  Now they were flinging their offspring into the river.  It was a time that would one day be called the Second Nightmare Apocalypse.&lt;br /&gt;
&lt;br /&gt;
“More demons ahead, Omak,” said the old knight.&lt;br /&gt;
&lt;br /&gt;
“I see them!” shouted Omak as the pair charged down the caravan trail.&lt;br /&gt;
&lt;br /&gt;
The most promising rider Sir Twan had ever seen, Omak was a dwarf from the south. He served in the garrison of Akkadin before the Evil One came.  In the chaos that followed, Omak stole a pony and ran for the hills.  That was where Twan found him.&lt;br /&gt;
&lt;br /&gt;
“Don't worry Master,” said Omak.  “This one is mine.”&lt;br /&gt;
&lt;br /&gt;
The monster wasn't used to the rules that governed this world.  Its ungainly limbs smacked against the dirt as it struggled to get away.  Omak smacked the flanks of his dark pony and then lifted his blade to strike.  The creature looked back just in time to get a face of steel.  A fountain of black blood shot up from the ruined head of the monster.&lt;br /&gt;
&lt;br /&gt;
“I did it,” cried Omak.&lt;br /&gt;
&lt;br /&gt;
“Excellent,” said Twan.  “I'll make a Beast Maimer of you yet!”&lt;br /&gt;
&lt;br /&gt;
“What's it got in its arms?” asked Omak&lt;br /&gt;
&lt;br /&gt;
“A dwarven child!” shouted Twan.&lt;br /&gt;
&lt;br /&gt;
===(25 September 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;!!@!!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Do you think the babe is from that village, yonder?” asked Omak.&lt;br /&gt;
&lt;br /&gt;
“If so, all her kin are dead,” said Sir Twan.&lt;br /&gt;
&lt;br /&gt;
The beast maimers returned to the city of Otla, to seek a home for the child.  There were electrical storms all night.  Unforeseen to all knights of the realm, the evil Cenaster had been slain, and with his death the Earth had been cast adrift in the cosmic ether.  The child cried and cried.  At last, the warlord would see them.&lt;br /&gt;
&lt;br /&gt;
“You say you rescued the babe from a demon?” asked Lord Saster.&lt;br /&gt;
&lt;br /&gt;
“She is marked with magic power,” said Sir Twan, “and destined for greatness!”&lt;br /&gt;
&lt;br /&gt;
“Then you and Omak will raise her as a Beast Maimer,” said Saster.&lt;br /&gt;
&lt;br /&gt;
It was a great honor, and a great responsibility.  Omak found a room for the baby in the castle.  There was still the need for a name.  Sir Twan sought to name her after the great city where she was found.&lt;br /&gt;
&lt;br /&gt;
“She shall be named Otilla,” said the knight.&lt;br /&gt;
&lt;br /&gt;
===(28 October 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@.@..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As great a fighter as master Omak was a rider, Otilla had grown up and found her place among the Beast Maimers.  Every morning at dawn the Maimers would sally forth from Otla Castle and search for demons to slay.  The creatures may have stopped pouring into this world since the death of Cenaster, but enough had made their through that a special effort was required to wipe them off the face of the Earth.&lt;br /&gt;
&lt;br /&gt;
“Grandfather Twan?” asked Otilla as she arrived at the meeting place.  “Where is Master Omak?”&lt;br /&gt;
&lt;br /&gt;
“Omak has gone to speak with the head of our order,” said Twan.  “He has yet to return.”&lt;br /&gt;
&lt;br /&gt;
“He has gone to see mighty Bram?” asked Otilla with excitement.  “Is the champion coming here?”&lt;br /&gt;
&lt;br /&gt;
The monster of Otla Hill was the Maimers' greatest shame.  They had cleared out the Forbidden Forest and slain enough demons to keep the King's Highway open from Etwersbrot to Akkadin.  Still, no knight was brave enough, or skilled enough in the martial arts, to take on the Otla Hill monster.  &lt;br /&gt;
&lt;br /&gt;
“He has come to slay the monster,” said Otilla.  “I know it!”&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:HYBRID BEING|HYBRID BEING]]==&lt;br /&gt;
===(3 June 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.@@.,--.,-,..-.,.,eeeee&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sword and axe clashed again and again as the combatants fought and&lt;br /&gt;
bled.  You and I remember Tasan fortress in the days before the elves&lt;br /&gt;
emerged from the hated forest.  At one time Fortress Tasan was second&lt;br /&gt;
only to the mountain homes in wealth and power.  Now it was the front&lt;br /&gt;
line in a war to end the age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aim low, marks-dwarves,&amp;quot; said Kraton.  &amp;quot;Make every shot count.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was the height of the Plump Helmet festival when Kraton first&lt;br /&gt;
learned of the elven invasion.  An arrow struck his sweetheart dead in&lt;br /&gt;
the chest.  The ambush was over in seconds.  The castle guard were&lt;br /&gt;
able to chase down the archers before they escaped into the woods.&lt;br /&gt;
&lt;br /&gt;
As captain of the guard, Kraton was in charge of interrogation.  There&lt;br /&gt;
was no need in his mind.  Elves were not rational.  Their reasons for&lt;br /&gt;
acting made no sense.  He ordered that they be hammered immediately&lt;br /&gt;
and prepared the fortress for the assault to come.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
===(3 January 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;,&amp;lt;U&amp;gt;,,.&amp;lt;U&amp;gt;.N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's monster was the first to appear.  About an hour after the ritual began there was a distinct smell on the western breeze.  It smelled like Brepotog, the sewer of reality.  Nesco flinched, but remained inside his protective pentagram.  Off to the right, the shadows darkened.  An arm, perhaps more tentacle than solid limb, protruded from the ground.  It struck the ground with a splat and pulled the rest of the demon up.&lt;br /&gt;
&lt;br /&gt;
“I've done it, Nesco,” shouted Thamian.  “Admit it!  I've won.”&lt;br /&gt;
&lt;br /&gt;
“Wait,” said Nesco.  “Look there!”&lt;br /&gt;
&lt;br /&gt;
Out of the trees, a figure stumbled.  Once it came into the sunlight, the young wizards could see it for what it was, alive undead.  It was the animated body of another young wizard.  He had probably died during the trials which had taken place earlier that week.  Its neck was clearly broken and its head lolled crazily to the side.&lt;br /&gt;
&lt;br /&gt;
“I command you, oh demon,” shouted Thamian, “attack!”&lt;br /&gt;
&lt;br /&gt;
===(3 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;N|+UUUUUU+U|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nesco was late to class.  The always-nosey Smesma was there at the door to greet him.  The first thing she noticed was the overpowering smell of filth.  They had been summoning demons again!  Nesco had the stink of Brepotog on him.  Where was Thamian?  The two rascals were usually inseparable.  Smesma stood in the doorway and would not let Nesco pass without an explanation.&lt;br /&gt;
&lt;br /&gt;
“Where is your friend, Thamian?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“Don't worry.  He still lives,” muttered Nesco, “after a fashion.”&lt;br /&gt;
&lt;br /&gt;
The witch let Nesco in, more overcome by his stench than his flimsy excuses.  As Nesco took his seat at the desk the other wizards scooted away, annoying the professor with their squeaky chairs.  The instructor for this term was Lord Domoran.  He was an incompetent teacher, just serving out his time until retirement.  Most young wizards never learned from class anymore.  The only ones who improved used the forbidden arts like Nesco and Thamian.&lt;br /&gt;
&lt;br /&gt;
“You summoned a demon from the bowels of the universe,” whispered Smesma.  “I smell it!”&lt;br /&gt;
&lt;br /&gt;
“Not me,” said Nesco.  “It was that fool Thamian.  But I got him back!”&lt;br /&gt;
&lt;br /&gt;
“If you have something to share,” boomed Lord Domoran, “you can share it with the whole class!”&lt;br /&gt;
&lt;br /&gt;
“Very well,” said Nesco.  “Watch this!”&lt;br /&gt;
&lt;br /&gt;
The young punk stood up and clapped his hands.  Suddenly the room felt very cold and still.  Outside the room, the students could hear footsteps.  Whoever it was, they didn't sound all that healthy.  The mystery person dragged one leg and moaned when he took a step.  The closer he got, the more loud and painful the moaning became.  At last there was a knock at the door.&lt;br /&gt;
&lt;br /&gt;
“Only students are allowed in the classroom,” shouted Domoran, clearly shaken.&lt;br /&gt;
&lt;br /&gt;
“But it is one of your students,” said Nesco.  “Thamian!  Come inside.”&lt;br /&gt;
&lt;br /&gt;
The doorknob turned ever so slowly, and the door swung open to reveal a horrible sight.  It was Thamian, or more accurately, what was left of him.  His clothing was bloody and torn, and his body was beset by a dozen mortal wounds.  The fact that he was walking was clearly an infernal miracle.&lt;br /&gt;
&lt;br /&gt;
“Nesco,” said Domoran, “what have you done?”&lt;br /&gt;
&lt;br /&gt;
“Only what you are too weak and afraid to do,” shouted Nesco.  “I used magic!”&lt;br /&gt;
&lt;br /&gt;
The zombie trudged forward.  Nesco laughed.  He was truly a Dulchari wizard now.  The monster came closer and the young wizards stood and backed away, leaving Domoran to face the ghost of Thamian alone.&lt;br /&gt;
&lt;br /&gt;
“Stop it!” shouted Smesma.&lt;br /&gt;
&lt;br /&gt;
“I,” said Nesco, suddenly flustered, “I can't!”&lt;br /&gt;
&lt;br /&gt;
===(19 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!NU!!!!!!UU++UU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's corpse caught hold of Domoran and plunged its fangs into his neck.  The young wizards cut and ran, leaving Nesco and Smesma to face the threat alone.  Blood poured from Domoran's wound.  There wasn't much hope for him now and Nesco knew it.  Still, Smesma wouldn't let Nesco flee.&lt;br /&gt;
&lt;br /&gt;
“You did this,” shouted Smesma.  “Now undo it!”&lt;br /&gt;
&lt;br /&gt;
“But if Domoran lives,” explained Nesco, “we will be expelled from school.”&lt;br /&gt;
&lt;br /&gt;
“What?” asked Smesma, having heard the most ignorant excuse spoken in years.&lt;br /&gt;
&lt;br /&gt;
The zombie dropped the professor's body on the floor and advanced on the delinquent wizard.  Nesco grabbed Smesma by the arm and ran out of class.  Outside the classroom, the disaster containment squad had assembled.  The wizards in the tac-squad wore robes lined with adamantine and wielded special flame throwing wands.&lt;br /&gt;
&lt;br /&gt;
“They are in there,” shouted Nesco.  “Two of them!”&lt;br /&gt;
&lt;br /&gt;
“Villain!” cried Smesma.  “Domoran may yet live!”&lt;br /&gt;
&lt;br /&gt;
Nesco pushed Smesma to the side as the wizards stormed the classroom, blasting away indiscriminately with their flame throwers.  The evil Nesco chuckled into his cloak.  No one was paying attention but Smesma.  She knew now that something must be done to stop him.&lt;br /&gt;
&lt;br /&gt;
===(20 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U!,.U&amp;quot;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alone in her alcove, Smesma said a prayer to the gods and began her meditation. There was a buzzing sound deep in her throat.  She concentrated on the sacred syllables of the forbidden language.  The time had come to use her power.  She shouted the word and punched a hole through the brick wall of her room.  Such was the power of Axolar.&lt;br /&gt;
&lt;br /&gt;
“Where is Nesco?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“He has been hanging around Thamian's grave,” said one of the students.  “It's horrible that all of this happened.”&lt;br /&gt;
&lt;br /&gt;
“He has to be stopped before anyone else gets hurt,” said Smesma.&lt;br /&gt;
&lt;br /&gt;
She meant to kill Nesco before he could raise any more zombies.  Domoron had been a hero to Smesma, and she blamed Nesco alone for his death.  Outside the city gate, hidden behind a screen of trees, Nesco waited for Smesma in the cemetery.  He was alone dressed in the gray robes of mourning.&lt;br /&gt;
&lt;br /&gt;
“You had better call to Urmoro for help,” shouted Smesma, “for I will have no mercy.”&lt;br /&gt;
&lt;br /&gt;
Nesco just stood there, knowing that Smesma would probably just kill herself with a magic spell.  He had gained some perspective since the trouble started.  He could hear the sound welling up from Smesma's throat as she charged up for the killer blow.  She ran at Nesco, releasing the spell with a shout.  There was an explosion of gore and a terrible gargling sound.  No one knew what happened until the undertaker came across the bodies the next day.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;|@+@+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Trog in the mine!” screamed Kogan.&lt;br /&gt;
&lt;br /&gt;
Before he could shout again, the troglodyte brought a thigh bone down onto Kogan's skull.  The dwarf was knocked senseless.  He could sense motion as a pair of dwarves dragged his body away.  He tried to protest but his vision was a blur.  The trog was real.  He had to warn the others.&lt;br /&gt;
&lt;br /&gt;
“It's alright,” said the doctor.  “You took a nasty blow to the head.”&lt;br /&gt;
&lt;br /&gt;
“The trog!” exclaimed Kogan.  “We must kill it!”&lt;br /&gt;
&lt;br /&gt;
“Time has passed, I'm afraid,” said the doctor.&lt;br /&gt;
&lt;br /&gt;
“What are you talking about?” asked Kogan.  “Did I miss the festival?”&lt;br /&gt;
&lt;br /&gt;
“It has been some years,” said the doctor.  “You have been in a deep sleep.”&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Latta==&lt;br /&gt;
===(20 April 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.@/~.@@@.|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He just took it.  The adamantine artifact was on display in the great hall.  It was the night of the Plump Helmet Festival and no one was paying attention.  No one would notice if a dwarf slipped the magic knife into his pocket.  That's what Kogan thought as he took the dagger by the handle and dropped it into the fold of his tunic.  What he didn't count on was the infinite sharpness of the blade itself.&lt;br /&gt;
&lt;br /&gt;
“What the forge?” asked Kogan as the pain struck him.&lt;br /&gt;
&lt;br /&gt;
The blade cut through the fabric of his pocket and plunged down into his foot.  He tried to play it off cool as the young dwarves danced all around him.  He bend down during a lute solo when everyone was watching the stage and pulled the knife out of his foot.  He winced and smiled a fierce smile.  Now all he had to do was limp out of here without being noticed.&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=235437</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=235437"/>
		<updated>2018-03-29T15:24:37Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Goblin Cookie */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(3rd February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
===(27nd March 2018)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Destra, “I promise you revenge.”&lt;br /&gt;
&lt;br /&gt;
“I will eat him,” said the minotaur.  “Then I will eat you.”&lt;br /&gt;
&lt;br /&gt;
“It's a deal!” said Destra.&lt;br /&gt;
&lt;br /&gt;
The monster guided the witch out of the cave.  With all its strength, the minotaur pushed the boulders aside and he and the witch stepped out into the night air.  The witch cast a spell and traced the wizard's path through the ether.  They followed the magical trail north.&lt;br /&gt;
&lt;br /&gt;
Over stream and under the trees the pair closed in on the wizard's tower.  Meanwhile Suffar order his kobold to hunt for dwarven treasure once more.  He was on the brink of a breakthrough.  All he needed was one more artifact, one more vision into the true nature of magic.&lt;br /&gt;
&lt;br /&gt;
It had been several days, and the kobold had yet to return.  Suffar was becoming concerned.  Then there was a knock at the door.  The wizard made his way down the long spiral staircase.  “I'm coming.  I'm coming!  Settle down!” grumbled the wizard as he reached to door at last.  Opening it, he saw a tall, cloaked figure.&lt;br /&gt;
&lt;br /&gt;
“I have come for you,” said the stranger.&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W..@.,.,NNNNN~~~~A~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Who are they?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“They are the dwarves of the once powerful fortress of Etwersbrot,” said Suffar.  “They worship Hetain now.”&lt;br /&gt;
&lt;br /&gt;
A horde of misshapen monsters ringed the lake, holding hands.  Some them had three arms.  Some had two heads.  They were all monstrous and terrifying.  Kogan knew that they were once dwarves.  He wished with all his might that he could forget that knowledge and slay them cleanly.  Now every dead monster was simply murder.&lt;br /&gt;
&lt;br /&gt;
The chanting of the monsters intensified with the rising of the moon.  There was a bubbling vortex at the center of the lake.  Soon the giant axolotl appeared, rising magically above the water.  The monsters prostrated themselves before the titan.  It was Kogan's chance.  Suffar tapped him on the shoulder and he rose, stepping out into the moonlight.&lt;br /&gt;
&lt;br /&gt;
“Hetain,” shouted Kogan, “why are you trying to control my people?”&lt;br /&gt;
&lt;br /&gt;
===(26 March 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,.NNNN,.@/(((((A)))))&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The pearl belongs to me,” said the giant salamander.  “The villain you work for is no more than a thief.  I stand on the side of the righteous.”&lt;br /&gt;
&lt;br /&gt;
“It is righteous to turn my kin into monsters?” shouted Kogan.  “I have shed the blood of my blood because of you.  Are you listening, oh dwarves of Etwersbrot?  Serve not this coward and let him fight his own battles!”&lt;br /&gt;
&lt;br /&gt;
The monsters stopped their chanting and stepped aside as Kogan approached the water's edge.  Hetain looked nervous.  His slaves had never rebelled before.  The dwarf stood before the titan, holding his battle axe at the ready.  Hetain called on the power of the outer darkness, creating a vortex in the water below him.  Suffar saw the danger and began chanting to counter the spell.  The little dwarf was in more danger than he knew.  Hetain was opening a portal to a dimension of ultimate evil.&lt;br /&gt;
&lt;br /&gt;
===(27 April 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W,..,~~~@/~~&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Seeing that now was the time to act, Kogan charged passed the confused looking monsters and into the lake.  Suffar spoke a charm and the water became solid as ice where Kogan stepped.  He ran across the lake toward the giant salamander.  The vortex at the center of the lake was growing larger.  A strange howling could be heard from within, like the terrible screams of all of those being tortured in the underworld.&lt;br /&gt;
&lt;br /&gt;
“You have done my kin ill,” pronounced Kogan as he raised his axe.  “Prepare to die.”&lt;br /&gt;
&lt;br /&gt;
Entrails poured into the dimensional portal as Kogan gutted the monstrous titan with a great stroke of his blade.  The guts acted as chum, attracting the most hungry of demons up from the depths.  Kogan staggered backward as the monsters blasted up and out into the world of the living.&lt;br /&gt;
&lt;br /&gt;
“What have you done?” muttered Suffar.&lt;br /&gt;
&lt;br /&gt;
===(30 May 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.,@.,@@,.@.&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;&amp;amp;.W~~@~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Hundreds of dwarves, finding that they now wore their own bodies, had to quickly stop celebrating and run for their lives.  A black fountain of evil blasted up from the center of the lake where Kogan had been standing seconds before.  Dark, winged shapes gathered in the sky above. &lt;br /&gt;
&lt;br /&gt;
“Mul-o-rom, Sul-o-rom,” chanted Suffar as he dragged Kogan's body away from the water.&lt;br /&gt;
&lt;br /&gt;
The demons had not noticed the wizard yet, choosing instead to fly after the fleeing dwarves.  Suffar could not help but think that this was all his fault.  The mess he had created was bigger than just a stolen pearl.  The entire world was in peril.  He had to seek out Domon, in the Palace of the Rising Sun.&lt;br /&gt;
&lt;br /&gt;
===(1 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;N%,..W@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Where is the sun?” asked Kogan as he awoke.&lt;br /&gt;
&lt;br /&gt;
“There has been a lasting darkness since Hetain died,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then we have won,” exclaimed Kogan.&lt;br /&gt;
&lt;br /&gt;
A dizzy spell forced Kogan to lie back down.  “It's a bit more complicated than that,” said Suffar.  The stars twinkled as giant bat-like creatures passed through the sky.  Kogan turned to witness a horrible sight just a stone's throw away.  Three demons were feasting on the body of a dead dwarf.  They were more horrible than the night creatures of Hetain.&lt;br /&gt;
&lt;br /&gt;
“They can't see us,” said Suffar.  “Rest, my friend.”&lt;br /&gt;
&lt;br /&gt;
“There must be a way to stop them,” whispered Kogan.  “You said something about Domon, and the sky chariot.”&lt;br /&gt;
&lt;br /&gt;
“I'm afraid the sun has set forever,” said Suffar.  “The four titans cannot help us now.”&lt;br /&gt;
&lt;br /&gt;
“There must be something we can do?” asked the dwarf hero.&lt;br /&gt;
&lt;br /&gt;
“Yes,” said Suffar.  “As long as we hold the pearl there is hope.”&lt;br /&gt;
&lt;br /&gt;
===(31 July 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,,.NN..,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“The magic doorway will close,” said Suffar, “if we cast Hetain's magic pearl back through the demon gate.”&lt;br /&gt;
&lt;br /&gt;
“Then do it,” exclaimed Kogan, suffering from another fainting spell.&lt;br /&gt;
&lt;br /&gt;
“Who ever should cast in the pearl shall die,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
“Then give it to me,” said Kogan.  “I care not for my own life.”&lt;br /&gt;
&lt;br /&gt;
“That much in obvious,” said Suffar, “but you cannot be the one.  Look at your body.”&lt;br /&gt;
&lt;br /&gt;
Straining to sit up, Kogan was horrified to see that his body was a mere skeleton, barely held together by bits of sinew.  Suffar used his magic to keep Kogan alive, but it was only a kind of half-life.  Once the pearl was cast, Kogan too would die.&lt;br /&gt;
&lt;br /&gt;
“Then if you will not stand up and save the world,” asked Kogan, “who will?”&lt;br /&gt;
&lt;br /&gt;
“We must find the fourth titan,” said Suffar.  “He lives in a tower deep in the Garum.”&lt;br /&gt;
&lt;br /&gt;
“Not Darquan the Deadly,” shouted Kogan.  “That wicked old man would never make the sacrifice.”&lt;br /&gt;
&lt;br /&gt;
“We have no other choice,” said Suffar.&lt;br /&gt;
&lt;br /&gt;
===(20 September 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;N&amp;quot;N.&amp;quot;.,|N+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deep in the Garum it was unusually cold.  The sun hadn't risen for three days and the plants were beginning to die.  Kogan could see the light of a candle in the top room of the tower a way's off in the marsh.  Suffar explained to the skeletal dwarf that he should do the talking.  The master of the tower was Darquan the Deadly, one of four cosmic titans that had existed since the dawn of time.  &lt;br /&gt;
&lt;br /&gt;
The wizard of the tower was twisted and evil.  He had exhausted every physical pleasure in a search for the ultimate experience.  The truth was, now he was bored and wished for the eternal nothingness that awaited his extinction.  But if there was one thing that kept Darquan breathing it was his jealous hatred for all living things.&lt;br /&gt;
&lt;br /&gt;
“Who dares disturb my meditation?” came a voice from above.&lt;br /&gt;
&lt;br /&gt;
Looking up the dark wet stones of the tower, Kogan could see a pale bald head trailing long white whiskers.  Suffar shouted back, explaining the death of Hetain and the demon gateway.  The wizard's head disappeared and there was a click at the solid wood door before them, which swung open by itself.&lt;br /&gt;
&lt;br /&gt;
===(1 October 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|NCN+++?N?|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The snake was fast, but Suffar was faster.  As the door opened, a king cobra snake man shot his long neck out toward the wizard's face.  He dodged to the right and seized the serpent man's throat.  Darquan was a coward to leave his minions in charge of greeting the adventurers.&lt;br /&gt;
&lt;br /&gt;
“Come forth, dark titan,” said Suffar, “or I will break your pet's neck.”&lt;br /&gt;
&lt;br /&gt;
While Suffar shouted at the open door, the snake man reached with his long articulated arm and pulled a dagger from one of its many belts.  Just as it was about to push the blade in, the skeletal dwarf stepped out from behind the wizard and chopped at the snake man's wrist.&lt;br /&gt;
&lt;br /&gt;
“That'sss cheating!” complained the cobra man.&lt;br /&gt;
&lt;br /&gt;
“Save your whining for your master,” said Suffar.  “That is, if the coward is brave enough to show his face.”&lt;br /&gt;
&lt;br /&gt;
“You have the pearl?” came a voice from above.  “Show it to me!”&lt;br /&gt;
&lt;br /&gt;
===(7 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|No+N+++N&amp;lt;|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Only you can save the world now,” shouted Suffar as he held the pearl over his head.&lt;br /&gt;
&lt;br /&gt;
“Hetain's Pearl,” said Darquan.  “You are a naughty wizard.”&lt;br /&gt;
&lt;br /&gt;
The candlelight vanished from the window as Darquan descended the hundreds of steps of the dark tower.  It seemed like ages later when he appeared in the doorway.  “Let Anthony go,” commanded the evil wizard.  Suffar released the cobra man who disappeared back into the tower.&lt;br /&gt;
&lt;br /&gt;
“Who is your friend?” asked Darquan, indicating the skeletal dwarf.&lt;br /&gt;
&lt;br /&gt;
“This is Kogan,” said Suffar, “Slayer of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“You can do better for a titan slayer than this, surely,” said Darquan.&lt;br /&gt;
&lt;br /&gt;
The serpent wizard began chanting in the ancient tongue of magic.  The wind began to blow and stir up muddy water and dead vegetation.  The muck attached itself to Kogan's skeleton and soon he began to resemble a living dwarf.&lt;br /&gt;
&lt;br /&gt;
“Now, Kogan,” said Darquan, “your body belongs to me.  Take the pearl from Suffar and give it to me!”&lt;br /&gt;
&lt;br /&gt;
===(11 November 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;CNoNN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Using his bracers to block a series of strikes and thrusts, Suffar desperately resisted as Kogan tried to wrestle the pearl from him.  Anthony returned wielding a pair of swords.  The dwarf grabbed the wizard around the legs and tackled him to the ground.  The snake man held his blades to Suffar's throat.  It was over.&lt;br /&gt;
&lt;br /&gt;
“And now,” said Darquan, “the pearl, if you please?”&lt;br /&gt;
&lt;br /&gt;
Reaching into his robe, Suffar withdrew the shining pearl.  Darquan's eyes lit up with joy.  Whoever possessed the pearl held sway over the hand of Fate.  Having exhausted the frivolous pleasures of this world, Darquan would use the pearl to enhance his hedonistic lifestyle.  With glee, he snatched the pearl out of Suffar's hand.&lt;br /&gt;
&lt;br /&gt;
“You will know, before the end,” said Suffar, “what you have to do.”&lt;br /&gt;
&lt;br /&gt;
===(5 January 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NB,B..,N+C&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Slay him,” commanded Darquan.&lt;br /&gt;
&lt;br /&gt;
Anthony the snake man brought his sword blade down onto the wizard's neck, but recoiled when his weapon clashed against the stone floor of the tower.  Suffar's robes lay empty on the ground, but the wizard was nowhere to be found.  Darquan hollered with disapproval.  Kogan stood up and brushed the dirt off his chest.&lt;br /&gt;
&lt;br /&gt;
“You, dwarf!” shouted Darquan.  “Stop standing around like a moron and find the wizard.”&lt;br /&gt;
&lt;br /&gt;
A pair of giant bats landed at the base of the tower.  They were fitted with saddles and Kogan had the impression that his new master, Darquan, wanted him to ride.  He climbed up the hairy bat and sat astride its back.&lt;br /&gt;
&lt;br /&gt;
“That rascal can't get far without the pearl,” said Darquan.  “Find him, and snuff out his life!”&lt;br /&gt;
&lt;br /&gt;
===(9 February 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;k####@B##CB##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The pair of giant bats launched out of the tower with Kogan and Anthony the snake man on their backs.  The dwarf's vision was excellent at night, due to a long life underground.  However, he could see nothing in the marsh but wildlife.  He called over to Anthony and the snake man replied.&lt;br /&gt;
&lt;br /&gt;
“He has changed himself into a bird or beast,” shouted Anthony.&lt;br /&gt;
&lt;br /&gt;
“How will I know him?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
“He is the only beast that does not fear the power of Darquan,” said Anthony.&lt;br /&gt;
&lt;br /&gt;
The snake man held up his staff and the end began to glow an ominous red.  All around, beneath them, the animals froze in place, the birds so much as freezing in mid flight and falling into the murky water.  There was one that still flew, a kingfisher!&lt;br /&gt;
&lt;br /&gt;
“That's him!” cried Kogan.&lt;br /&gt;
&lt;br /&gt;
===(12 March 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~@%%~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Cackling with glee, Darquan watched through his crystal ball as the two giant bat riders chased down the tiny bird.  They dove and pounced on the bird at once and there was a scuffle as the group splashed into the water.  Darquan was giddy with anticipation.  When the fight subsided, Kogan stood up holding the body of a dead bird, but Anthony was stricken dead.  The snake man had been in Darquan's employ for many years, but the evil old man could not find it in himself to shed a single tear.&lt;br /&gt;
&lt;br /&gt;
“Bring me the carcass,” commanded Darquan.  “We will feast on kingfisher tonight!”&lt;br /&gt;
&lt;br /&gt;
Throwing a cloth over the crystal ball, Darquan retired to his private chamber to contemplate the pearl.  Something was wrong.  The pearl had taken on a dim brown color.  Gone was its magical luster.  The wizard was furious.  He charged back into his laboratory and awaited Kogan's return.  There had to be some sort of explanation, and without question, someone would pay.&lt;br /&gt;
&lt;br /&gt;
===(13 April 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@+=%=N+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf met Darquan in the feast hall below the wizard's tower.  The old man commanded that the dead bird be plucked and roasted on a spit.  As Kogan made himself busy preparing the meal, Darquan returned to fuss over the blackened pearl of Hetain.  A short time later, Kogan announced that the meal was ready.&lt;br /&gt;
&lt;br /&gt;
“Here's to you, Suffar,” said Darquan, raising his stein glass.  After chewing on a few strange tasting morsels, the wizard realized he had been tricked.  He stood up from the table and threw his arms out to the side, calling on his power to reveal the treachery.  There, on the table, was the partially devoured body of Anthony the snake man.&lt;br /&gt;
&lt;br /&gt;
“Suffar,” shouted Darquan, “you will pay for this if I must strike at you with my last breath!”&lt;br /&gt;
&lt;br /&gt;
===(16 May 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@N...N(OOO)&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The was a ringing sound coming from the laboratory.  Darquan stomped into the room and pulled the cloth from the crystal ball.  There was Suffar, standing on the beach near the portal to the dimension of ultimate evil.  Beyond words and consumed with hatred, Darquan could only stand and stare as Suffar beckoned to him.  The evil wizard called for Kogan and had the giant bats made ready for takeoff once again.&lt;br /&gt;
&lt;br /&gt;
“It's a trick, boss,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
“Don't speak,” said Darquan.  “You know nothing save what I have taught you.”&lt;br /&gt;
&lt;br /&gt;
They were airborne a short time later.  There was still a huge maelstrom over Hetain's lake and the pair had to land their bats far from shore.  Darquan landed behind a grassy hill which he scuttled up to spy on the portal from afar.  There was Suffar, strutting back and forth before the portal as freely as you please.&lt;br /&gt;
&lt;br /&gt;
“You will never have the pearl,” said Darquan under his breath.&lt;br /&gt;
&lt;br /&gt;
===(18 June 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.N.o.(OOO).oN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;He means to trick you,&amp;quot; said Kogan.  &amp;quot;All he wants is the pearl!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have had enough of your talk!&amp;quot; shouted Darquan.&lt;br /&gt;
&lt;br /&gt;
There was a flash of light and where once stood Kogan the dwarf, there was now a statue made of stone.  Darquan instantly regretted his action.  Not only had he lost a needed ally, but he had also given away his position.  He stood up and saw Suffar down by the lake, beckoning to him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will never have the pearl!&amp;quot; declared Darquan as he stalked down to where Suffar was standing, near the portal to ultimate evil.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You mean this pearl?&amp;quot; asked Suffar, withdrawing the shiny pearl from his pocket.&lt;br /&gt;
&lt;br /&gt;
With a sudden sinking feeling, Darquan reached into his robe and held out the clouded brown pearl.  Driven by anger and outrage, Darquan cast the pearl into the maelstrom.  Suffar twirled, flaring out his cloak and disappearing in a puff of smoke.  The portal began to disappear.  Darquan could feel his heart sputtering and giving its last beat.  He had been tricked for the final time.&lt;br /&gt;
&lt;br /&gt;
===(29 July 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..N%..&amp;lt;/pre&amp;gt;&lt;br /&gt;
Suffar rested by the lake, meditating on all that had passed. The pearl was gone, but so were the malevolent titans that sought to use it for evil. Now the stars could resume their course through the sky and Domon could chase the moon in his fiery chariot. After a good long time, Suffar stood and noticed the statue of Kogan for what seemed like the first time. The stoney eyes seemed to follow him as he approached.&lt;br /&gt;
&lt;br /&gt;
“Darquan used the power of the pearl to keep you alive,” said Suffar. “If I restore you, you will die.”&lt;br /&gt;
&lt;br /&gt;
The statue blinked once.&lt;br /&gt;
&lt;br /&gt;
Calling on all his power, Suffar reversed Darquan's curse. Kogan began to move, struggling to breathe, then collapsed. Suffar held his hand as he died. It was as it should be. Kogan had taken the life of a titan and had to pay the price. He would be with the heroes in Nullset now.&lt;br /&gt;
&lt;br /&gt;
Darquan would be there too, no doubt struggling to return. Suffar would be there to meet him. It was to this end that Suffar had made his vow. The harmony of Nature must be preserved.&lt;br /&gt;
&lt;br /&gt;
THE END&lt;br /&gt;
&lt;br /&gt;
===New Story (27 August 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@&amp;amp;\@H...UH.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Who would throw away such a beautiful baby?  The basket had come down the Apagan river.  From Etwersbrot.  Ever since the outbreak of hostilities, people had looked to the magic city for hope and inspiration.  Now they were flinging their offspring into the river.  It was a time that would one day be called the Second Nightmare Apocalypse.&lt;br /&gt;
&lt;br /&gt;
“More demons ahead, Omak,” said the old knight.&lt;br /&gt;
&lt;br /&gt;
“I see them!” shouted Omak as the pair charged down the caravan trail.&lt;br /&gt;
&lt;br /&gt;
The most promising rider Sir Twan had ever seen, Omak was a dwarf from the south. He served in the garrison of Akkadin before the Evil One came.  In the chaos that followed, Omak stole a pony and ran for the hills.  That was where Twan found him.&lt;br /&gt;
&lt;br /&gt;
“Don't worry Master,” said Omak.  “This one is mine.”&lt;br /&gt;
&lt;br /&gt;
The monster wasn't used to the rules that governed this world.  Its ungainly limbs smacked against the dirt as it struggled to get away.  Omak smacked the flanks of his dark pony and then lifted his blade to strike.  The creature looked back just in time to get a face of steel.  A fountain of black blood shot up from the ruined head of the monster.&lt;br /&gt;
&lt;br /&gt;
“I did it,” cried Omak.&lt;br /&gt;
&lt;br /&gt;
“Excellent,” said Twan.  “I'll make a Beast Maimer of you yet!”&lt;br /&gt;
&lt;br /&gt;
“What's it got in its arms?” asked Omak&lt;br /&gt;
&lt;br /&gt;
“A dwarven child!” shouted Twan.&lt;br /&gt;
&lt;br /&gt;
===(25 September 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;!!@!!&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Do you think the babe is from that village, yonder?” asked Omak.&lt;br /&gt;
&lt;br /&gt;
“If so, all her kin are dead,” said Sir Twan.&lt;br /&gt;
&lt;br /&gt;
The beast maimers returned to the city of Otla, to seek a home for the child.  There were electrical storms all night.  Unforeseen to all knights of the realm, the evil Cenaster had been slain, and with his death the Earth had been cast adrift in the cosmic ether.  The child cried and cried.  At last, the warlord would see them.&lt;br /&gt;
&lt;br /&gt;
“You say you rescued the babe from a demon?” asked Lord Saster.&lt;br /&gt;
&lt;br /&gt;
“She is marked with magic power,” said Sir Twan, “and destined for greatness!”&lt;br /&gt;
&lt;br /&gt;
“Then you and Omak will raise her as a Beast Maimer,” said Saster.&lt;br /&gt;
&lt;br /&gt;
It was a great honor, and a great responsibility.  Omak found a room for the baby in the castle.  There was still the need for a name.  Sir Twan sought to name her after the great city where she was found.&lt;br /&gt;
&lt;br /&gt;
“She shall be named Otilla,” said the knight.&lt;br /&gt;
&lt;br /&gt;
===(28 October 2017)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.@.@..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
As great a fighter as master Omak was a rider, Otilla had grown up and found her place among the Beast Maimers.  Every morning at dawn the Maimers would sally forth from Otla Castle and search for demons to slay.  The creatures may have stopped pouring into this world since the death of Cenaster, but enough had made their through that a special effort was required to wipe them off the face of the Earth.&lt;br /&gt;
&lt;br /&gt;
“Grandfather Twan?” asked Otilla as she arrived at the meeting place.  “Where is Master Omak?”&lt;br /&gt;
&lt;br /&gt;
“Omak has gone to speak with the head of our order,” said Twan.  “He has yet to return.”&lt;br /&gt;
&lt;br /&gt;
“He has gone to see mighty Bram?” asked Otilla with excitement.  “Is the champion coming here?”&lt;br /&gt;
&lt;br /&gt;
The monster of Otla Hill was the Maimers' greatest shame.  They had cleared out the Forbidden Forest and slain enough demons to keep the King's Highway open from Etwersbrot to Akkadin.  Still, no knight was brave enough, or skilled enough in the martial arts, to take on the Otla Hill monster.  &lt;br /&gt;
&lt;br /&gt;
“He has come to slay the monster,” said Otilla.  “I know it!”&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==[[User:HYBRID BEING|HYBRID BEING]]==&lt;br /&gt;
===(3 June 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@.@@.,--.,-,..-.,.,eeeee&amp;lt;/pre&amp;gt;&lt;br /&gt;
Sword and axe clashed again and again as the combatants fought and&lt;br /&gt;
bled.  You and I remember Tasan fortress in the days before the elves&lt;br /&gt;
emerged from the hated forest.  At one time Fortress Tasan was second&lt;br /&gt;
only to the mountain homes in wealth and power.  Now it was the front&lt;br /&gt;
line in a war to end the age.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Aim low, marks-dwarves,&amp;quot; said Kraton.  &amp;quot;Make every shot count.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was the height of the Plump Helmet festival when Kraton first&lt;br /&gt;
learned of the elven invasion.  An arrow struck his sweetheart dead in&lt;br /&gt;
the chest.  The ambush was over in seconds.  The castle guard were&lt;br /&gt;
able to chase down the archers before they escaped into the woods.&lt;br /&gt;
&lt;br /&gt;
As captain of the guard, Kraton was in charge of interrogation.  There&lt;br /&gt;
was no need in his mind.  Elves were not rational.  Their reasons for&lt;br /&gt;
acting made no sense.  He ordered that they be hammered immediately&lt;br /&gt;
and prepared the fortress for the assault to come.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
===(3 January 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;amp;,&amp;lt;U&amp;gt;,,.&amp;lt;U&amp;gt;.N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's monster was the first to appear.  About an hour after the ritual began there was a distinct smell on the western breeze.  It smelled like Brepotog, the sewer of reality.  Nesco flinched, but remained inside his protective pentagram.  Off to the right, the shadows darkened.  An arm, perhaps more tentacle than solid limb, protruded from the ground.  It struck the ground with a splat and pulled the rest of the demon up.&lt;br /&gt;
&lt;br /&gt;
“I've done it, Nesco,” shouted Thamian.  “Admit it!  I've won.”&lt;br /&gt;
&lt;br /&gt;
“Wait,” said Nesco.  “Look there!”&lt;br /&gt;
&lt;br /&gt;
Out of the trees, a figure stumbled.  Once it came into the sunlight, the young wizards could see it for what it was, alive undead.  It was the animated body of another young wizard.  He had probably died during the trials which had taken place earlier that week.  Its neck was clearly broken and its head lolled crazily to the side.&lt;br /&gt;
&lt;br /&gt;
“I command you, oh demon,” shouted Thamian, “attack!”&lt;br /&gt;
&lt;br /&gt;
===(3 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;N|+UUUUUU+U|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nesco was late to class.  The always-nosey Smesma was there at the door to greet him.  The first thing she noticed was the overpowering smell of filth.  They had been summoning demons again!  Nesco had the stink of Brepotog on him.  Where was Thamian?  The two rascals were usually inseparable.  Smesma stood in the doorway and would not let Nesco pass without an explanation.&lt;br /&gt;
&lt;br /&gt;
“Where is your friend, Thamian?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“Don't worry.  He still lives,” muttered Nesco, “after a fashion.”&lt;br /&gt;
&lt;br /&gt;
The witch let Nesco in, more overcome by his stench than his flimsy excuses.  As Nesco took his seat at the desk the other wizards scooted away, annoying the professor with their squeaky chairs.  The instructor for this term was Lord Domoran.  He was an incompetent teacher, just serving out his time until retirement.  Most young wizards never learned from class anymore.  The only ones who improved used the forbidden arts like Nesco and Thamian.&lt;br /&gt;
&lt;br /&gt;
“You summoned a demon from the bowels of the universe,” whispered Smesma.  “I smell it!”&lt;br /&gt;
&lt;br /&gt;
“Not me,” said Nesco.  “It was that fool Thamian.  But I got him back!”&lt;br /&gt;
&lt;br /&gt;
“If you have something to share,” boomed Lord Domoran, “you can share it with the whole class!”&lt;br /&gt;
&lt;br /&gt;
“Very well,” said Nesco.  “Watch this!”&lt;br /&gt;
&lt;br /&gt;
The young punk stood up and clapped his hands.  Suddenly the room felt very cold and still.  Outside the room, the students could hear footsteps.  Whoever it was, they didn't sound all that healthy.  The mystery person dragged one leg and moaned when he took a step.  The closer he got, the more loud and painful the moaning became.  At last there was a knock at the door.&lt;br /&gt;
&lt;br /&gt;
“Only students are allowed in the classroom,” shouted Domoran, clearly shaken.&lt;br /&gt;
&lt;br /&gt;
“But it is one of your students,” said Nesco.  “Thamian!  Come inside.”&lt;br /&gt;
&lt;br /&gt;
The doorknob turned ever so slowly, and the door swung open to reveal a horrible sight.  It was Thamian, or more accurately, what was left of him.  His clothing was bloody and torn, and his body was beset by a dozen mortal wounds.  The fact that he was walking was clearly an infernal miracle.&lt;br /&gt;
&lt;br /&gt;
“Nesco,” said Domoran, “what have you done?”&lt;br /&gt;
&lt;br /&gt;
“Only what you are too weak and afraid to do,” shouted Nesco.  “I used magic!”&lt;br /&gt;
&lt;br /&gt;
The zombie trudged forward.  Nesco laughed.  He was truly a Dulchari wizard now.  The monster came closer and the young wizards stood and backed away, leaving Domoran to face the ghost of Thamian alone.&lt;br /&gt;
&lt;br /&gt;
“Stop it!” shouted Smesma.&lt;br /&gt;
&lt;br /&gt;
“I,” said Nesco, suddenly flustered, “I can't!”&lt;br /&gt;
&lt;br /&gt;
===(19 December 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;!!NU!!!!!!UU++UU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thamian's corpse caught hold of Domoran and plunged its fangs into his neck.  The young wizards cut and ran, leaving Nesco and Smesma to face the threat alone.  Blood poured from Domoran's wound.  There wasn't much hope for him now and Nesco knew it.  Still, Smesma wouldn't let Nesco flee.&lt;br /&gt;
&lt;br /&gt;
“You did this,” shouted Smesma.  “Now undo it!”&lt;br /&gt;
&lt;br /&gt;
“But if Domoran lives,” explained Nesco, “we will be expelled from school.”&lt;br /&gt;
&lt;br /&gt;
“What?” asked Smesma, having heard the most ignorant excuse spoken in years.&lt;br /&gt;
&lt;br /&gt;
The zombie dropped the professor's body on the floor and advanced on the delinquent wizard.  Nesco grabbed Smesma by the arm and ran out of class.  Outside the classroom, the disaster containment squad had assembled.  The wizards in the tac-squad wore robes lined with adamantine and wielded special flame throwing wands.&lt;br /&gt;
&lt;br /&gt;
“They are in there,” shouted Nesco.  “Two of them!”&lt;br /&gt;
&lt;br /&gt;
“Villain!” cried Smesma.  “Domoran may yet live!”&lt;br /&gt;
&lt;br /&gt;
Nesco pushed Smesma to the side as the wizards stormed the classroom, blasting away indiscriminately with their flame throwers.  The evil Nesco chuckled into his cloak.  No one was paying attention but Smesma.  She knew now that something must be done to stop him.&lt;br /&gt;
&lt;br /&gt;
===(20 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U!,.U&amp;quot;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Alone in her alcove, Smesma said a prayer to the gods and began her meditation. There was a buzzing sound deep in her throat.  She concentrated on the sacred syllables of the forbidden language.  The time had come to use her power.  She shouted the word and punched a hole through the brick wall of her room.  Such was the power of Axolar.&lt;br /&gt;
&lt;br /&gt;
“Where is Nesco?” asked Smesma.&lt;br /&gt;
&lt;br /&gt;
“He has been hanging around Thamian's grave,” said one of the students.  “It's horrible that all of this happened.”&lt;br /&gt;
&lt;br /&gt;
“He has to be stopped before anyone else gets hurt,” said Smesma.&lt;br /&gt;
&lt;br /&gt;
She meant to kill Nesco before he could raise any more zombies.  Domoron had been a hero to Smesma, and she blamed Nesco alone for his death.  Outside the city gate, hidden behind a screen of trees, Nesco waited for Smesma in the cemetery.  He was alone dressed in the gray robes of mourning.&lt;br /&gt;
&lt;br /&gt;
“You had better call to Urmoro for help,” shouted Smesma, “for I will have no mercy.”&lt;br /&gt;
&lt;br /&gt;
Nesco just stood there, knowing that Smesma would probably just kill herself with a magic spell.  He had gained some perspective since the trouble started.  He could hear the sound welling up from Smesma's throat as she charged up for the killer blow.  She ran at Nesco, releasing the spell with a shout.  There was an explosion of gore and a terrible gargling sound.  No one knew what happened until the undertaker came across the bodies the next day.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
===(28 February 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;|@+@+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Trog in the mine!” screamed Kogan.&lt;br /&gt;
&lt;br /&gt;
Before he could shout again, the troglodyte brought a thigh bone down onto Kogan's skull.  The dwarf was knocked senseless.  He could sense motion as a pair of dwarves dragged his body away.  He tried to protest but his vision was a blur.  The trog was real.  He had to warn the others.&lt;br /&gt;
&lt;br /&gt;
“It's alright,” said the doctor.  “You took a nasty blow to the head.”&lt;br /&gt;
&lt;br /&gt;
“The trog!” exclaimed Kogan.  “We must kill it!”&lt;br /&gt;
&lt;br /&gt;
“Time has passed, I'm afraid,” said the doctor.&lt;br /&gt;
&lt;br /&gt;
“What are you talking about?” asked Kogan.  “Did I miss the festival?”&lt;br /&gt;
&lt;br /&gt;
“It has been some years,” said the doctor.  “You have been in a deep sleep.”&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Latta==&lt;br /&gt;
===(20 April 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.@/~.@@@.|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
He just took it.  The adamantine artifact was on display in the great hall.  It was the night of the Plump Helmet Festival and no one was paying attention.  No one would notice if a dwarf slipped the magic knife into his pocket.  That's what Kogan thought as he took the dagger by the handle and dropped it into the fold of his tunic.  What he didn't count on was the infinite sharpness of the blade itself.&lt;br /&gt;
&lt;br /&gt;
“What the forge?” asked Kogan as the pain struck him.&lt;br /&gt;
&lt;br /&gt;
The blade cut through the fabric of his pocket and plunged down into his foot.  He tried to play it off cool as the young dwarves danced all around him.  He bend down during a lute solo when everyone was watching the stage and pulled the knife out of his foot.  He winced and smiled a fierce smile.  Now all he had to do was limp out of here without being noticed.&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=228870</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=228870"/>
		<updated>2017-02-06T14:55:21Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|22:04, 20 September 2016 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its TILE and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]]. Does not stop creatures from drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min:max of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' : the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers. It will run away from any creatures that are not friendly to it. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALTTILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth. Removes the creature from arena mode list; other effects are unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered. Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering. Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s. Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used for [[Serpent man|serpent men]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2] No longer in use, possibly defunct.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark. Higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. The chance does not increases with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. Creatures made to live 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;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. Additionally, it causes [[bogeyman|bogeymen]] to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature needs to sleep while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by vampires, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are OPPOSED_TO_LIFE (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 [THOUGHT] body part to survive. If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} at the [[unit list]]. Used for [[undead]]. Functions without the NOT_LIVING token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token, living creatures given this token will attack living creatures that lack this token, while ignoring living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an outsider of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Beings with this token behave like civilized leaders and will sometimes make journeys to the wilds and tame creatures for their civilization to use; above-ground beings domesticate above-ground animals, while demons domesticate subterranean wildlife.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Snail)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects. Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for 'primitive' creatures like [[ogre]]s, [[giant]]s and [[troglodyte]]s. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Creatures with this token combined with [EVIL] 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 a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| The creature will get strange moods in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present swimming skill allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Syndrome name:Amount&lt;br /&gt;
|&lt;br /&gt;
| Dilutes the effects of a syndrome. 100 is normal effect, higher numbers reduce the effects of the syndrome more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. A single argument may be used instead of min and max. Only magma creatures use 4 or 5 in the default raws. [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons. Without [FLIER], they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in 7/7 water. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
&lt;br /&gt;
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| Attack type addition that injects a material into the victim's blood. If the injected material lacks [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, it will splatter over attacked body part instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=224286</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=224286"/>
		<updated>2016-03-21T16:18:59Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
Adventure tiers were removed in [[:Category:Version 0.42.01|Version 0.42.01]], effectively replaced by ALL_MAIN_POPS_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
Removed in [[:Category:Version 0.42.01|Version 0.42.01]], in favor of the [[Creature token]] OUTSIDER_CONTROLLABLE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}{{version|0.42.01}} / {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, LIBRARY{{version|0.42.01}}, MILITARY_UNIT, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}{{version|0.42.01}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool -- for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=224257</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=224257"/>
		<updated>2016-03-18T14:38:38Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:39, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&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|ACCOUNT_EXEMPT}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPOINTED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRAG_ON_KILL}}&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHAT_WORTHY}}&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Also means that the position exists in world-gen rather than being created only at the end of world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMANDER}}&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONQUERED_SITE}}&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DETERMINES_COIN_DESIGN}}&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DO_NOT_CULL}}&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DUTY_BOUND}}&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTED}}&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTION_SKILL}}&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPORTED_IN_LEGENDS}}&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLASHES}}&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENDER}} &lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender. Currently bugged {{bug|2714}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_QUEST}}&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER}}&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION_SPOUSE}}&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_SCREEN_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter. Currently nonfunctional{{bug|8965}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRECEDENCE}}&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUEST_GIVER}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REPLACED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BEDROOM}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BOXES}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_CABINETS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_DINING}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_OFFICE}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_RACKS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_STANDS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_TOMB}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_MARKET}}&lt;br /&gt;
| &lt;br /&gt;
| Does not have anything directly to do with markets.  It means that in minor sites (such as hillocks) the position will not appear while in major sites (such as dwarf fortresses) it will.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_POPULATION}}&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESPONSIBILITY}}&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RULES_FROM_LOCATION}}&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, such as a human castle/mead hall, the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special locations. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE}}&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLEEP_PRETENSION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL_BURIAL}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SQUAD}}&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNTING}}&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_ENEMIES}}&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILD_MORALE}}&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLLECT_TAXES}}&lt;br /&gt;
| Currently unused - was originally assigned to the Tax Collector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_MANIFESTS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESCORT_TAX_COLLECTOR}}&lt;br /&gt;
| Currently unused - was originally assigned to the Royal Guards (squad members beneath the Hammerer)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESTABLISH_COLONY_TRADE_AGREEMENTS}}&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in its position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTIONS}}&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEALTH_MANAGEMENT}}&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill to enable the {{key|z}}-menu health screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCEMENT}}&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_MAKING}}&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_INTRODUCTIONS}}&lt;br /&gt;
| Position will make a 'social call' to an established foreign settlement, complimenting or insulting them depending on relations and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_PEACE_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TOPIC_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_PRODUCTION}}&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEET_WORKERS}}&lt;br /&gt;
| Found on expedition leader/mayor. Position uses the various Social skills to hold meetings with unhappy citizens and try to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_GOALS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on each other constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_STRATEGY}}&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATROL_TERRITORY}}&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECEIVE_DIPLOMATS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Position uses the various Social skills to hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SORT_AMMUNITION}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAME_EXOTICS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Dungeon Master&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE}}&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and the various Social skills to trade at the depot. When applied to other civilizations, this position will arrive with the caravan to make trade agreements (like the Human Guild Representative from older versions) and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPGRADE_SQUAD_EQUIPMENT}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&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|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=224256</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=224256"/>
		<updated>2016-03-18T14:36:44Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:39, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&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|ACCOUNT_EXEMPT}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPOINTED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRAG_ON_KILL}}&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHAT_WORTHY}}&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Also means that the position exists in world-gen rather than being created only at the end of world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMANDER}}&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONQUERED_SITE}}&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DETERMINES_COIN_DESIGN}}&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DO_NOT_CULL}}&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DUTY_BOUND}}&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTED}}&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTION_SKILL}}&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPORTED_IN_LEGENDS}}&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLASHES}}&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENDER}} &lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender. Currently bugged {{bug|2714}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_QUEST}}&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER}}&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION_SPOUSE}}&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_SCREEN_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter. Currently nonfunctional{{bug|8965}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRECEDENCE}}&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUEST_GIVER}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REPLACED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BEDROOM}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BOXES}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_CABINETS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_DINING}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_OFFICE}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_RACKS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_STANDS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_TOMB}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_MARKET}}&lt;br /&gt;
| &lt;br /&gt;
| Does not have anything directly to do with markets.  It means that in minor sites (such as hillocks) the position will not appear while in major sites (such as dwarf fortresses) it will.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_POPULATION}}&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESPONSIBILITY}}&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RULES_FROM_LOCATION}}&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feature).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE}}&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLEEP_PRETENSION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL_BURIAL}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SQUAD}}&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNTING}}&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_ENEMIES}}&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILD_MORALE}}&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLLECT_TAXES}}&lt;br /&gt;
| Currently unused - was originally assigned to the Tax Collector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_MANIFESTS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESCORT_TAX_COLLECTOR}}&lt;br /&gt;
| Currently unused - was originally assigned to the Royal Guards (squad members beneath the Hammerer)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESTABLISH_COLONY_TRADE_AGREEMENTS}}&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in its position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTIONS}}&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEALTH_MANAGEMENT}}&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill to enable the {{key|z}}-menu health screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCEMENT}}&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_MAKING}}&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_INTRODUCTIONS}}&lt;br /&gt;
| Position will make a 'social call' to an established foreign settlement, complimenting or insulting them depending on relations and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_PEACE_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TOPIC_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_PRODUCTION}}&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEET_WORKERS}}&lt;br /&gt;
| Found on expedition leader/mayor. Position uses the various Social skills to hold meetings with unhappy citizens and try to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_GOALS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on each other constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_STRATEGY}}&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATROL_TERRITORY}}&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECEIVE_DIPLOMATS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Position uses the various Social skills to hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SORT_AMMUNITION}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAME_EXOTICS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Dungeon Master&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE}}&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and the various Social skills to trade at the depot. When applied to other civilizations, this position will arrive with the caravan to make trade agreements (like the Human Guild Representative from older versions) and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPGRADE_SQUAD_EQUIPMENT}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&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|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=224255</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=224255"/>
		<updated>2016-03-18T14:31:41Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|11:39, 18 May 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&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|ACCOUNT_EXEMPT}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALLOWED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPOINTED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BRAG_ON_KILL}}&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHAT_WORTHY}}&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Also means that the position exists in world-gen rather than being created only at the end of world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMANDER}}&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONQUERED_SITE}}&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMAND_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DETERMINES_COIN_DESIGN}}&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DO_NOT_CULL}}&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DUTY_BOUND}}&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ELECTED}}&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTION_SKILL}}&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPORTED_IN_LEGENDS}}&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLASHES}}&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENDER}} &lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender. Currently bugged {{bug|2714}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_QUEST}}&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER}}&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANDATE_MAX}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENIAL_WORK_EXEMPTION_SPOUSE}}&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_SCREEN_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter. Currently nonfunctional{{bug|8965}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMBER}}&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRECEDENCE}}&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUNISHMENT_EXEMPTION}}&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|QUEST_GIVER}}&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CLASS}}&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REJECTED_CREATURE}}&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REPLACED_BY}}&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BEDROOM}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_BOXES}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_CABINETS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_DINING}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_OFFICE}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_RACKS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_STANDS}}&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRED_TOMB}}&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_MARKET}}&lt;br /&gt;
| &lt;br /&gt;
| Position will only appear in towns and cities of sufficient size that can accommodate a market. More information needs to be collected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_POPULATION}}&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESPONSIBILITY}}&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RULES_FROM_LOCATION}}&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feature).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE}}&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLEEP_PRETENSION}}&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIAL_BURIAL}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_FEMALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_MALE}}&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SQUAD}}&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUCCESSION}}&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACCOUNTING}}&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_ENEMIES}}&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILD_MORALE}}&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLLECT_TAXES}}&lt;br /&gt;
| Currently unused - was originally assigned to the Tax Collector&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_MANIFESTS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESCORT_TAX_COLLECTOR}}&lt;br /&gt;
| Currently unused - was originally assigned to the Royal Guards (squad members beneath the Hammerer)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ESTABLISH_COLONY_TRADE_AGREEMENTS}}&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in its position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXECUTIONS}}&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HEALTH_MANAGEMENT}}&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill to enable the {{key|z}}-menu health screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCEMENT}}&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_MAKING}}&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_INTRODUCTIONS}}&lt;br /&gt;
| Position will make a 'social call' to an established foreign settlement, complimenting or insulting them depending on relations and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_PEACE_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TOPIC_AGREEMENTS}}&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MANAGE_PRODUCTION}}&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEET_WORKERS}}&lt;br /&gt;
| Found on expedition leader/mayor. Position uses the various Social skills to hold meetings with unhappy citizens and try to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_GOALS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on each other constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILITARY_STRATEGY}}&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATROL_TERRITORY}}&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RECEIVE_DIPLOMATS}}&lt;br /&gt;
| Found on monarch/landholder/leaders. Position uses the various Social skills to hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SORT_AMMUNITION}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAME_EXOTICS}}&lt;br /&gt;
| Currently unused - was originally assigned to the Dungeon Master&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE}}&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and the various Social skills to trade at the depot. When applied to other civilizations, this position will arrive with the caravan to make trade agreements (like the Human Guild Representative from older versions) and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UPGRADE_SQUAD_EQUIPMENT}}&lt;br /&gt;
| Currently unused - was originally assigned to the Arsenal Dwarf&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&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|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counter-intuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223753</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223753"/>
		<updated>2016-02-28T12:42:35Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* (28th February 2016) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(3rd February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223752</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223752"/>
		<updated>2016-02-28T12:39:32Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* (28th February 2016) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(21st September 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
===(28th February 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223749</id>
		<title>ASCII art reward/G-L</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=ASCII_art_reward/G-L&amp;diff=223749"/>
		<updated>2016-02-28T12:22:22Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| class=&amp;quot;wikitable&amp;quot; style=&amp;quot;text-align:center; margin: 1em auto 1em auto&amp;quot;&lt;br /&gt;
! colspan=4 | [[ASCII Art Reward]]s (alphabetically by contributor)&lt;br /&gt;
|-&lt;br /&gt;
| [[ASCII Art Reward/A-F|A &amp;amp;ndash; F]]&lt;br /&gt;
| [[ASCII Art Reward/G-L|G &amp;amp;ndash; L]]&lt;br /&gt;
| [[ASCII Art Reward/M-S|M &amp;amp;ndash; S]]&lt;br /&gt;
| [[ASCII Art Reward/T-Z|T &amp;amp;ndash; Z]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Humor and stories]]&lt;br /&gt;
&lt;br /&gt;
==[[User:Geoffrey|Geoffrey]]==&lt;br /&gt;
===(14 July 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+U+++,,..,,.?S?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;quot;You must save us, Gunnar!&amp;quot; cried the dwarf Aliz.  &amp;quot;We of the fortress&lt;br /&gt;
lack the military discipline that you have.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Plump Helmet festival is in three days time,&amp;quot; said Gunnar.  &amp;quot;If I&lt;br /&gt;
slay the giant cave spider, I would have my pick of the dwarven&lt;br /&gt;
maidens to be my bride.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Of course, Sir Wuulfhelm,&amp;quot; said the dwarf after a moment's pause.&lt;br /&gt;
&amp;quot;You will have whatever you want!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The threat to the dwarf fortress was that great.  The spider must have&lt;br /&gt;
eaten half a dozen dwarven miners once it emerged from the underground&lt;br /&gt;
layers.  It was a sign of desperation that the dwarves had turned to a&lt;br /&gt;
human.  But all of the dwarf heroes had already been eaten!  Gunnar&lt;br /&gt;
Wuulfhelm was their only hope.&lt;br /&gt;
&lt;br /&gt;
Sir Wuulfhelm had come from the great magician's city of Etwersbrot,&lt;br /&gt;
but he knew little of the Art.  What he did know was how to slaughter&lt;br /&gt;
giant monsters, a talent for which he was known far and wide.  Aliz&lt;br /&gt;
knew that none of the dwarf girls would be thrilled to marry a human,&lt;br /&gt;
but maybe they would make an exception for the bravest warrior the&lt;br /&gt;
world had to offer.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Goblin Cookie|Goblin Cookie]]==&lt;br /&gt;
===(28th February 2016)===&lt;br /&gt;
&lt;br /&gt;
Previously:&lt;br /&gt;
&amp;lt;pre&amp;gt;NN|+++MD+++|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Fire blasted from the great reptile's nostrils.  The minotaur wasted&lt;br /&gt;
no time and lifted the tree trunk it used as a club and charged the&lt;br /&gt;
dragon.  It smashed the dragon's chest before it could breathe fire.&lt;br /&gt;
The dragon latched onto the minotaur's arm with its teeth and the two&lt;br /&gt;
fell to the ground and rolled across the floor of the arena.&lt;br /&gt;
&lt;br /&gt;
“All your pets are terrible, my lord,” said Destra.  “It is because&lt;br /&gt;
you teach them to fight from the moment they are born.  They know&lt;br /&gt;
nothing of love.”&lt;br /&gt;
&lt;br /&gt;
“How does one love a minotaur or a dragon?” asked dread wizard Suffar.&lt;br /&gt;
&lt;br /&gt;
“I would find a way,” said Destra, “or you will surely pay for&lt;br /&gt;
populating the world with monsters.”&lt;br /&gt;
&lt;br /&gt;
The minotaur snapped the dragon's neck with a twist of its muscular&lt;br /&gt;
arm.  Suffar would reward it with a feast and then send it back to the&lt;br /&gt;
labyrinth before nightfall.  The wizard had invited the witch, Destra,&lt;br /&gt;
to the contest thinking she would be impressed enough to share the&lt;br /&gt;
secret of her magic with him.&lt;br /&gt;
&lt;br /&gt;
“I would like to visit the labyrinth,” said Destra.&lt;br /&gt;
&lt;br /&gt;
“You have an eye for the magical,” said Suffar.  “The labyrinth was&lt;br /&gt;
once the dungeon of a great dwarf fortress.  I have yet to explore all&lt;br /&gt;
of its mysteries.”&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;kN|####  +++N++M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ruins of the dwarf fortress stood on a hill at the center of the Forbidden Forest.  Great columns of stone stood alone, holding up nothing but the uncaring sky.  The gate was smashed open, inviting the adventurous to their deaths.  Destra looked down into the depths with excitement.  She loved Suffar's monsters.  Perhaps more than even he did.  The minotaur could be heard breathing inside his blackened maze.  Suffar invited the witch inside then collapsed the tunnel behind her!&lt;br /&gt;
&lt;br /&gt;
“You will pay for this, Suffar!” cried Destra.&lt;br /&gt;
&lt;br /&gt;
All she heard outside was laughter.  The great stone blocks were too heavy for her to move, even with magic.  The minotaur had awakened and was hunting her now.  Destra had to think quickly or she would become the meal of a carnivorous human cow.  She ran through the labyrinth, trying to picture the twists and turns in her mind.  It was no use.  Soon she was face to face with the minotaur.&lt;br /&gt;
&lt;br /&gt;
Far away, Suffar had just arrived at his tower on the back of a giant nuthatch.  He slid off of the bird's saddle and leaped through the window and into his secret laboratory.  It was a shame that he had to feed Destra to the minotaur, but she was not cooperating.  Not fast enough for his designs anyway.&lt;br /&gt;
&lt;br /&gt;
“Bacabadabis!” shouted Suffar.&lt;br /&gt;
&lt;br /&gt;
Out from a crevice in the wall came the wizard's pet kobold.  It carried the latest scroll the kobolds had pilfered from the dwarves' trade caravan.  Soon all the pieces would come together.  He was trying to learn the ancient language of Axolar, the foundation of all magic in this dimension.  The key was the dwarves.  They had all the clues, but were unwilling, or too stupid, to put them to use.&lt;br /&gt;
&lt;br /&gt;
Soon Suffar would be the last wizard left in the world.  Once he had the power, the dwarves would bend to his will and create for him the ultimate artifact.  He wanted to create life, not another monster, but a companion worthy enough to be his partner.  Only then would he be at peace.&lt;br /&gt;
&lt;br /&gt;
==[[User:Gunslinger|Gunslinger]]==&lt;br /&gt;
===(7 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;aa,.a,.W,.%,%%,.T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The wizard walked barefoot along the sandy lake bottom, schools of&lt;br /&gt;
axolotls swimming around his toes.  Through the murky water, the&lt;br /&gt;
wizard could see the remains of a wrecked ship.  The salamanders&lt;br /&gt;
guided him through a hole in the wooden hull.  In the darkness the&lt;br /&gt;
wizard noticed the faintest light.  It was coming from a chest half&lt;br /&gt;
buried in the sand.&lt;br /&gt;
&lt;br /&gt;
Before the wizard could open the treasure chest a shock wave shot&lt;br /&gt;
through the water, knocking the wizard flat on his back.  The ship&lt;br /&gt;
tore in half revealing a huge monster covered in waving aquatic&lt;br /&gt;
plants.  It was the titan of the lake.  The axolotls scattered in all&lt;br /&gt;
directions.  The wizard scuttled backward.  He could not speak, making&lt;br /&gt;
his charms useless.  It was to be a battle of flesh and steel.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|oW++|#######N#N#N#NN#NN#NN&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Many of you remember the tale of the lake.  Your dwarf mothers and&lt;br /&gt;
fathers warned you not to go near, lest the giant axolotl eat you.&lt;br /&gt;
Now that the wizard had tempted fate by entering the lake titan's&lt;br /&gt;
domain, all were in danger.  The wizard was clever, transforming&lt;br /&gt;
himself into a fish and gobbling up the magic pearl, then swimming&lt;br /&gt;
away before the giant salamander could find him.  When he emerged from&lt;br /&gt;
the waters, he changed his shape into that of a pelican and flew away.&lt;br /&gt;
The titan was furious and took out its frustrations on people who&lt;br /&gt;
lived near the shore.&lt;br /&gt;
&lt;br /&gt;
“Forgive us, mighty Hetain,” screamed the villagers.&lt;br /&gt;
&lt;br /&gt;
It was too late and they knew it.  The poor people hardly protested as&lt;br /&gt;
Hetain transformed them into horrible, bloodthirsty monsters and sent&lt;br /&gt;
then on their way to find the thieving wizard.  They stretched their&lt;br /&gt;
new wings and launched into the night's sky.  There wasn't much time&lt;br /&gt;
before dawn, and the newly reborn night creatures could not travel&lt;br /&gt;
during daylight.&lt;br /&gt;
&lt;br /&gt;
“Father,” asked one of the night creatures, “do you think that mighty&lt;br /&gt;
Hetain will allow us to die after we return the pearl?”&lt;br /&gt;
&lt;br /&gt;
“Our lives,” said the older night creature, “have always been those of&lt;br /&gt;
service and toil.  Before Hetain, we served the dwarven king.  All we&lt;br /&gt;
can do is serve our betters faithfully.  Then, perhaps, we shall&lt;br /&gt;
receive our just reward.”&lt;br /&gt;
&lt;br /&gt;
Arriving at his tower, the wizard threw off his bird shape and reached&lt;br /&gt;
into his mouth, withdrawing the magic pearl.  The old man had spent&lt;br /&gt;
most of his life searching for enchanted artifacts such as this.  It&lt;br /&gt;
was a goal of his since youth to be the greatest wizard the world had&lt;br /&gt;
ever known.  For this end, he had to take chances.  Stealing the pearl&lt;br /&gt;
was no small thing.  In belonged to one of the Four Titans who had&lt;br /&gt;
existed since the world was young.  He knew the pearl was cursed, but&lt;br /&gt;
it had to be his all the same.&lt;br /&gt;
&lt;br /&gt;
===(7 May 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|++%++|####h####&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“Die in the name of Hetain!” howled the ape-like creature as it leaped through the window of the wizard's tower.&lt;br /&gt;
&lt;br /&gt;
Speaking a charm just in time to confuse his attacker, the wizard ran to his sword which he kept leaning against the wall of his laboratory.  With a slice and a thrust, the monsters was undone, laying in pieces on the floor.  This was certainly a first, attacked by a night creature while relaxing at home.  The titan, Hetain, meant business.  &lt;br /&gt;
&lt;br /&gt;
Dressing himself in his magic robe, the wizard stepped out of the tower window.  He let himself fall for a few seconds, letting the refreshing breeze blow through his long gray hair.  Then he transformed into a red tailed hawk.  His idea was to travel to the capital of Assura and hire a hero or two to slay the titan.  Just getting to the city would prove a task difficult enough to call on his considerable skills.&lt;br /&gt;
&lt;br /&gt;
===(13 June 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;&amp;quot;,.Gm,.&amp;quot;&amp;quot;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was impossible, even for a hawk, to reach the capital before nightfall.  It was suicide to stay in the air after sundown.  The titan, Hetain, controlled an armada of flying night creatures.  Instead, the wizard dove into the trees and landed in the jungle.  There he took the shape of a mighty gorilla.  The night creatures would be foolish to mess with him now.&lt;br /&gt;
&lt;br /&gt;
“Hey, gorilla,” said a voice in the evening wind.  “I know what you are carrying.”&lt;br /&gt;
&lt;br /&gt;
“Show yourself,” growled the wizard.&lt;br /&gt;
&lt;br /&gt;
A tiny rodent scurried out of the brush and onto a patch of moss next to one of the wizard's impressive forearms.  Closer inspection revealed that it was actually a mouse man, servant of one of the other three titans.  The wizard told the mouse man to speak his piece quickly, for any minute they would be mobbed by vengeful night creatures.&lt;br /&gt;
&lt;br /&gt;
“I serve almighty Domon and his chariot in the sky,” said the mouse man.  “Lend me the pearl and I will ensure your victory.”&lt;br /&gt;
&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;&amp;quot;&amp;quot;.&amp;quot;&amp;quot;,.G-&amp;gt;g.,.,~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So, Domon sought the pearl as well.  The wizard should not have been surprised that the word of his conquest had spread so quickly.  Now the wizard must be doubly careful.  While Hetain controlled the night, Domon ruled everything under the sun and the eternal vault of sky.  &lt;br /&gt;
&lt;br /&gt;
The giant gorilla shifted his weight unto his knuckles and howled at the mouse man. It was clear that the wizard had made his decision.  He would trust no titan.  The mouse man ran for his life.  This move would not go unanswered, for Domon was a vengeful titan.  &lt;br /&gt;
&lt;br /&gt;
The wizard couldn't stay in the jungle forever, hiding from the angry rays of the sun.  He moved to the edge of the final treeline and looked out over the rolling plains of Slusia.  Assura was there, just beyond the horizon.  Stopping to think for a moment, the giant gorilla scratched its forehead.  At last the wizard decided on a shape, transforming himself into a speedy gazelle.&lt;br /&gt;
&lt;br /&gt;
===(20 August 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ccc.,\W,|@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not one.  Not two.  But, three cheetahs took off running after the wizard as he bounded across the plain.  The titan, Domon, meant business.  As Hetain controlled the night, Domon ruled the day.  None of it would matter if he reached the dwarf fortress of Assura.  Jumping just in time to avoid a pouncing wild cat, the wizard narrowly avoided death.  He ducked and rolled and transformed once again into human shape, wielding a longsword.  The cheetahs stopped where they were as the wizard had reached the gates of Assura.&lt;br /&gt;
&lt;br /&gt;
“Open the gates, I say,” boomed the wizard.&lt;br /&gt;
&lt;br /&gt;
“Who gives a command to free dwarves?” answered the guards-dwarf.&lt;br /&gt;
&lt;br /&gt;
“It is I,” said the wizard, “Suffar the Mighty.”&lt;br /&gt;
&lt;br /&gt;
Even the dwarves of Assura had heard tales of the great Suffar.  Not all good, it must be said.  Suffar was a rogue and a trickster.  The dwarves watched as the cheetahs circled the wizard, waiting for the moment to strike.  Maybe they wouldn't have to open the gates after all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===(23 September 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;Wo+++@|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Holding up the magic pearl, Suffar demanded to be let in a third time.  The greed of the dwarves was not easy to measure.  It seemed they would do anything to acquire the smallest treasure.  Suffar stepped through the gates with a final sneer at his pursuers.  As the gates shut, the cheetahs disappeared in puffs of smoke.&lt;br /&gt;
&lt;br /&gt;
“Is that Hetain's magic pearl?” demanded the noble dwarf.&lt;br /&gt;
&lt;br /&gt;
“One and the same,” said Suffar, dropping the pearl back into his pocket.&lt;br /&gt;
&lt;br /&gt;
“The titans would offer a king's ransom for that treasure,” said the dwarf.&lt;br /&gt;
&lt;br /&gt;
“And I will offer twice that amount to the hero that slays Hetain,” countered Suffar.&lt;br /&gt;
&lt;br /&gt;
It was much to consider, coming between titans and wizards.  It meant almost certain death to the dwarves involved.  This mattered little to the hero class, a group of dwarves raised since birth to laugh at danger.  It was at the Temple of Bravery that Suffar met Kogan, the mightiest of the dwarves.&lt;br /&gt;
&lt;br /&gt;
“Will you kill Hetain for me?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“I have been waiting for a challenge worthy of my blade,” said Kogan.&lt;br /&gt;
&lt;br /&gt;
===(24 October 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###NB######|W+@|##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The two never actually agreed on a price.  Kogan instead offered to go with Suffar if he led him to glory and death.  The wizard agreed, knowing it was not a quest for a hero who still possessed reason.  There would be no coming back from the titan's lake.  All Suffar could do was help his new friend along his final journey.&lt;br /&gt;
&lt;br /&gt;
“Is it far?” asked Kogan.  “These legs weren't made for walking.”&lt;br /&gt;
&lt;br /&gt;
“Fear not, little one,” said Suffar, “I will summon the appropriate steeds.”&lt;br /&gt;
&lt;br /&gt;
Standing on the tallest tower of the castle, Suffar spoke to the wind, whilst Kogan watched with interest.  After a time, the wizard pointed to the horizon.  To specks appeared which grew steadily larger.  They were a pair of giant birds.  One was an enormous female nuthatch, while the other was a bushtit, the size of a bull.  The dwarf stood back, wielding his axe.&lt;br /&gt;
&lt;br /&gt;
“Fear not,” said Suffar.  “These creatures will take us to the hated lake of Hetain.”&lt;br /&gt;
&lt;br /&gt;
“Fear is not in my vocabulary,” said Kogan.  “I will do anything to speed the march of doom and final destiny.”&lt;br /&gt;
&lt;br /&gt;
===(30 November 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@*W,.    ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was more than a day's journey back to the titan's lake and the giant birds would be no good against the creatures Hetain had prepared for them.  Kogan watched the terrain unfolding beneath him with wonder.  The world seemed so much smaller than it had been.  The birds flew quickly, knowing that at any moment, Domon might spy them from his chariot in the sky.&lt;br /&gt;
&lt;br /&gt;
“Dive for those trees, Kogan,” said Suffar.  “I fear that Domon has found us.”&lt;br /&gt;
&lt;br /&gt;
The dwarf kicked the sides of his giant bushtit and the bird dove for the forest canopy.  Kogan looked behind him to see a bright green dragon pursuing him.  Suffar was nowhere to be found.  Jumping off his steed before the jet of flames hit him, Kogan grabbed at tree branches as he fell through the air.&lt;br /&gt;
&lt;br /&gt;
“Wake up, brave dwarf,” said the wizard.&lt;br /&gt;
&lt;br /&gt;
Opening his eyes, Kogan found that he had indeed survived.  Suffar had built a fire in a small clearing beneath the stars.  Here they waited for Hetain's creatures to attack.&lt;br /&gt;
&lt;br /&gt;
===(18 December 2015)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,A.,\@*W&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The first night creature to attack was an ape-like creature with a single eye in the center of its forehead.  Kogan was ready, battleaxe in hand.  The creature huffed and puffed.  Its issue was not with the dwarf, but with the scheming wizard, but Kogan would not allow the creature to advance.  Finally, the creature sat back on its haunches and held its arms in a pose of tranquility.&lt;br /&gt;
&lt;br /&gt;
“Shall you let us pass?” asked Suffar.&lt;br /&gt;
&lt;br /&gt;
“You have my master's property,” said the ape.  “You must die for your crimes.”&lt;br /&gt;
&lt;br /&gt;
“What if we returned the treasure in person?” asked the wizard.  “I'm sure my friend here would love to meet the great and mighty Hetain.”&lt;br /&gt;
&lt;br /&gt;
The ape struck like a snake, but Kogan was faster.  The night creature hit the ground, bleeding from a savage and mortal wound.  The adventurers watched with wonder as the creature's body transformed into the body of a dead dwarf.&lt;br /&gt;
&lt;br /&gt;
“What have I done?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
===(22 January 2016)===&lt;br /&gt;
&amp;lt;pre&amp;gt;W@.T&amp;quot;T&amp;quot;~~~~~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“It is because of Hetain that this poor dwarf suffered,” said Suffar.  “You have only done him a mercy.”&lt;br /&gt;
&lt;br /&gt;
“You said nothing of killing my own kind,” protested Kogan.&lt;br /&gt;
&lt;br /&gt;
“It will get worse before the end,” said the wizard.  “You must be strong.  Don't let Hetain's evil confuse your heart and mind.”&lt;br /&gt;
&lt;br /&gt;
That night they buried the dead dwarf and Kogan prayed for his soul.  Strangely, no more creatures attacked.  It was as if Hetain knew he now had the upper hand and would toy with the adventurers.  Suffar wondered if he had made a mistake enlisting the help of a dwarven hero.  Maybe a true mercenary was called for.&lt;br /&gt;
&lt;br /&gt;
“Hetain will pay for what he has done,” said Kogan.  “You can rest assured of that.”&lt;br /&gt;
&lt;br /&gt;
The lake was just on the other side of a screen of trees.  Kogan had the look of grim determination but Suffar wasn't entirely sure he trusted him.  Taking on the titan was an act for the insane brave.  While Kogan was clearly not stable, Suffar still didn't know which way his blade would cut.&lt;br /&gt;
&lt;br /&gt;
==[[User:Haedrian|Haedrian]]==&lt;br /&gt;
===(11 August 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@=@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Inside or outside, the dwarf fortress was an ugly place.  Black smoke&lt;br /&gt;
rose from its misshapen stacks, and beneath the menacing gatehouse,&lt;br /&gt;
poor hill-dwarves moved under armed guard to bring their offerings to&lt;br /&gt;
Count Agak.&lt;br /&gt;
&lt;br /&gt;
The Count had long been allergic to light.  His case of cave&lt;br /&gt;
adaptation was more pronounced than any ever known.  His skin was pale&lt;br /&gt;
and shot through with spidery veins.  His eyes were red and bloodshot.&lt;br /&gt;
Even in the dark, he looked sickly, and he never touched a morsel on&lt;br /&gt;
the feast days.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The Count is a vampire,&amp;quot; said Roder.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Silence,&amp;quot; said fair Nel.  &amp;quot;What if the guards hear you?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Tell me you aren't suspicious,&amp;quot; said Roder.  &amp;quot;Have you ever seen the&lt;br /&gt;
Count eat or drink?  Or his guards?  I don't know if I would even&lt;br /&gt;
recognize them underneath their plated armor.  No.  We need proof.&lt;br /&gt;
Then we need deliverance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Haggle|Haggle]]==&lt;br /&gt;
===(18 January 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@++U+%++||,.,.MU,.MU,.MU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Toward the light,&amp;quot; cried Sot, master of the moth riders.  The&lt;br /&gt;
squadron descended in wild corkscrews, falling toward the dwarf&lt;br /&gt;
fortress.  But Sot had dived too soon.  Flaming arrows shot up from&lt;br /&gt;
the castle walls, confusing the giant insects.  Sot's mount took three&lt;br /&gt;
hits and died in mid air.  The moth leader took the reins hard and&lt;br /&gt;
tried to pull the moth out of a death spiral.  He hit the ground hard&lt;br /&gt;
and rolled across the paved stone, jumping up in a combat stance.&lt;br /&gt;
When he saw the two dozen dwarves that approached him, he took off his&lt;br /&gt;
chitin helmet, pointed at the closest dwarf and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Let's see what you've got, half-man.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:Hazmat|Hazmat]]==&lt;br /&gt;
===(24 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ||U+++WWWbbbbWb &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Night, thief of all cheer. When has the sun set on a happy soul in&lt;br /&gt;
Bonverland? Everyone knows the terror that lurks behind every shadow,&lt;br /&gt;
ever since the evil knight Galrod took up residence in Highthorn&lt;br /&gt;
castle. Werewolves and blendecs were at his command. It was said&lt;br /&gt;
that only one thing could end his cursed life, the Golden Shank of&lt;br /&gt;
Allmine. The people wailed with misery, for the shank was said to be&lt;br /&gt;
in the deep dungeon of a dwarf fortress many leagues to the east. It&lt;br /&gt;
was a time of mass panic. That was until the hero Mandack arrived.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellrider|Hellrider]]==&lt;br /&gt;
===(12 April 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++g+++@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Goblin master thief Garu picked his way through the irrigation ditch&lt;br /&gt;
of the dwarf fortress.  The dwarves were fools to leave the floodgate&lt;br /&gt;
open during the dry season.  There were fewer traps down there.  It&lt;br /&gt;
wasn't long before he reached the mushroom fields.  There were a few&lt;br /&gt;
gardeners here and there but nothing that proved much of a challenge.&lt;br /&gt;
&lt;br /&gt;
Once inside, Garu shed his black cloak in exchange for the robes of a&lt;br /&gt;
monk of Alak.  He passed silently by the dwarves, a long hood hiding&lt;br /&gt;
his face.  Slowly, he made his way to the meeting hall.  There were a&lt;br /&gt;
bunch of dwarf youths posing and trying to look tough.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You are impressive,&amp;quot; said Garu.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What's it to you, holy dwarf?&amp;quot; said the most obnoxious of the dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It's just that I heard from Zuglar that you were a weakling and a&lt;br /&gt;
coward,&amp;quot; said Garu.  &amp;quot;He said he'd wait for you in the lower warehouse&lt;br /&gt;
if you were dwarf enough.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You tell that son of an elf I'll be there,&amp;quot; shouted the dwarf.&lt;br /&gt;
&lt;br /&gt;
==[[User:Hellzon|Hellzon]]==&lt;br /&gt;
===(17 December 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.@@~~o~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A rock plopped into the cave river from the platform above.  There&lt;br /&gt;
Durgal and the dwarf girl sat, above the murky waters.  Durgal&lt;br /&gt;
explained, in great detail, his plans for the future.  When the riches&lt;br /&gt;
of the mountain were plundered, he would diagram the plans for a&lt;br /&gt;
second fortress himself.  How the dwarves would love him!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But in your haste for riches,&amp;quot; asked the girl, &amp;quot;would you have time&lt;br /&gt;
for the ones you love?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Durgal's face became red as a cave turnip.  He looked quickly away&lt;br /&gt;
from her and stared into the dark water.  There, eyes gazed up to meet&lt;br /&gt;
him.  Durgal reached for his axe, telling the girl to warn the others.&lt;br /&gt;
A pale, slimy hand reached out of the depths and pulled the creature&lt;br /&gt;
upward.  It was an olmman!&lt;br /&gt;
&lt;br /&gt;
===(3 September 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;ff,@,.@,o~~~~~&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Back!&amp;quot; cried Durgal, &amp;quot;back to the hall!&amp;quot;  The dwarf girl turned and&lt;br /&gt;
screamed.  Two blind cave fish men blocked the way out.  Durgal turned&lt;br /&gt;
and swung his axe at the olmman, now completely out of the water.  It&lt;br /&gt;
deftly dodged his panicked swings.  The dwarf girl screamed as the&lt;br /&gt;
cave fish men crawled toward her, arms outstretched, feeling their way&lt;br /&gt;
along the floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;By the power of the Lordaxe!&amp;quot; screamed Durgal, holding his axe aloft.&lt;br /&gt;
The dungeon rumbled.  The sound of water crashed through the tunnel.&lt;br /&gt;
The fighters were swept away.  The olmman grabbed Durgal's axe arm as&lt;br /&gt;
they were washed through the watery tunnel.  The dwarf pulled a dagger&lt;br /&gt;
from his belt and jammed it into the monster's guts.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Gula!&amp;quot; cried Durgal, bursting above the surface of the water.  He&lt;br /&gt;
pulled the axe free of the olmman's grasp and brought the pommel down&lt;br /&gt;
on its head, knocking it senseless.  &amp;quot;Gula!&amp;quot; he cried again.  With&lt;br /&gt;
sudden terror, Durgal recalled where this tunnel led -- the chasm.&lt;br /&gt;
Only a few seconds until the ultimate terrible plunge.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Durgal!&amp;quot; cried the dwarf girl, Gula.  With all his strength, he&lt;br /&gt;
stretched to reach her in the crashing water.&lt;br /&gt;
&lt;br /&gt;
==Insanity Prelude==&lt;br /&gt;
===(1. I forgot, sometime in 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;c@,.ccccccccccc@ccccc@ccc@cccccccccc&amp;lt;/pre&amp;gt;&lt;br /&gt;
Kittens roamed through the halls, as dwarf tanner Kramer worked the&lt;br /&gt;
cat skins.  It seemed his work would never end.  The uncounted vermin&lt;br /&gt;
in the fortress made the cat bellies full, and they bred out of&lt;br /&gt;
control.  Baron Zarkin issued a final order:  &amp;quot;Suffer no cat to live.&amp;quot;&lt;br /&gt;
Death squads searched the corridors for felines, and brought the&lt;br /&gt;
bodies to Kramer.  It was a tough job; Kramer admired cats for their&lt;br /&gt;
aloofness.  Someone tapped him on the shoulder.  It was cat-lord&lt;br /&gt;
Tainaria.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who are you?&amp;quot; asked Kramer.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who I am is not important,&amp;quot; said the beast-woman.  &amp;quot;Don't you feel&lt;br /&gt;
that what you are doing is wrong?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said the dwarf, &amp;quot;but…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(2. December 10, 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;cccc,c,.C@.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Stomer,&amp;quot; said Tainaria, snapping her clawed fingers, &amp;quot;take him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
An enormous walking cat emerged from the shadows.  It was striped and&lt;br /&gt;
grey with a round golden belly.  In its paws it held a large brown&lt;br /&gt;
sack.  The cat people pounced on Kramer, tackling him to the ground.&lt;br /&gt;
They kicked and stomped him until he was knocked senseless.  Tainaria&lt;br /&gt;
looked on as Stomer poured the dwarf into the sack.&lt;br /&gt;
&lt;br /&gt;
Kramer awoke, suffocating in the damp confines of the sack that was&lt;br /&gt;
his prison.  The sack bounced up and down as the cat ran.  At last&lt;br /&gt;
Kramer was thrown down onto the mud.  He peered out of the bag into&lt;br /&gt;
the nauseating sunlight.  He felt a sharp kick to his ribs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come out, killer!&amp;quot; shouted Tainaria.&lt;br /&gt;
&lt;br /&gt;
The dwarf crawled out onto the mossy ground.  He looked around as the&lt;br /&gt;
tall trees and thick green ferns.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;This is the elf forest,&amp;quot; said Kramer.&lt;br /&gt;
&lt;br /&gt;
Stomer drew his lips back across his teeth in a grotesque mockery of a smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You,&amp;quot; said Kramer, &amp;quot;you're not going to leave me out here!?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jaccarmac|jaccarmac]]==&lt;br /&gt;
===(19 November 2013)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,%.%.@.%@/%ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Nothing save dragon's fire was hotter than Cendra's fury at the goblin&lt;br /&gt;
invaders.  Limbs and heads bounced along the mining tunnel as the&lt;br /&gt;
dwarf warrioress chopped them left and right.  Ever since Darkmaster&lt;br /&gt;
the Evil mounted his campaign against the dwarf fortress, no one was&lt;br /&gt;
safe.  It was to dwarves like Cendra that all owed their freedom and&lt;br /&gt;
probably their very lives.&lt;br /&gt;
&lt;br /&gt;
“To the right!” shouted Kogan.&lt;br /&gt;
&lt;br /&gt;
Ducking just in time, Cendra twirled around and planted her axe dead&lt;br /&gt;
in the goblin's chest.  Kogan had been Cendra's blade brother as long&lt;br /&gt;
as she could remember.  It made it all the more tragic when he finally&lt;br /&gt;
fell to Darkmaster's henchmen.  But let us talk of happier times...&lt;br /&gt;
&lt;br /&gt;
==[[User:JakobTheGreat|Jakob Zaborowski]]==&lt;br /&gt;
===(22 July 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U,.(&amp;amp;),,.,.(&amp;amp;),.U&amp;lt;/pre&amp;gt;&lt;br /&gt;
It had been a century since the last Dulchari wizard had been crowned. Most of the old wizards had retired to remote towers to continue their studies, having abandoned the city of Etwersbrot and the council chamber. There simply was no need for them anymore. All the dimensional rifts had been sealed and reality had been restored to a liveable state.&lt;br /&gt;
&lt;br /&gt;
The wizards that lived in the capital were a new breed. The only demons they had ever seen were the ones that the Dulchari summoned themselves. Thamian was one of these. He longed to cross the boundaries between worlds like the old heroes did. Once the world had been filled with monsters. Now it was impossible to prove oneself.&lt;br /&gt;
&amp;quot;I have an idea,&amp;quot; said Thamian. &amp;quot;Meet me behind the tower after class.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The sun was sinking behind the mountains when Thamian met his friend Nesco in the dry field. What he had planned was a contest of magic. They would each summon a demon and they would fight to see which one was more fierce. Standing across the field from one another they drew pentagrams in the dirt. Thamian began summoning a creature from the world of Brepotog, the Bowels of the Universe. Nesco called his demon from Urmoro, the Land of the Undead. Somehow neither of them grasped that this was a bad idea.&lt;br /&gt;
&lt;br /&gt;
==[[User:Janus|Janus]]==&lt;br /&gt;
===(12 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;BgB&lt;br /&gt;
B@g&lt;br /&gt;
gBB&amp;lt;/pre&amp;gt;&lt;br /&gt;
Beak dogs and goblins surround the adventurer!  What will happen next?!&lt;br /&gt;
&lt;br /&gt;
===(13 February 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;gg...&lt;br /&gt;
.B.B=&lt;br /&gt;
..BB.&lt;br /&gt;
.%B@/&lt;br /&gt;
.-...&amp;lt;/pre&amp;gt;&lt;br /&gt;
One of the five beak dogs pounced.  Rogar leapt, planting a foot on the beast's head and propelling himself toward the tattoed goblin.  Just as they collided, Rogar planted his dagger through the goblin's left eye.  They hit the ground hard, and Rogar rolled forward to his feet, spinning to face the remaining eight opponents.  The beak dog he had jumped on was still shaking its head, wincing.  Behind them stood a wiry goblin with a wild mane of maroon hair, brandishing a scimitar, and a lardy goblin holding an iron-studded club.&lt;br /&gt;
&lt;br /&gt;
The beak dogs charged Rogar in unison.  His dagger was stuck back in the twitching goblin's face, but weaponless he stood his ground before them.  The first dog to reach him received Rogar's knee under its chin, the long cruel spike at the top of the warrior's half-greave piercing the creature's throat.  Two more beak dogs reached him as he twisted his leg in the air, trying to free it from his bleeding adversary.  The beasts slammed into him, one getting a hold of his right arm above the elbow, the other gnashing at his face.  Before it could tear his nose off, Rogar grabbed it by the neck with his left hand and held it back.  The other dog sank its beak deeper into the flesh of Rogar's arm.  Could this be the end?!&lt;br /&gt;
&lt;br /&gt;
===(5 May 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;|+@g+++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar awoke in pain, his wrists in chains, his wounded arm throbbing.  He opened his eyes only to be greeted by an all-encompassing darkness.  This must be Shalthidon's dungeon, which meant that he was locked inside the Tower of Hate from which no man had ever returned.&lt;br /&gt;
&lt;br /&gt;
A dim light flickered some distance away, and he could see the silhouetted bars of his prison.  Beyond them, shadows danced, and he heard a grating sound.  The bars slid aside, and the lardy goblin waddled into the chamber holding a torch.&lt;br /&gt;
&lt;br /&gt;
The foul creature stood below Rogar where he hung, an idiot grin perking up the otherwise sagging jowls of its bloated face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to be entertained,&amp;quot; it croaked as it continued to smile.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I do not desire such pleasures as Shalthidon has to offer,&amp;quot; Rogar answered.  &amp;quot;Be off with you.  The larder has grown lonely.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The master says you are to feel the fire,&amp;quot; the thing chortled.  The goblin lifted the torch and took a step toward Rogar.&lt;br /&gt;
&lt;br /&gt;
It was enough.  Rogar lashed out with his legs, hooking them around the goblin's neck.  In a feat of strength that would become legend, Rogar strained against the chains on his arms, lifting the massive goblin and all its corpulence from the floor.  There was a sickening crack, and the fixtures in the ceiling gave way.  Rogar fell into the goblin's lardy folds, pushing away desperately until he regained his feet, ready to fight, but the goblin was already dead with a broken neck.&lt;br /&gt;
&lt;br /&gt;
Fortunately, the torch had not been smothered.  The warrior picked it up and held it high.  There was nothing else in the cell.  Aside from the chains, the torch was his only possession.  Now it's the master who'll be entertained, Rogar thought, as he strode out into the passageway.&lt;br /&gt;
&lt;br /&gt;
===(7 August 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@+++&amp;quot;E&amp;quot;&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Rogar strode toward the great iron doors, leaving a trail of blood that was not his own.  In his hand he held a scimitar and from each of his wrists the chains still hung.  All of the servants of Shalthidon that lurked within the Tower of Hate were now dead, save whatever was in this room at the pinnacle of the tower.  The sword he had seized from the maroon-maned goblin, who had led the goblins in the tower barracks.&lt;br /&gt;
&lt;br /&gt;
The warrior pushed hard on the iron doors and they opened inward with a groan.  There, surrounded by brightly colored flowers, was an elf.  The sun shone down on the tower top through windows in the elegant curved ceiling.  The entire room sparkled.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you a prisoner here?  Where is Shalthidon?&amp;quot; Rogar asked urgently.&lt;br /&gt;
&lt;br /&gt;
The elf chuckled pleasantly.  &amp;quot;Child, Rogar, I am Shalthidon.  My parents named me Lilarilqua, but my attempts to hold the goblins under my sway with that name met with disaster.  Are you cold?  Let me fetch you something warm.&amp;quot;  Shalthidon fished around under a dresser and pulled out a plush cloak with lacy frills.  &amp;quot;The material was all offered freely from the feather trees, Rogar.  You don't have to worry about the animals.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Rogar was still stunned.  Shalthidon, the Bringer of Ruin, murderer of his parents, lord of the evil of the creeping wastes that had engulfed half the world, was an elf.  Dispelling the cloud over his mind, the warrior focused.  That will only make killing him all the more satisfying, he thought.  Rogar lifted his blade and advanced.&lt;br /&gt;
&lt;br /&gt;
==Japa==&lt;br /&gt;
===(27th December, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;llllllllllllllllllll,.@,.@@@@@@@@@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
There was a beast called the Strangler that lived deep in the forest.&lt;br /&gt;
No one knew what forces woke it, but one night it scaled the walls of&lt;br /&gt;
the dwarf fortress with its four long arms and caught the dwarf king&lt;br /&gt;
as he was star gazing on the royal balcony.  Without a moment's&lt;br /&gt;
hesitation, the monster pitched the king over the side to meet a&lt;br /&gt;
violent death at the base of the mountain.&lt;br /&gt;
&lt;br /&gt;
At dawn's light the dwarves set out in search of the creature.&lt;br /&gt;
Captain Aliz, who had been trusted with the safeguarding of the king's&lt;br /&gt;
life, now sought vengeance.  He lead his posse of a dozen dwarves,&lt;br /&gt;
with twenty gray langurs leading the way.  As they entered the forest&lt;br /&gt;
Aliz pounded his chest and prayed the Forge Father for victory.&lt;br /&gt;
&lt;br /&gt;
===(4th February, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;lllllTS-@,lllll,.@@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the base of an ancient tree, a langur called out.  As the dwarves&lt;br /&gt;
came rushing, swords drawn, more gray langurs scaled the tree.  The&lt;br /&gt;
strangler stirred from its den.  Its four muscular arms flexed as it&lt;br /&gt;
crawled from the knot in the tree.  It blinked its three black eyes&lt;br /&gt;
and gave out a loud hoot through its shark-like teeth.&lt;br /&gt;
&lt;br /&gt;
The monkeys pounced one after another and the strangler knocked them&lt;br /&gt;
away.  They kept coming and even the four hands of the monster were&lt;br /&gt;
not enough to swat them all.  The langurs grabbed onto the monster's&lt;br /&gt;
legs.  Others mounted the strangler's head and poked its eyes as the&lt;br /&gt;
dwarves cheered below.&lt;br /&gt;
&lt;br /&gt;
Branches cracked and snapped as the strangler fell.  With a mighty&lt;br /&gt;
crunch, the monster slammed into the forest floor.  As the dwarves&lt;br /&gt;
closed in, the strangler coughed up blood, clearly dying.  Aliz&lt;br /&gt;
prodded his sword under the creature's chin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who sent you?&amp;quot; demanded the dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You know very well who,&amp;quot; said the monster as it died.&lt;br /&gt;
&lt;br /&gt;
===(23rd May, 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;++Ao@++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It could only be Malfacto, the evil necromancer.  Once Malfacto was a&lt;br /&gt;
greedy dwarf with his eyes on the throne.  Universally loathed, the&lt;br /&gt;
wretched dwarf wandered the wilds, finding that not even the animals&lt;br /&gt;
would tolerate him.  He wasted his days away, scavenging meat like a&lt;br /&gt;
jackal and playing with bare bones.&lt;br /&gt;
&lt;br /&gt;
It was at the depths of his insanity that a vision came to him.  It&lt;br /&gt;
was an angel clothed in darkness, a spirit of some foreign religion.&lt;br /&gt;
It beckoned to him and he came, through the jungle and to a lost&lt;br /&gt;
temple.  As he neared the temple's entrance he had to do his best to&lt;br /&gt;
avoid stepping on the human bones that littered the ground.&lt;br /&gt;
&lt;br /&gt;
The entire time he was in the temple, Malfacto couldn't shake the&lt;br /&gt;
feeling that the ever-present skulls turned to watch him.  The shade&lt;br /&gt;
lead him to the altar at the center of the ossuary.  On top was a&lt;br /&gt;
table marked with dashes and dots, some alien language.  The angel&lt;br /&gt;
moved its hand over the markings and they became words in the dwarven&lt;br /&gt;
tongue.&lt;br /&gt;
&lt;br /&gt;
Such were the beginnings of Malfacto, and Aliz knew he had to stop&lt;br /&gt;
him.  No dark wizard would sit on the throne.  He ordered the monkeys&lt;br /&gt;
made ready.  There would be more than jungle monsters to hunt tonight.&lt;br /&gt;
&lt;br /&gt;
===(24th April, 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@/+++ahssGccbGshggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The forest was creepy, dark and deep, but Aliz had far to go before he&lt;br /&gt;
reached Malfacto's temple.  The monkeys fanned out, beating the bushes&lt;br /&gt;
and trees and howling as Aliz loaded a bolt into his crossbow.  How&lt;br /&gt;
low could a dwarf sink?, he thought.  Malfacto the dark wizard.&lt;br /&gt;
Malfacto the cannibal cultist.  It would all end tonight.&lt;br /&gt;
&lt;br /&gt;
Something rushed through the bushes, excited by the grey langurs.&lt;br /&gt;
Aliz aimed his weapon.  It was a rhesus macaque, the eyes of the&lt;br /&gt;
enemy.  The animal just barely dodged the bolt shooting past its left&lt;br /&gt;
ear.  Aliz hooted to his monkeys and they gave chase.&lt;br /&gt;
&lt;br /&gt;
When the dwarf monkey master reached the macaque, it wasn't in good&lt;br /&gt;
shape.  Aliz came to it and grabbed it by the chin.  He raised its&lt;br /&gt;
head to him and stared into its remaining eye.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Malfacto,&amp;quot; said Aliz, &amp;quot;I know you are in there.  Know you will pay&lt;br /&gt;
for the life you took, your rightful king.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master?&amp;quot; asked the australopithecus.  &amp;quot;Did you have the dream again?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The hero is near,&amp;quot; said Malfacto, rising from his sarcophagus.&lt;br /&gt;
&amp;quot;Ready the apes.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The creature ran from the room panting as the evil wizard brushed the&lt;br /&gt;
dust from his robes.  Once the champion was dead, nothing would stand&lt;br /&gt;
between him and the crown.  Slowly, he made his way to the top of the&lt;br /&gt;
pyramid.  Venomous plants snaked their way all over the stone slabs.&lt;br /&gt;
Once at the top, he surveyed his army.  Hundreds of simians of all&lt;br /&gt;
types and descriptions jumped and howled before the temple.  A homo&lt;br /&gt;
habilis arrived with Malfacto's staff.  Taking it, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Soon they will know to fear our power!&amp;quot; shouted Malfacto.&lt;br /&gt;
&lt;br /&gt;
A siamang began to hoot and soon all the apes were howling and beating&lt;br /&gt;
their chests.  The jungle was alive with hatred.  Aliz could hear them&lt;br /&gt;
from almost a league away.  It was clear now that the wizard must be&lt;br /&gt;
stopped.  Aliz could very well be the only dwarf standing between the&lt;br /&gt;
fortress and oblivion.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jevon|Jevon]]==&lt;br /&gt;
===(13 June 2011)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;,.gg,.\@,.ggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Waves of arrows rained down on Aliz's machine.  It was not a machine, in truth, but a suit of armor, powered by its user to great strength. Aliz himself wore the machine now, wading into the goblin ambush to check the kinks in the system.  Once he returned the king would reward him handsomely and he could continue his research well-funded.&lt;br /&gt;
&lt;br /&gt;
The goblins came out from behind the rocks to inspect the curiosity. The thing was the shape of a dwarf, but made of metal.  It held an axe but was far from threatening because it moved so slowly.  The lead goblin snatched the axe out of the dwarf's hand.  As the other goblins laughed, the chief kicked the contraption on its side.  Aliz wondered how he might escape alive.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jibz|Jibz]]==&lt;br /&gt;
===(25 December 2011)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###N,.,.o@,.@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Far below the pond grabbers in the underground seas in the depths long&lt;br /&gt;
forgotten, a beast awoke.  Scratching, itching, biting.  It was the&lt;br /&gt;
little ones again.  The beast put a claw over its aching head.  Didn't&lt;br /&gt;
they remember the last time they pulled this?  The beast was still&lt;br /&gt;
trying to get the taste out of its mouth.  With a turn of its tail,&lt;br /&gt;
the monster rose from the murky water.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Are you going to the mead hall after work?&amp;quot; asked Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Nah,&amp;quot; said Mokez, chipping off another piece of microcline, &amp;quot;I don't&lt;br /&gt;
think those guys understand me anymore.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Suddenly, a crack formed in the end of the tunnel.  Mokez started.  It&lt;br /&gt;
was unlike him to miss cues like this.  Call it ‘female trouble,' he&lt;br /&gt;
thought.  Aliz scuttled up to see.  A hole was forming before them.&lt;br /&gt;
Quickly the dwarves rushed back up the mineshaft.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You saw it,&amp;quot; said Aliz.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Re-wall,&amp;quot; replied Mokez.  &amp;quot;Dwarves have been here before.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;But it must have been an age ago,&amp;quot; started Aliz.  &amp;quot;You saw the rock…&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Crash!  A huge claw shot up through the shaft and landed in between&lt;br /&gt;
the miners.  Aliz ran to call the guard, while Mokez stayed behind&lt;br /&gt;
throwing rocks.  The monster was a giant black newt with external ribs&lt;br /&gt;
and massive claws.  Mokez stared into the creature's third eye and&lt;br /&gt;
dropped his stone.  There was a connection.&lt;br /&gt;
&lt;br /&gt;
==[[User:.Jim|Jim]]==&lt;br /&gt;
===(29 December 2008)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.U\U,.....M,.UUH..&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
So unsteady was the rule of the land that no one walked the halls of&lt;br /&gt;
Castle Sanazar alone.  It had become fashion for the lords to stab&lt;br /&gt;
each other in the back, or perhaps poison each other's beer steins.&lt;br /&gt;
Not even a squire was safe.  Rumors of war spread as did the news of&lt;br /&gt;
Sanazar's weakness.  The king called an audience of all the knights of&lt;br /&gt;
the realm.  A quest was called for -- something to prove the kingdom's&lt;br /&gt;
legitimacy.&lt;br /&gt;
&lt;br /&gt;
The tables of the great hall filled with mighty knights as squires&lt;br /&gt;
rushed back and forth filling cups.  The king looked on silently&lt;br /&gt;
through sunken eyes, having recently lost his ability to speak.  He&lt;br /&gt;
motioned his consort to stand forth to deliver his proclamation.  She&lt;br /&gt;
was a handsome woman, recently bound to the king, from a kingdom far&lt;br /&gt;
to the north.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The flower that is Sanazar,&amp;quot; she said, &amp;quot;is wilting and sick.  While&lt;br /&gt;
we fight amongst ourselves, hungry jackals vie for their part of the&lt;br /&gt;
carcass.  What we need is a hero, and what better to prove a hero than&lt;br /&gt;
a mighty quest!  Far to the east lays Forgotten Quilts, an ancient&lt;br /&gt;
dwarf fortress abandoned long ago.  It is said that within can be&lt;br /&gt;
found Gilded Lunch, the golden artifact boot.  Return with the boot,&lt;br /&gt;
and return a hero!  Who will take the challenge?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I shall!&amp;quot; boomed a voice from the end of the hall.&lt;br /&gt;
&lt;br /&gt;
Through the door came Bram, mighty barbarian warrior, a squire&lt;br /&gt;
following behind, eyes downcast.  The hall erupted into Chaos.  How&lt;br /&gt;
could this outsider be given the quest?  The king's consort looked on&lt;br /&gt;
the barbarian, heart racing.  &amp;quot;What makes you think you are up to the&lt;br /&gt;
task?&amp;quot; she said.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;May I know thy name Madame?&amp;quot; asked the barbarian.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Scandala,&amp;quot; said the consort, brushing a blond hair from her face.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lady Scandala,&amp;quot; said Bram, &amp;quot;I have slain dragon, cyclops, and ogre.&lt;br /&gt;
There is nothing under the sky that I fear.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
That same day, Bram found himself on a horse on the road to Forgotten&lt;br /&gt;
Quilts, his squire Dolphin on a mule trailing behind.  The lords of&lt;br /&gt;
the realm had not taken it well.  Without the Mandate of the King,&lt;br /&gt;
returning with the boot would be useless.  Bram must die.  No knight&lt;br /&gt;
knew this better than Crusier, cruel black night of Petoun.  That very&lt;br /&gt;
night he left the castle with his squire, taking the fast roads to&lt;br /&gt;
arrive on the trail before the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Help!&amp;quot; cried the boy, &amp;quot;Oh help!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't trust it Bram,&amp;quot; said Dolphin.  &amp;quot;I recognize that boy, a squire&lt;br /&gt;
from the hall.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;A countryman in distress is just that,&amp;quot; said the hero dismounting his&lt;br /&gt;
horse and drawing his sword.&lt;br /&gt;
&lt;br /&gt;
As he approached, he found the boy laughing.  &amp;quot;Let's see how fast you&lt;br /&gt;
can complete your quest without horses!&amp;quot; yelled the boy.&lt;br /&gt;
&lt;br /&gt;
Bram spun around to see Crusier leap upon Dolphin and, a knife to the&lt;br /&gt;
boy's throat, ride away on Bram's horse.  The evil squire laughed&lt;br /&gt;
until Bram turned and brought his sword across the boy's face, leaving&lt;br /&gt;
a deep gash in his cheek.  &amp;quot;I have marked you,&amp;quot; said the barbarian,&lt;br /&gt;
&amp;quot;for you are mine now.  Lead me to your master's den.  Know that if he&lt;br /&gt;
harms a hair on Dolphin's head, there won't be enough of you left to&lt;br /&gt;
fill your god forsaken tomb!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:jmullan|jmullan]]==&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
(I donated in honor of my friend Zach J's birthday, since he is too afraid to play DF)&lt;br /&gt;
&amp;lt;pre&amp;gt;@@||,.,,..,.,U..,uuuuUuu&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarf fortress at Mount Hope was once the pride of the empire.&lt;br /&gt;
Pilgrims came from every corner of Allsphere to glory in its great&lt;br /&gt;
halls and carved pillars.  But years pass, and all that shines goes&lt;br /&gt;
dim.  The empire was overthrown and monsters roamed freely through the&lt;br /&gt;
land.  Some sought shelter at Mt. Hope and were always turned away.&lt;br /&gt;
It was this discourtesy that would spell the doom of the fortress.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Will you let us in?&amp;quot; shouted the monk.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No, sir!&amp;quot; laughed the dwarf from the high wall.  &amp;quot;Find somewhere else to die.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Why not just take the little ones?&amp;quot; pleaded the monk.  &amp;quot;Even if they&lt;br /&gt;
were vampires, they couldn't do much harm.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Take your lying, no good carcass of my property,&amp;quot; said the dwarf, &amp;quot;or&lt;br /&gt;
I will shoot you down.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The monk was still for a moment.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will find,&amp;quot; said the holy man, &amp;quot;that your walls don't protect you&lt;br /&gt;
from the evils of this world.  They were built to hold a greater evil&lt;br /&gt;
inside.  In time you beg to be let out.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarves pelted the refugees with rocks until they fled.  They did&lt;br /&gt;
not give a single thought to the monk's warning, but they would all&lt;br /&gt;
remember it when the time came.  It was only a matter of days before&lt;br /&gt;
the killings started.  A dwarf would go missing for a week, then a&lt;br /&gt;
body would turn up drained of blood, and that was only the beginning.&lt;br /&gt;
&lt;br /&gt;
==[[User:John Tait|John Tait]]==&lt;br /&gt;
===(4 November 2007)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;+@++\M+&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The young adventurer stepped up to the statue, torch in hand.  After a quick inspection he grasped the stone minotaur's horn.  He gave it a sharp yank and just as Albert foretold, the rock hand opened dropping the Sword of Fire into the adventurer's waiting hands.  The stones in the ceiling above began to rumble, as if the temple itself was being rocked from its foundations.  Throwing his cloak over his head, the young man made his way to the entrance, dodging the falling stones.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:JoystickHero|Joystick Hero]]==&lt;br /&gt;
===(14 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;%W%%W%    ,.,.&amp;quot;&amp;quot;,&amp;quot;@@@@&amp;quot;.,@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fires burned on the high mountain.  The wind carried the cries of the&lt;br /&gt;
dwarves as all they ever cared about was destroyed.  But one dwarf had&lt;br /&gt;
not given in to despair.  It was Malvedar, slayer of dragons and&lt;br /&gt;
veteran of a thousand famous battles.  He watched the dwarf fortress&lt;br /&gt;
burn from his hiding place in the wooded slope.  There would come a&lt;br /&gt;
time when the enemy was not so lucky, when his schemes failed.  That&lt;br /&gt;
would be when they remember what they did to the dwarves this day and&lt;br /&gt;
would expect no mercy.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Lord Malvedar,&amp;quot; said a dwarf soldier, &amp;quot;I think the werewolves have&lt;br /&gt;
caught our scent.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf warlord nodded.  Together, the ragged band of dwarven&lt;br /&gt;
survivors made their way down the slope.  The road back to the&lt;br /&gt;
mountain homes was long and full of danger, but there was nowhere else&lt;br /&gt;
left to go.  While others cried, Malvedar resisted the urge to throw&lt;br /&gt;
himself on the enemy.  He would kill many, but not enough before he&lt;br /&gt;
was brought low.  No.  It would be a hard time, and a long time, but&lt;br /&gt;
he would have his satisfaction.&lt;br /&gt;
&lt;br /&gt;
==[[User:Jupotter|Jupotter]]==&lt;br /&gt;
===(3 March 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;////+++U\N+\\\\&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the top of the great stone temple, the high priest vampire held a&lt;br /&gt;
bone dagger over the victim under the light of the full moon.  The&lt;br /&gt;
evil spirit rose over the altar, changing the moonlight to a blood red&lt;br /&gt;
hue.  Another heartbeat and the victim's eyes snapped open.  A scream&lt;br /&gt;
tore the night as the final blow fell.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it is spring, Grandfather,&amp;quot; said the kid, &amp;quot;why are the days getting colder?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Old man Udma patted the boy on the shoulder.  This could only mean one&lt;br /&gt;
thing.  Gonra had returned.  Upon reaching to his hut, Udma found his&lt;br /&gt;
hiding place and retrieved the sword Sangrak, the vampire slayer.  But&lt;br /&gt;
he could no longer wield it.  If the world was to be saved, a true&lt;br /&gt;
hero must be found.&lt;br /&gt;
&lt;br /&gt;
===(14 May 2012)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T&amp;quot;TT&amp;quot;TT&amp;quot;&amp;quot;,U,.,\U==,.TTTT&amp;quot;TT&amp;quot;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I’ll have another,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“You drink like a dwarf,” said the old man.&lt;br /&gt;
&lt;br /&gt;
“What of it?” grunted Atho.&lt;br /&gt;
&lt;br /&gt;
In the dim light of the tavern, Atho could barely see the stranger.&lt;br /&gt;
He had been wasting his life away in dives like this for the last year&lt;br /&gt;
or more.  It seemed that years of peace meant slim business&lt;br /&gt;
opportunities for a mercenary such as he.  As he threw back his last&lt;br /&gt;
gulp he slammed the goblet back onto the table.  The color of the wine&lt;br /&gt;
reminded him of blood.&lt;br /&gt;
&lt;br /&gt;
“You look ill,” said the stranger.  “You should take better care of yourself.”&lt;br /&gt;
&lt;br /&gt;
“Who are you?” shouted Atho.&lt;br /&gt;
&lt;br /&gt;
“Forgive me,” said the old man.  “I am Udma, a master of secrets.  It&lt;br /&gt;
is no secret you are in need of work.  Your skill is known to many.  I&lt;br /&gt;
would have you for myself before my neighbors seek you out.”&lt;br /&gt;
&lt;br /&gt;
Atho had met his share of strange employers, but this was the weirdest&lt;br /&gt;
by far.  He was to meet Udma in the forest at midnight.  There, at the&lt;br /&gt;
shrine of Domon, he would receive his instructions.  The woodland&lt;br /&gt;
creatures grew quiet as he approached.  Just ahead was the blackened&lt;br /&gt;
shrine.  Udma was there, holding a weapon in his outstretched hands.&lt;br /&gt;
&lt;br /&gt;
“It is the vampire Gonra I would have you kill,” said Udma.&lt;br /&gt;
&lt;br /&gt;
“Vampires are the stuff of legend,” said Atho.&lt;br /&gt;
&lt;br /&gt;
“Then your task should be easy,” laughed Udma, “but I suggest you take&lt;br /&gt;
this weapon.  It is Sangrak the vampire slayer.  Take it, and go to&lt;br /&gt;
the old dwarf fortress of Firesign.  It is there the fiend can be&lt;br /&gt;
found.”&lt;br /&gt;
&lt;br /&gt;
==Kaelis Ebonrai==&lt;br /&gt;
===(22 June 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;###UH/###,.,..UH,g.gg,g.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The fierce warrior brushed the feathers out of his face as the battle&lt;br /&gt;
hawk circled for another dive.  He slapped the neck of his winged&lt;br /&gt;
steed and leaned low, one hand on the reins, the other on his deadly&lt;br /&gt;
javelins.  Since the time of the first legends, Geldrix and his men&lt;br /&gt;
had been bird riders.  The ground rushed by as the hawk dove.  The&lt;br /&gt;
goblins never knew what hit them.  Spears fell from the sky like rain.&lt;br /&gt;
Talons tore and beaks pecked.  Seeing the enemy commander, Geldrix&lt;br /&gt;
took the dagger from his teeth and launched from his saddle.&lt;br /&gt;
&lt;br /&gt;
The enemy general rode proud in the saddle.  His dark metal armor was&lt;br /&gt;
festooned with black roses.  Geldrix tackled him off his horse with&lt;br /&gt;
the force of a meteor.  Sitting astride the evil knight, Geldrix&lt;br /&gt;
marked the spot for the death stroke.  As his knife plunged toward the&lt;br /&gt;
knight's neck, a gauntlet seized him by the wrist.  Geldrix smiled.&lt;br /&gt;
There is still some fight in this one, he thought.  He flipped back&lt;br /&gt;
the enemy's visor and was shocked by what he saw.&lt;br /&gt;
&lt;br /&gt;
Beneath him lay by far the most beautiful woman in the world.  Pain&lt;br /&gt;
shocked Geldrix's system as he suffered a blow to the lower body.  He&lt;br /&gt;
rolled to the side, his eyes shut tight in pain.  He could hear the&lt;br /&gt;
woman knight curse him as she kicked him about the neck and head.&lt;br /&gt;
Others came, and he was bound.  He opened his eyes and found himself&lt;br /&gt;
lashed to the back of a horse.  There was nowhere they could take him&lt;br /&gt;
that the hawkmen could not find him, but would he be whole when he was&lt;br /&gt;
found?&lt;br /&gt;
&lt;br /&gt;
===(6 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;+u~+U++U+UUUUUU&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Geldrix returned to Hawkvir half a man.  Something was missing.  He&lt;br /&gt;
moved like a shadow, avoiding the company of his fellow warriors.  A&lt;br /&gt;
fair lass came to him, offering a cup of wine.  He knocked it away,&lt;br /&gt;
spilling dark liquid onto the carpet of the royal hall.  All went&lt;br /&gt;
silent as the king rose from his throne.  Geldrix hid his face with&lt;br /&gt;
his cloak, staring at the king with a single maddened eye as he&lt;br /&gt;
approached.  The guards opened a door and the king ushered Geldrix&lt;br /&gt;
outside, into a narrow passage.  Once they were alone, he spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened to you out there?&amp;quot; asked the king.  &amp;quot;What was it like&lt;br /&gt;
to be a prisoner of the goblins?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I was defeated,&amp;quot; said Geldrix, sobbing.  &amp;quot;I can never be a hawk rider&lt;br /&gt;
again.  I did not escape, as I told the others.  I was traded to the&lt;br /&gt;
dwarves for a crate of dimple-dyed cloth.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The king looked down on the broken man that was once captain of the&lt;br /&gt;
riders and shook his head slowly.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Surely there is something you can live for,&amp;quot; shouted the king.&lt;br /&gt;
&amp;quot;Revenge, perhaps?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix found it difficult to take the saddle, having spent so long on&lt;br /&gt;
the earth.  Now in the air, he watched the trails for Zona, warrior&lt;br /&gt;
princess of the goblins.  It was all her fault, he kept telling&lt;br /&gt;
himself.  He would strike her down and his manhood would be restored.&lt;br /&gt;
His hand trembled at the reins.  Memories of his time underground came&lt;br /&gt;
flooding back.  Then his eye caught something on the road below, two&lt;br /&gt;
riders heading for the dark mountain.&lt;br /&gt;
&lt;br /&gt;
===(26 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.&amp;quot;.,&amp;quot;~~,.&amp;quot;.,.@,.g||,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Flying low over the road, Geldrix pulled the hood over his head.  With&lt;br /&gt;
a double flip, he launched through the air and landed before the&lt;br /&gt;
riders.  The two goblins sat upon their beak dogs glancing at each&lt;br /&gt;
other.  Geldrix drew his sword and turned his head to the side,&lt;br /&gt;
staring out of the hood with one hateful eye.  The goblins dismounted&lt;br /&gt;
and took up their heavy iron spiked clubs.  One of the goblins stepped&lt;br /&gt;
forward.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Show your face,&amp;quot; it said, &amp;quot;so we can tell tales of which mighty hero we slew.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Geldrix's face burned with anger and shame.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Coward?&amp;quot; said the mocking goblin.  &amp;quot;Is that it?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
At last, he could take it no more.  He threw back his hood, his blond&lt;br /&gt;
curls blowing in the wind.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Geldrix?&amp;quot; laughed the goblin.  &amp;quot;You have a lot of nerve showing your&lt;br /&gt;
face around here.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Boo!&amp;quot; shouted the goblin.  Overwhelmed by fear, Geldrix dropped his&lt;br /&gt;
sword and ran.  His hawk landed before him but died instantly as a&lt;br /&gt;
crossbow bolt struck its eye.  Geldrix collapsed onto the carcass,&lt;br /&gt;
openly weeping.  The goblins approached, chuckling and calling out&lt;br /&gt;
cruel jokes.  Geldrix screamed out to the heavens.  He stood, ripping&lt;br /&gt;
out two handfuls of feathers.  When the goblins reached him, he threw&lt;br /&gt;
the feathers in their faces and ran, to where the gods only knew.&lt;br /&gt;
&lt;br /&gt;
Breaths came hot and stinging, his boots ankle deep in the forest&lt;br /&gt;
swamp.  Geldrix felt his extreme shame.  He was not a warrior, not&lt;br /&gt;
even a man.  He was the ultimate traitor to all the hawk men, his&lt;br /&gt;
cowardice now a thing of legend.  He planted his butt in a muddy&lt;br /&gt;
puddle and looked up to see a gremlin sitting on a high tree branch.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Don't worry, son,&amp;quot; said the creature.  &amp;quot;We all have a little rabbit in us.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==[[User:Kaltor|Kaltor]]==&lt;br /&gt;
===(30 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt; ,E..U~~~ &amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ash rained from the sky for ten years.  Few were alive that could&lt;br /&gt;
retell the story of that dreadful day, the day the dragon came.&lt;br /&gt;
Through the dusty haze of the burned forest, one could often see elves&lt;br /&gt;
moving about, hopelessly searching the ground for seeds of the sacred&lt;br /&gt;
trees.  Death ruled that mirthless place, and all who dwelt there did&lt;br /&gt;
so in mourning and at the mercy of the dragon.&lt;br /&gt;
&lt;br /&gt;
It was then, ten years since the massacre, that the hero Brandish&lt;br /&gt;
arrived.  He followed the clear stream from the mountain into the&lt;br /&gt;
ravaged valley.  It was then that he stopped to fill his jug.  He&lt;br /&gt;
found the stream water had a strange taste.  It was not water -- it&lt;br /&gt;
was tears.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What are doing in this wasted valley?&amp;quot; came a voice.&lt;br /&gt;
&lt;br /&gt;
Brandish turn to see an elf girl, starving and covered in rags.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I come to slay the dragon,&amp;quot; said the hero.&lt;br /&gt;
&lt;br /&gt;
===(2 March 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~~~U~~~~~~  ?D?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The elf threw her head back and laughed as a man would at a fool.&lt;br /&gt;
Brandish, angered, threw down his jug.  Deep in his heart he was&lt;br /&gt;
terrified of the little girl, for she was a tool of the dragon.  He&lt;br /&gt;
cursed himself for a coward and stepped forward.  The elf looked at&lt;br /&gt;
him with tired eyes filled hate.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Sometimes I hope you would kill me,&amp;quot; said the dragon through the&lt;br /&gt;
girl's lips.  &amp;quot;It has been a long ten years with nothing to chew on&lt;br /&gt;
but dry bones.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;If it's death you want,&amp;quot; said Brandish, &amp;quot;you shall have it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Taken by a sudden fit of tremors, the girl moved this way and that,&lt;br /&gt;
then collapsed into a pile of dust.  After a minute, Brandish let his&lt;br /&gt;
hand fall from the hilt of his weapon.  He wondered if this whole&lt;br /&gt;
valley was peopled only by ghosts and monsters.&lt;br /&gt;
&lt;br /&gt;
Deeper into the wastes he traveled.  Here were the black outlines of&lt;br /&gt;
buildings and the ashen shadows where people and animals fell.  Doubt&lt;br /&gt;
took his heart once more.  He had braved death a thousand times, but&lt;br /&gt;
this was different.  It was said that the dragon could look into your&lt;br /&gt;
very soul.  Brandish did not want to know what weakness the monster&lt;br /&gt;
would find.&lt;br /&gt;
&lt;br /&gt;
==Kittah_Khan==&lt;br /&gt;
&lt;br /&gt;
===(12th January, 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.,~E/~..,.@,..@g@@@&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Doom approached with the morning light.  At any moment, Thun expected&lt;br /&gt;
the elves to come along the high branch to his wooden cage.  He had&lt;br /&gt;
been taken while drinking with his dwarves at a fortified position&lt;br /&gt;
along the southern front.  The elves pounced on them like hungry lions&lt;br /&gt;
and disarmed them before they could fight back.  Staring through the&lt;br /&gt;
bars of his cage at the ground so far below, Thun remembered how his&lt;br /&gt;
friends had been taken from the cage and dragged away, lost to hope.&lt;br /&gt;
The elves appeared before the cage bars.  The door swung open and Thun&lt;br /&gt;
struck, spraying the air with a fine red mist.&lt;br /&gt;
&lt;br /&gt;
Ninzul, he called it, the Wooden Axe of Freedom.  Possessed by a&lt;br /&gt;
strange mood,  Thun worked all night in the cage, carving the&lt;br /&gt;
master-work weapon from the wood of the bars with his fingernails.&lt;br /&gt;
With scant effort, Thun hacked his way through the elven guards.  The&lt;br /&gt;
crazed dwarf swung from tree to tree, knocking arrows out of the air&lt;br /&gt;
with Ninzul.  The elves close behind him.  Something gave way, and&lt;br /&gt;
Thun looked up to see an elf cutting away his vine.  Thun let out a&lt;br /&gt;
hoot as he plunged toward the forest floor.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We must have him,&amp;quot; said the elf prince, &amp;quot;to lose him, after what he&lt;br /&gt;
has done, would disgrace us to the Forest Spirit.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes, Prince Altera,&amp;quot; said the elf woman.&lt;br /&gt;
&lt;br /&gt;
The elf ruler called for his Jay.  Two elves dragged the giant blue&lt;br /&gt;
bird from his pen.  Altera mounted the great bird.  His woman, elf&lt;br /&gt;
mistress Renere, leapt onto the saddle behind him.  She held in her&lt;br /&gt;
hands Creneri, the bow of courage.  Prince Altera knew there was no&lt;br /&gt;
hope for the dwarf but, not being the kind to leave things to chance,&lt;br /&gt;
he called for the chipmunk men.&lt;br /&gt;
&lt;br /&gt;
Soon the tree was crawling with small, hairy creatures, vaguely humanoid.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You will tell every animal person in the kingdom to hunt for this&lt;br /&gt;
dwarf,&amp;quot; ordered the prince.  &amp;quot;Every needle of the forest will turn&lt;br /&gt;
against him.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The heart in his chest felt as though it would beat right out of him.&lt;br /&gt;
His lungs burned like forge fire.  He looked to his side to see a man&lt;br /&gt;
in green hopping along next to him.  It turned to him revealing a&lt;br /&gt;
horribly distorted insectoid face.  A grasshopper man.  Thun skidded&lt;br /&gt;
to a halt and wielded the axe over his head.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I yield, great warrior,&amp;quot; said insect in his clicking way.  &amp;quot;I come,&lt;br /&gt;
show you not all creatures follow the elf prince.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What have you to gain from aiding my escape?&amp;quot; asked Thun, lowering his weapon.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The dwarves in the south,&amp;quot; said the grasshopper man.  &amp;quot;If you lead&lt;br /&gt;
them back this way, they will put an end to the elves?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The dwarf looked down at his new green friend.  &amp;quot;That,&amp;quot; he said, &amp;quot;I&lt;br /&gt;
promise you.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Explosions rocked the southern fortifications as the giant hawks&lt;br /&gt;
dropped great boulders and bags of poison gas.  Thun looked through a&lt;br /&gt;
slit in the fortress wall.  The elf forest was only a ballista shot&lt;br /&gt;
away.  Already the sky was traced with fiery shots from the siege&lt;br /&gt;
engines, slamming into the trees beyond.  The dwarf warlord approached&lt;br /&gt;
the hero.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It will take three more weeks before our fortifications are close&lt;br /&gt;
enough to strike the heart of the forest,&amp;quot; said the warlord.  &amp;quot;I'm&lt;br /&gt;
told you could put an end to this contest.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I can lead your vanguard to the heart of the forest,&amp;quot; said Thun.&lt;br /&gt;
&lt;br /&gt;
The dwarven leader looked at the legendary axe and back at Thun.  He nodded.&lt;br /&gt;
&lt;br /&gt;
The air was quiet as Thun and his dwarves approached through the tall&lt;br /&gt;
grass.  The barrage had been called off to lure the elves into a false&lt;br /&gt;
sense of security.  The smell was sweet with burning wood.  The ground&lt;br /&gt;
was covered with smoldering craters where the elves had quenched the&lt;br /&gt;
dwarven fireballs.  Further inside, the grasshopper man was waiting.&lt;br /&gt;
&lt;br /&gt;
Through a dry creek the dwarves marched.  They held their crossbows at&lt;br /&gt;
the ready.  The grasshopper man signaled for them to stop.  He pointed&lt;br /&gt;
with one of his arms.  Thun saw them at once, five elves and a jaguar&lt;br /&gt;
man, waiting to ambush them.  The dwarf did not fail to notice one of&lt;br /&gt;
the elf women was carrying a masterpiece bow of dwarven design.&lt;br /&gt;
&lt;br /&gt;
The dwarves made their way up out of the stream bed and encircled the&lt;br /&gt;
elves.  The jaguar man smelled them and tried to cry out but was&lt;br /&gt;
silenced by a dwarven bolt.  Shots fired in all directions.  The elves&lt;br /&gt;
split and fought to break away.  Thun marked the elf leader's bow and&lt;br /&gt;
ran after her.  She turned and loosed an arrow at his face.  He ducked&lt;br /&gt;
just in time and looked behind to see a young sapling torn in two by&lt;br /&gt;
the shot.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You cannot defeat Renere,&amp;quot; said the elf.&lt;br /&gt;
&lt;br /&gt;
Thun drew back the wooden axe and flung it at the elf's head, but it&lt;br /&gt;
smashed into the tree behind her after striking off her ear.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My ear!&amp;quot; cried Renere.  &amp;quot;You will pay for this insult.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The elf threw down the bow and yanked Ninzul out of the tree trunk.&lt;br /&gt;
The other dwarves filed into the clearing.  Thun held up his hand.&lt;br /&gt;
The elf was his.  Silently, the fighters circled.  The dwarves never&lt;br /&gt;
wanted this war, just logs for the furnaces.  Now, looking at this&lt;br /&gt;
bleeding fanatic, Thun knew that the feud could only end by final&lt;br /&gt;
victory.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kosmos|Kosmos]]==&lt;br /&gt;
===(11 September 2007)===&lt;br /&gt;
&amp;lt;pre&amp;gt;T+TT@C +&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Twist my arm, why don't you?  You louse,&amp;quot; Doran had complained as Bomtek continued to bother him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Come on, Doran!  It's just a bottle of whiskey.  The Baron won't miss it.  When you deliver his table, just take a little something for yourself.  And share it with me.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Now Doran was standing in the Baron's dining room.  It already had a fine granite table at its center; the noble had just wanted an obsidian corner piece as an accent.  As the dwarf set the table down, Bomtek's repeated needling suggestions still echoed in his mind.  It was just one bottle.  There are so many in the cabinet.  The Baron won't miss just one of them. &lt;br /&gt;
&lt;br /&gt;
The dwarf had to pass the cabinet on the way out.  With every step toward it, he felt the whiskey within calling in his heart.  Doran's face flushed hot and his stomach felt as if it were being squeezed and twisted.  Maybe I'll just look, he thought.  Just look and go.  He reached out his hand and gently opened the cabinet's door.  There was only one bottle inside.  Bomtek, you fool, he thought.  Yet the whiskey still beckoned him forward, and he continued to gaze on the bottle in silence as it drew him ever closer.&lt;br /&gt;
&lt;br /&gt;
==[[User:Kuroneko|Kuroneko]]==&lt;br /&gt;
===(29 October 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;.,.UUOW.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Thunder shook the crumbling shack as the old crone stirred the&lt;br /&gt;
steaming black cauldron.  Across from her sat mighty warrior Johns,&lt;br /&gt;
resplendent in his shining armor.  Behind and to the side squatted his&lt;br /&gt;
squire, Toolsman.  The metal pot began to glow.  Images began to form&lt;br /&gt;
above the bubbling stew.  Fighters and monsters danced in the wispy&lt;br /&gt;
smoke.  Toolsman gasped and took Johns's arm.  The knight lord drove&lt;br /&gt;
his elbow into the squire's cheek.  The warrior leaned close and&lt;br /&gt;
questioned the shriveled hag.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;Tell me of black knight Scroder,&amp;quot; commanded Johns, &amp;quot;as you promised to do.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The witch woman raised her face to stare into Johns's eyes.&lt;br /&gt;
&lt;br /&gt;
 &amp;quot;He waits for you,&amp;quot; she said, &amp;quot;in the Valley of Ultimate Despair.&lt;br /&gt;
You shall not live to see him though, for you are already betrayed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Toolsman looked fearfully to his master, but the crusader's eyes were&lt;br /&gt;
ever on the crone.  &amp;quot;It is you who betray!&amp;quot; shouted Johns as he seized&lt;br /&gt;
the old woman and forced her into the pot.  Black smoke billowed forth&lt;br /&gt;
and the air was filled with wicked laughter.  In the end only Johns&lt;br /&gt;
and Toolsman remained.  There was no sign of the spiritual guide.&lt;br /&gt;
&lt;br /&gt;
==[[User:kurtss|kurtss]]==&lt;br /&gt;
===8 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;U|,,.UH-,.,-Bg,,.|&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The riders aimed their lances.  It was to be a contest of skill and&lt;br /&gt;
righteousness.  The goblin's beak dog chirped and kicked, pawing up&lt;br /&gt;
the dirt of the jousting track.  Sir Benefact lifted his lance in&lt;br /&gt;
salute of Princess Marmalade.  Just then the goblin charged.  Benefact&lt;br /&gt;
had just enough time to wheel around and face his opponent.&lt;br /&gt;
&lt;br /&gt;
Wood snapped as the lance found its mark.  Blood shot like a fountain&lt;br /&gt;
from Benefact's chest.  He collapsed in the saddle, and fell from his&lt;br /&gt;
horse.  The goblin rode before the princess and gave his salute.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What is your name, Sir knight?&amp;quot; asked Marmalade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Masterdad,&amp;quot; said the goblin.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Then, Sir Masterdad,&amp;quot; said the princess, &amp;quot;you are the new champion.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==[[User:LaChouette|LaChouette]]==&lt;br /&gt;
===(26 January 2016)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@++@/|N&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joyous song rose up from the midnight tavern.  As sweet as the notes were, painful they were to the creature of the night.  The dwarves of the fortress had no idea that the troglodyte was down there, swimming through the underground river.  The monster hated happiness and was jealous of those who lived normal lives.  The bards seemed to be doing their best to anger the trog.  Tonight he would change their tune.&lt;br /&gt;
&lt;br /&gt;
“Who's there?” asked Kogan.&lt;br /&gt;
&lt;br /&gt;
The knock had come from the inner door of the fortress.  There were no miners down there tonight.  It was the day of the Plump Helmet Festival and all dwarves were making merry.  So who could it be?  Kogan picked up a spare sword just in case and opened the door.&lt;br /&gt;
&lt;br /&gt;
==[[User:landrus|landrus]]==&lt;br /&gt;
===25 May 2012===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;gggg,.-,.@.==@,.@,-.ggggg&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Death comes with the sun,&amp;quot; was the call.&lt;br /&gt;
&lt;br /&gt;
Goblins lined every hill and tree line.  Evil impulses made their&lt;br /&gt;
muscles pop and twitch.  It had been weeks since they had any fresh&lt;br /&gt;
flesh, longer still since they had any loot to fight over.  The bigger&lt;br /&gt;
ones imagined the things they would take.  The smaller ones imagined&lt;br /&gt;
stabbing the bigger ones in the back and taking it for themselves.&lt;br /&gt;
&lt;br /&gt;
The dwarf caravan had come to a halt in Wicked Forest as one of the&lt;br /&gt;
wagons had broken down.  They hadn't the parts so Kobem ordered the&lt;br /&gt;
wood cutters to fashion some from the local trees.  As the day dragged&lt;br /&gt;
on the dwarves began to see a night in Wicked Forest as a real&lt;br /&gt;
possibility.  They worked into the night, all the while coyotes and&lt;br /&gt;
other spooky animals called and brayed.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I have never been so grateful to see the sun,&amp;quot; said Sigun.&lt;br /&gt;
&lt;br /&gt;
No kidding, thought Kobem.  He had been working underground,&lt;br /&gt;
organizing this caravan for seven weeks.  When he finally saw daylight&lt;br /&gt;
he was sick for two days.  Now in the predawn light, Kobem was indeed&lt;br /&gt;
grateful.  Who knows how many night creatures haunted this ill-named&lt;br /&gt;
forest.  The first rays of the sun fell across the wagons.  Sigun&lt;br /&gt;
turned, smiling at his master.&lt;br /&gt;
&lt;br /&gt;
Blood splattered across Kobem's chest.  Kobem froze as Sigun's body&lt;br /&gt;
sank to the ground in slow motion.  Firebrands and sling bullets&lt;br /&gt;
landed among the dwarves.  Kobem collected his wits and dove under the&lt;br /&gt;
nearest wagon.  It couldn't be kobolds.  They were never this brazen.&lt;br /&gt;
Goblins then.  Their leader had guile to attack when they least&lt;br /&gt;
expected it.&lt;br /&gt;
&lt;br /&gt;
Now all Kobem needed was a crossbow.  He looked out from beneath the&lt;br /&gt;
wagon at the body of a fallen marks-dwarf still clutching his weapon&lt;br /&gt;
in his dead hands.  Kobem launched from his hiding place, racing past&lt;br /&gt;
struggling goblins and dwarves.  Almost there, Kobem was blocked by a&lt;br /&gt;
stocky goblin in full plated armor.  Angry eyes burned behind the&lt;br /&gt;
visor.&lt;br /&gt;
&lt;br /&gt;
The evil knight struck first, bringing his iron mace down onto Kobem's&lt;br /&gt;
skull.  It was a glancing blow, but messy.  Kobem fell to one knee.&lt;br /&gt;
The knight sucked in a breath and raised his weapon once more.  That&lt;br /&gt;
was when Kobem drove his fist into the fighter's lower body, smashing&lt;br /&gt;
vital organs.  Kobem grabbed him by the chest plate and slammed him to&lt;br /&gt;
the ground.  He picked up the mace and flipped the knight's visor&lt;br /&gt;
open.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Urist?&amp;quot; asked Kobem.&lt;br /&gt;
&lt;br /&gt;
==[[User:Laod|Laod]]==&lt;br /&gt;
===(15 October 2006)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;T..o..T&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Trolls are playing dodgeball with a boulder!  Who will win?!&lt;br /&gt;
&lt;br /&gt;
==Lord Herman==&lt;br /&gt;
===(Early 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;=&amp;amp;]RR,...\@@@,.,.++++||\^^^^^&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The chariot roared through the battle plain, towed by two giant black,&lt;br /&gt;
slathering rats and carrying the dread lord Sarumak, kingdom smasher&lt;br /&gt;
and orphaner of children.  The dwarves held out the pikes but Sarumak&lt;br /&gt;
swept them aside with his cursed broadsword, Emilplec.  So he reached&lt;br /&gt;
the gates of the dwarf fortress.  The dark lord stepped down from his&lt;br /&gt;
chariot and surveyed the masterwork of architecture.  The gates were&lt;br /&gt;
tall and wide, braced from behind, and no doubt rigged with dozens of&lt;br /&gt;
traps.&lt;br /&gt;
&lt;br /&gt;
It wasn't long before the dwarves were swept from the field.  Now only&lt;br /&gt;
their citadel remained.  Sarumak ordered his siege engines brought&lt;br /&gt;
forward.  As they reached the wall the dwarves dropped down fiery&lt;br /&gt;
liquid and forced them back.  The evil king was growing frustrated.&lt;br /&gt;
He ordered his sappers to dig under the wall.  It was turning into a&lt;br /&gt;
long campaign, and his army of evil beasts wouldn't hold together long&lt;br /&gt;
without a victory.&lt;br /&gt;
&lt;br /&gt;
===(5 December 2009)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,..,..@.@@@@@@@@@@@,.||+++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Eat lead goblin scum!&amp;quot; shouted dwarf warrior Joan as he overturned a&lt;br /&gt;
bucket of heavy metal blocks.&lt;br /&gt;
&lt;br /&gt;
It would seem that terror would strike the hearts of dwarves like&lt;br /&gt;
Joan, now trapped in their fortress tomb.  This was far from the&lt;br /&gt;
truth.  Joan grew bolder the harder he was pressed.  The deeper the&lt;br /&gt;
goblins forced their way in, the more horrible their deaths would be.&lt;br /&gt;
Joan's father had devised most of the traps in the south market&lt;br /&gt;
burrow.  A dwarf shouted in his ear and beckoned him to come off the&lt;br /&gt;
wall.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;The goblins have dug under the wall,&amp;quot; said the guard captain.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That's impossible,&amp;quot; said Joan, &amp;quot;The rock beneath the wall descends&lt;br /&gt;
into the root of the mountain.  It would take hundred years to breach&lt;br /&gt;
that way.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;None the less,&amp;quot; said the captain, &amp;quot;It is said that Sarumak has power&lt;br /&gt;
over giant moles and possesses the secret of dragon fire.  We have&lt;br /&gt;
analyzed the threat, and there is a danger.  We need an elite unit of&lt;br /&gt;
dwarven commandos to sally forth, determine the nature of the enemy's&lt;br /&gt;
plans, and put an end to them.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You can count on me, Captain,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Good show,&amp;quot; said the officer in command.  &amp;quot;Assemble the squad before&lt;br /&gt;
the gate at the day's last light.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Torches and campfires sprang to life in the invader's camp as the sun&lt;br /&gt;
sank behind the mountains.  The captain passed in front of a line of a&lt;br /&gt;
dozen dwarves dressed in black, strapped with all manner of weapons.&lt;br /&gt;
They were a mixed bunch.  A few were adventurers looking for glory.&lt;br /&gt;
Some were drunken toughs looking for a brawl.  The rest were released&lt;br /&gt;
fresh from prison, where they were promised freedom if they fought for&lt;br /&gt;
the king.  Joan stood at the end of the line, his right arm across his&lt;br /&gt;
chest.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;My axe is yours,&amp;quot; said Joan.&lt;br /&gt;
&lt;br /&gt;
The captain looked at Joan, appraising the dwarf hero.  &amp;quot;Keep it,&amp;quot; he&lt;br /&gt;
said.  &amp;quot;You will surely need it before the night is through.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The captain signaled the catapults to begin their barrage.  The&lt;br /&gt;
raining balls of fire were just enough to distract the goblins as the&lt;br /&gt;
gate opened just enough to let a dozen dwarven soldiers out into the&lt;br /&gt;
night.&lt;br /&gt;
&lt;br /&gt;
===(15 January 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;[,.&amp;amp;]TT,..@,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Silently the dwarves wound their way between the campfires around&lt;br /&gt;
which danced the goblins in their orgies of bloodlust.  Ahead was the&lt;br /&gt;
grand tent of Sarumak, six-armed demon from the pit of Thamusula.  Two&lt;br /&gt;
trolls guarded the entrance.  Joan looked to his dwarf Hogan, a&lt;br /&gt;
professional soldier, just let out of prison for failing to meet a&lt;br /&gt;
noble's mandate.  Summoning him closer, Joan whispered his plan into&lt;br /&gt;
the warrior's ear.  Hogan stared into his leader's eyes and blinked&lt;br /&gt;
once.  They both understood the seriousness of the situation.&lt;br /&gt;
&lt;br /&gt;
Hogan had been born the tallest of eight dwarven children.  Freakish&lt;br /&gt;
in size, he was shunned by the others and spent all his spare hours in&lt;br /&gt;
the barracks, smashing sparring dummies.  Now he stepped in front of&lt;br /&gt;
the enemy's headquarters.  Two giant furry trolls stared down at him.&lt;br /&gt;
Hogan threw down his helmet and shouted at the top of his lungs.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Where is that coward Sarumak?&amp;quot; he said.  &amp;quot;Dare he come forth and face&lt;br /&gt;
a true opponent!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
A huge black head appeared through the opening in the tent.  Its&lt;br /&gt;
nostrils snorted fire.  Hogan's jaw went slack and he ran for his&lt;br /&gt;
life.  The huge six-armed demon ran after him and the trolls ran close&lt;br /&gt;
behinds.&lt;br /&gt;
&lt;br /&gt;
===(23 April 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;++@@@+@/++@||&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The dwarven commandos watched as the demon ran after the intruder, the&lt;br /&gt;
two troll guards following soon after.  Joan ordered the dwarves into&lt;br /&gt;
the tent.  Inside, the ceiling was hung with all manner of bones and&lt;br /&gt;
rotting meat.  Joan stared at a pyramid of severed heads and wondered&lt;br /&gt;
if he had known any of them.  A commando took him by the arm and&lt;br /&gt;
pointed to the table at the center of the tent.  On it were Sarumak's&lt;br /&gt;
battle plans!&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Master Joan,&amp;quot; said a scruffy looking commando, &amp;quot;what do we do with&lt;br /&gt;
this?&amp;quot;  In the dirty ex-prisoner's hands lay Emilplec, the infamous&lt;br /&gt;
broadsword of the demon prince.&lt;br /&gt;
&lt;br /&gt;
Smiling Joan snatched up the blade.  He was sure to be named Champion&lt;br /&gt;
now.  With a great sweep of his arm, Joan gathered up the battle plans&lt;br /&gt;
and led the dwarves on a mad dash out of the tent.  All around,&lt;br /&gt;
goblins cried out in alarm.  Halfway on the slope, a runner joined&lt;br /&gt;
them.  It was Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;How did you fare?  Where is Sarumak?&amp;quot; asked Joan.&lt;br /&gt;
&lt;br /&gt;
Hogan breathed hard and said, &amp;quot;Not far behind Sir!  The mission, did&lt;br /&gt;
we succeed?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Joan held up the sword and smiled.  Hogan looked at him, questioning.&lt;br /&gt;
&lt;br /&gt;
--&lt;br /&gt;
&lt;br /&gt;
Stones fell from the ceiling of the great hall as the enemy&lt;br /&gt;
bombardment pounded on.  It had been a relentless barrage ever since&lt;br /&gt;
the commandos returned.  The dwarf king stared out into the empty&lt;br /&gt;
room, deserted save for the commandos and their captain.  The old king&lt;br /&gt;
lifted his heavily lidded eyes and spoke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;You have news, Captain Willard?&amp;quot;  said the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have raided the enemy camp,&amp;quot; said the captain.&lt;br /&gt;
&lt;br /&gt;
The king raised an eyebrow.  &amp;quot;What have you brought me?&amp;quot; he asked.&lt;br /&gt;
&lt;br /&gt;
Joan stepped forward and threw down the blade.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;We have captured Emilplec, hated sword of the enemy!&amp;quot; he shouted.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Fool!&amp;quot; yelled the king.  &amp;quot;Now he will never loosen his grip on our fortress!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===(16 September 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;##||+@/&amp;amp;+||##&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Joan hung his head, deeply shamed.  He wanted nothing more than to&lt;br /&gt;
sink into the cracks of the mountain, never to be remembered.  He had&lt;br /&gt;
dealt the enemy a blow so humiliating now there was no chance of&lt;br /&gt;
peace.  A dwarf at his side rose to his feet and stepped before the&lt;br /&gt;
king.  The rest of the commandos watched in wonder.  It was tall&lt;br /&gt;
Hogan.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;It matters not what we do,&amp;quot; shouted the dwarf.  &amp;quot;Sarumak will come&lt;br /&gt;
for us all the same.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Who is this dwarf?&amp;quot; asked the king.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Hogan Longstride,&amp;quot; said Captain Willard from his place at the king's&lt;br /&gt;
side, &amp;quot;a common criminal.  I shall cut him down, should you wish it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;No,&amp;quot; said the king.  &amp;quot;We will hear what this young dwarf has to say.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Hogan took a breath and fell to his knee, holding the dread sword&lt;br /&gt;
Emilplec out before him.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;To stay behind these walls is to die,&amp;quot; said Hogan.  &amp;quot;Sarumak would&lt;br /&gt;
have us driven into the Underworld, living like goblins in the grimy&lt;br /&gt;
dark.  We must attack!  Drive this sword into the demon's black&lt;br /&gt;
heart.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Joan?&amp;quot; asked the king.  &amp;quot;Do you plan to lead this attack?&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It was certain death and Joan knew it.  He had seen the enemy horde up&lt;br /&gt;
close and there was no way to win, but with the help of this fearless&lt;br /&gt;
dwarf, he now had a way to restore his honor.  Grinding his teeth, he&lt;br /&gt;
took the sword from Hogan and stood before the throne.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;I will strike the demon dead.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Great rocks and balls of flaming matter passed each other in the sky,&lt;br /&gt;
arching down and smashing tall towers and the siege works below.  No&lt;br /&gt;
one even noticed when the commandos emerged from the front gate.  Joan&lt;br /&gt;
looked up to see Sarumak atop one of his siege towers, directing the&lt;br /&gt;
barrage.  The dwarves fought their way to the tower, cutting through a&lt;br /&gt;
host of unsuspecting goblins and trolls.  One by one, the dwarves were&lt;br /&gt;
struck down.  When they reached the tower, only Joan and Hogan&lt;br /&gt;
remained.  The tall dwarf held off a dozen enemies while Joan climbed&lt;br /&gt;
the wooden structure.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Burn them!&amp;quot; screamed Sarumak.  &amp;quot;Burn them all!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The demon turned to see a dwarf behind him, holding a long curved sword.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That is mine!&amp;quot; cried the demon.  &amp;quot;Give it to me!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
With a flick of the wrist, Joan brought the sword down onto the wrist&lt;br /&gt;
of an outstretched hand, lobbing it off in a bloody arch.  But the&lt;br /&gt;
demon had five more and was said to be devious.  This proved not to be&lt;br /&gt;
the case.  In his bloody rage, Sarumak threw himself onto the&lt;br /&gt;
outstretched sword.  Joan tore the blade from Sarumak's stomach and&lt;br /&gt;
severed the demon's head.&lt;br /&gt;
&lt;br /&gt;
The tower began to shift and rock.  Below, the magic creatures&lt;br /&gt;
disappeared in clouds of dust and bursts of flame.  As Joan tried to&lt;br /&gt;
lower himself down the side of the tower, the headless body of Sarumak&lt;br /&gt;
grabbed him by the wrist.  Joan lifted the demon sword, but it became&lt;br /&gt;
glowing hot.  As he dropped it, the sword disintegrated in a spark of&lt;br /&gt;
flame.  The claw released him, and Joan found himself plunging through&lt;br /&gt;
the air.&lt;br /&gt;
&lt;br /&gt;
Hogan caught the hero as he fell.  Together they made their way&lt;br /&gt;
through the army of fleeing goblins, back to the fortress gate.  There&lt;br /&gt;
they were met by much fanfare.  The war was over.  Joan was indeed&lt;br /&gt;
crowned champion, and Hogan became Captain of the Guard, replacing&lt;br /&gt;
Willard, now recently retired.&lt;br /&gt;
&lt;br /&gt;
===(24 December 2010)===&lt;br /&gt;
&amp;lt;pre&amp;gt;,.bb@bdbb@bb@ddbbb.,k,.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Ganagus ran as fast as he could, turning this way and that to throw&lt;br /&gt;
off the posse of dwarves tailing him.  He was close to the kobold&lt;br /&gt;
nest, and if he didn't stop them now, he would bring the dwarves right&lt;br /&gt;
to it.  Looking down the trail, he could see the dwarves coming, their&lt;br /&gt;
blood hounds leading the way.  Ganagus looked up into the canopy to&lt;br /&gt;
see if the old trap was set and hid behind a tree.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;She's got him now!&amp;quot; said a dwarf.  &amp;quot;Looks like a whole mess of them.&lt;br /&gt;
They'll be sorry they ever stole from fortress Heartwears!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The kobold chopped through the rope with his short sword.  A hive of&lt;br /&gt;
bees fell from the sky, crashing amongst the dwarves.  Ganagus leapt&lt;br /&gt;
out from behind the tree and began to chatter and cackle with glee.&lt;br /&gt;
One of the meaner dwarves saw him and charged out of the chaos,&lt;br /&gt;
brandishing an axe.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Bacabadabis,&amp;quot; said Ganagus as he turned and fled, a wide grin across his fangs.&lt;br /&gt;
&lt;br /&gt;
===(5 February 2012)===&lt;br /&gt;
&amp;lt;pre&amp;gt;~~~~~k~~kk~~~~~~..,.,@%@,.,&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
That night, when the beaten dwarves returned to the fortress, the king&lt;br /&gt;
pronounced his doom.  The forest would be burned and every living&lt;br /&gt;
thing in it would die.  Someone brought up the elves, but the dwarves&lt;br /&gt;
laughed him down.  The magma pumps were made ready just in time for&lt;br /&gt;
dawn.&lt;br /&gt;
&lt;br /&gt;
When the sun rose that day, it was not the only thing bringing warmth&lt;br /&gt;
to the world.  Rivers of molten rock poured down either side of&lt;br /&gt;
Heartwears Fortress.  Birds and animals ran, squawked and flew as the&lt;br /&gt;
fire spread through the forest.&lt;br /&gt;
&lt;br /&gt;
Ganagus howled as the flames came closer to his home.  Some of the&lt;br /&gt;
kobolds ran, others sought shelter in the nest.  The nest, and all its&lt;br /&gt;
lovely dwarven toys.  There was no time.  Ganagus gathered what&lt;br /&gt;
kobolds would follow and ran to the lake they called Bagadagus.&lt;br /&gt;
&lt;br /&gt;
Floating in the center of the lake with two of his friends, Ganagus&lt;br /&gt;
was surrounded by a ring of fire.  It was possible other kobolds made&lt;br /&gt;
it out, but not likely.  He thought of all that was lost and grew&lt;br /&gt;
angry.  The dwarves think they can hoard all those lovely things from&lt;br /&gt;
us.  They will be made to give all.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;What happened here?&amp;quot; asked the dwarven sheriff.&lt;br /&gt;
&lt;br /&gt;
The two dwarves stood in an ashen field, burnt tree trunks standing&lt;br /&gt;
all around.  At their feet was a body, hardly recognizable as a dwarf.&lt;br /&gt;
It had been bitten and stung a thousand times.&lt;br /&gt;
&lt;br /&gt;
===(22 April 2013)===&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@,.,.@,=,.,.?k?&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The kobold looked over the smoking pit that once was home.  Everyone&lt;br /&gt;
Ganagus had loved or cared for was dead.  Those that didn’t perish in&lt;br /&gt;
the nest were picked off by dwarven sharpshooters in the days&lt;br /&gt;
following the great fire.  All that was left was Ganagus and his&lt;br /&gt;
incomprehensible oath of vengeance.&lt;br /&gt;
&lt;br /&gt;
“Isn’t that my old end table?” asked Brutus.&lt;br /&gt;
&lt;br /&gt;
The fat dwarf slipped off his pony and made his way through the burnt&lt;br /&gt;
tree trunks to the metal table, half covered in ash.  Sheriff&lt;br /&gt;
Constaban called out, but it was too late.  With a shriek, the dwarf&lt;br /&gt;
disappeared.&lt;br /&gt;
&lt;br /&gt;
Quickly loading their weapons, Sheriff Constaban and the other&lt;br /&gt;
marks-dwarves cautiously made their way toward the shining piece of&lt;br /&gt;
furniture.  They could still hear Brutus from the pit some ways ahead.&lt;br /&gt;
He screamed, sucked in a few breaths and screamed again.  When the&lt;br /&gt;
first dwarf reached the lip of the pit, an arrow flew out of nowhere&lt;br /&gt;
and struck a marks-dwarf in the neck.&lt;br /&gt;
&lt;br /&gt;
“Sniper!” shouted Constaban.&lt;br /&gt;
&lt;br /&gt;
===(2 January 2014)===&lt;br /&gt;
&amp;lt;pre&amp;gt;..,,.ko,,.,.@.,|@@++++&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
It was the end of the year and the Plump Helmet Festival was in full&lt;br /&gt;
swing.  Even in a war-ravaged fortress like Heartwears, the young&lt;br /&gt;
gathered, dressed in their finest.  For some, it would be a new dawn&lt;br /&gt;
as they came into adulthood and were married off in a way to appease&lt;br /&gt;
the families of each young adult.  For others it was just another long&lt;br /&gt;
night drinking or playing tacticus in a side chamber somewhere below.&lt;br /&gt;
&lt;br /&gt;
Sheriff Constaban climbed the many steps of the watch tower and looked&lt;br /&gt;
out over the wasted landscape.  There was still some green poking up&lt;br /&gt;
from the frozen lava field.  It looked quiet, but Constaban knew&lt;br /&gt;
better.  A dwarf couldn't take more than five steps without catching a&lt;br /&gt;
chest full of arrows from kobolds or cannibal elves.&lt;br /&gt;
&lt;br /&gt;
“It's down there,” said the guards-dwarf.  “At the gate.”&lt;br /&gt;
&lt;br /&gt;
“Then why haven't you killed it?” asked Constaban.&lt;br /&gt;
&lt;br /&gt;
“I don't think its armed,” said the guard, pointing with his crossbow.&lt;br /&gt;
&lt;br /&gt;
The gate swung open and Constaban emerged, flanked by castle guards&lt;br /&gt;
and covered from above by a squad of elite marks-dwarves.  The kobold&lt;br /&gt;
looked incredibly small and pathetic in the face of certain death.  It&lt;br /&gt;
was holding something in its hands which it placed at Constaban's feet&lt;br /&gt;
as the dwarf approached.  The sheriff bent and retrieved the package.&lt;br /&gt;
&lt;br /&gt;
“Where did you get this?” asked the sheriff.&lt;br /&gt;
&lt;br /&gt;
The kobold responded with the typical indecipherable chatter, but the&lt;br /&gt;
meaning was clear.  Constaban held in his hands the crown of&lt;br /&gt;
Spearspark, the lost fortress of old.  The war was over.  The dwarves&lt;br /&gt;
cheered for joy.  But there was something more.  If the kobolds had&lt;br /&gt;
found the ancient fortress, they knew the location of the adamantine&lt;br /&gt;
mother-lode.&lt;br /&gt;
&lt;br /&gt;
===(19 July 2014)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;@@@@@@=@H~~~~k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The only dwarf that trusted the kobold was Constaban, so it was no&lt;br /&gt;
surprise when he was made expedition leader.  The dwarves meant to&lt;br /&gt;
reclaim the ancient fortress Spearspark, the last known mine to bear&lt;br /&gt;
adamantine.  Constaban picked six of the heartiest dwarves to go with&lt;br /&gt;
him.&lt;br /&gt;
&lt;br /&gt;
First among them was the miner woman, Ashke.  If anyone could find&lt;br /&gt;
adamantine, it was her.  Next were the battling brothers, Kogan and&lt;br /&gt;
Aliz, who had never lost a fight.  Sasno was a master of tacticus and&lt;br /&gt;
probably the smartest dwarf Constaban knew.  The last two adventures&lt;br /&gt;
were more domestic.  Kiloc was a master carpenter and chef, while Olek&lt;br /&gt;
was a master brewer.  Behind the wagon was a train of hill dwarf&lt;br /&gt;
bearers.&lt;br /&gt;
&lt;br /&gt;
The reclaim caravan was so large that they were not bothered by&lt;br /&gt;
bandits or vengeful elves.  Ganagus was made to run ahead of the wagon&lt;br /&gt;
on a leash.  Constaban knew the kobold was leading them into a trap,&lt;br /&gt;
but the promise of adamantine was too good to pass up.  The expedition&lt;br /&gt;
leader trusted in his strength of arms.  Along with the six fortress&lt;br /&gt;
heroes, he had a small legion of battle hardened hill dwarves.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;That has to be it,&amp;quot; said Ashke.&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Yes,&amp;quot; said Constaban.  &amp;quot;I think you are right.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
The reached the mountain on the dawn of the third day.  The rays of&lt;br /&gt;
the morning sun were shining on the mountainside.  At the base of the&lt;br /&gt;
cliff was a jumble rocks.  Ganagus pointed to the boulders and chirped&lt;br /&gt;
excitedly.  Constaban ordered the hill dwarves to roll the stones to&lt;br /&gt;
the side.&lt;br /&gt;
&lt;br /&gt;
A smelly blast of air rushed out of the cavern as if the mountain had&lt;br /&gt;
been holding its breath.  Constaban called for volunteers and then&lt;br /&gt;
picked two of the hill dwarves to enter the cave.  Who knew what kind&lt;br /&gt;
of night creature could have made the abandoned mine their home?&lt;br /&gt;
&lt;br /&gt;
The kobold, Ganagus, watched as the dwarven soldiers entered the cave.&lt;br /&gt;
Ten years previously, Ganagus himself had broken into the ruin and&lt;br /&gt;
stolen the golden crown.  The horrors he saw there were worse than any&lt;br /&gt;
kobold had language to describe.  With any luck, all the dwarves would&lt;br /&gt;
die horribly.&lt;br /&gt;
&lt;br /&gt;
===(8 May 2015)===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;%%%%%%.,@@!@@@!@!@k&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
“I'm not afraid,” said Kogan as they passed into the deeper darkness of the cave.&lt;br /&gt;
&lt;br /&gt;
“Sure, my brother,” said Aliz, “sure!”&lt;br /&gt;
&lt;br /&gt;
“Quiet, you two,” said Ashke.&lt;br /&gt;
&lt;br /&gt;
They broke out of the tunnel onto a scene of absolute horror.  The grand entrance hall was filled with the bones of sentient creatures.  Skeletons of dwarves, elves, and other people where piled from wall to wall.  The only comfort was that the corpses appeared to be very old.  The bones where crumbling and the armor they wore was old and rusted.  Whatever killed them seemed to have moved on, or maybe it was still there, slumbering.&lt;br /&gt;
&lt;br /&gt;
“Which way to the mine?” asked Constaban&lt;br /&gt;
&lt;br /&gt;
“This way,” said Ashke, “carefully.”&lt;br /&gt;
&lt;br /&gt;
Barely able to contain himself, Ganagus fidgeted and muttered to himself.  Constaban thought about having him killed.  Then he noticed the wine barrels.  They were in the old Spearspark tavern!  This place had been a center for the arts that outshone nearly every other fortress.  Kogan picked up a cup from the floor and poured himself a drink.&lt;br /&gt;
&lt;br /&gt;
“It's still good,” proclaimed Kogan, “after all these years!”&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=223647</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=223647"/>
		<updated>2016-02-20T17:07:26Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* S */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers.  It will run away from any creatures that are not friendly to it. Can be thought of as the counterpoint of the {{text anchor|LARGE_PREDATOR}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} at the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.  A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in Adventure Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. The chance does not increases with further age [http://i.imgur.com/A1A4aA9.png]. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} at the [[unit list]].  Used for [[Undead]]. Now requires [NOT_LIVING] to actually function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will become lovers but not marry, the third decides if the creature will marry this sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an outsider of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin Dwarf Therapist, which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part. (eg. Turtle, Snail)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  Prevents a player from recruiting nobility, even basic ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}{{version|0.42.01}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| The creature will get strange moods in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim and will gain no more experience in swimmer skill, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}{{version|0.42.01}}&lt;br /&gt;
| Syndrome name:Amount&lt;br /&gt;
|&lt;br /&gt;
| Dilutes the effects of a syndrome.  100 is normal effect, higher numbers reduce the effects of the syndrome more.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
&lt;br /&gt;
Binocular vision has a minimum of about 10 degrees. Monocular vision has a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| Attack type addition that injects a material into the victim's blood. If the injected material lacks [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, it will splatter over attacked body part instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Billon&amp;diff=223363</id>
		<title>Billon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Billon&amp;diff=223363"/>
		<updated>2016-02-13T23:59:34Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Alloy&lt;br /&gt;
|name=Billon&lt;br /&gt;
|color=7:3:0&lt;br /&gt;
|color1=7:7:1&lt;br /&gt;
|color2=6:4:0&lt;br /&gt;
|uses=* Furniture &lt;br /&gt;
* Other objects&lt;br /&gt;
|recipe=&lt;br /&gt;
* 1 [[silver]] [[bar]]&lt;br /&gt;
* 1 [[copper]] [[bar]]&lt;br /&gt;
- or -&lt;br /&gt;
* 1 [[silver]] [[ore]]&lt;br /&gt;
* 1 [[copper]] [[ore]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 6&lt;br /&gt;
|wiki=Billon (alloy)&lt;br /&gt;
}}{{av}}{{Quality|Exceptional|12:13, 17 July 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
'''Billon''' is an alloy of equal parts [[silver]] and [[copper]]. Historically, billon was used to mint coins, but it remains to be seen if billon coins will be useful when the [[dwarven economy]] is re-developed. &lt;br /&gt;
&lt;br /&gt;
Two billon bars can be made at a [[smelter]] from 1 silver [[bar]] and 1 copper bar. Eight billon bars can be created by smelting 1 silver-bearing [[ore]] and 1 copper-bearing ore.  Since [[tetrahedrite]] counts as both types of ore, two tetrahedrite nuggets can yield eight bars of billon for a roughly 70% increase in value over smelting the tetrahedrite nuggets separately. This recipe will only be used when no other silver-bearing ores are available to the [[smelter]], otherwise [[silver|silver nugget]]s or [[galena]] ore will be used as the silver-bearing ore, though tetrahedrite can still serve as the copper-bearing ore.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
Unlike both its constituent metals, billon cannot be used to forge weapons or ammunition. Billon can be used to make moderately valuable furniture and 'other objects' at a [[Metalsmith's forge]]. However, know that it is not [[magma-safe]].&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=222217</id>
		<title>Ethic</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ethic&amp;diff=222217"/>
		<updated>2015-12-14T17:32:08Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Ethic types */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|15:42, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Ethic''' tags are used in the [[Entity token|entity raw files]] to determine how different civilizations feel about various issues. Relationships between civilizations are based on their ethic responses in relation to each other; similar ethics result in friendship, while conflicting ethics result in animosity. Strongly conflicting ethics often trigger [[war]]s during [[world generation]].&lt;br /&gt;
&lt;br /&gt;
In practice, this generally causes [[Elf|elves]] to declare war on everybody else over killing plants and making trophies, and everybody else to declare war on the elves over the devouring of sapient beings.&lt;br /&gt;
&lt;br /&gt;
Some ethics also affect [[fortress mode]] features such as [[justice]] or [[trading]]. In [[adventurer mode]], ethics can affect the [[level of conflict]] (lethal, or no quarter). During [[world generation]], ethics also affect how the entity treats its kills, such as devouring them or making trophies out of them.&lt;br /&gt;
&lt;br /&gt;
== Example ==&lt;br /&gt;
In the [[raw file]]s for entities, ethics appear as follows:&lt;br /&gt;
 [ETHIC:LYING:PERSONAL_MATTER]&lt;br /&gt;
&lt;br /&gt;
This means that the entity will treat lying as a personal matter. More technically, the value of its LYING ethic is set to PERSONAL_MATTER.&lt;br /&gt;
&lt;br /&gt;
== Ethic types ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!Token&lt;br /&gt;
!Extra Information&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ASSAULT}}&lt;br /&gt;
| The result of a tantruming citizen attacking another in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_KILL}}&lt;br /&gt;
| This determines if the race will sometimes devour dead enemy combatants of their own race.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EAT_SAPIENT_OTHER}}&lt;br /&gt;
| This also determines whatever or not a race is willing to butcher other sapients. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ANIMAL}}&lt;br /&gt;
| A response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse animal products in trade &amp;amp;mdash; namely, [[material token|materials]] with [IMPLIES_ANIMAL_KILL].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENEMY}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is an enemy of the whole entity will put the creature in [[no quarter]] mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_ENTITY_MEMBER}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy in the same entity will put the creature in [[no quarter]] mode.  Determines whether and how often characters will be murdered. &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_NEUTRAL}}&lt;br /&gt;
| If REQUIRED, all lethal combat with an enemy who is neutral with the entity will put the creature in [[no quarter]] mode.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|KILL_PLANT}}&lt;br /&gt;
| This determines a race's position towards wood as well &amp;amp;mdash; a response between MISGUIDED and UNTHINKABLE (see below) causes the entity to refuse wooden objects (except for &amp;quot;grown&amp;quot; wooden objects) in trade, and it also prohibits them from bringing caravan [[wagon]]s.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LYING}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_ANIMAL}}&lt;br /&gt;
| This determines whether animal kills in world-gen will lead to characters with trophies.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAME_RACE}}&lt;br /&gt;
| This determines whether kills of own race in world-gen will lead to characters with trophies.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAKE_TROPHY_SAPIENT}}&lt;br /&gt;
| This determines whether kills of other sapients in world-gen will lead to characters with trophies.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OATH_BREAKING}}&lt;br /&gt;
| The result of a citizen violating noble mandates in fortress mode. Other effects unknown.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAVERY}}&lt;br /&gt;
|Civilization will enslave defeated enemies and bring them back to their site.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THEFT}}&lt;br /&gt;
| This determines whether the race will try to steal goods.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_AS_EXAMPLE}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_FUN}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TORTURE_FOR_INFORMATION}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREASON}}&lt;br /&gt;
| Protects position holders from being murdered like everyone else. Reason that demon overlords of goblins manage to live for centuries despite goblins killing eachother being a personal matter.  &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRESPASSING}}&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VANDALISM}}&lt;br /&gt;
| The result of a tantruming citizen breaking furniture in fortress mode. Other effects unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic values==&lt;br /&gt;
As used internally (see below), roughly in order of acceptability:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Num !! Token&lt;br /&gt;
|-&lt;br /&gt;
| 0 || {{text anchor|NOT_APPLICABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 1 || {{text anchor|ACCEPTABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 2 || {{text anchor|PERSONAL_MATTER}}&lt;br /&gt;
|-&lt;br /&gt;
| 3 || {{text anchor|JUSTIFIED_IF_NO_REPERCUSSIONS}}&lt;br /&gt;
|-&lt;br /&gt;
| 4 || {{text anchor|JUSTIFIED_IF_GOOD_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 5 || {{text anchor|JUSTIFIED_IF_EXTREME_REASON}}&lt;br /&gt;
|-&lt;br /&gt;
| 6 || {{text anchor|JUSTIFIED_IF_SELF_DEFENSE}}&lt;br /&gt;
|-&lt;br /&gt;
| 7 || {{text anchor|ONLY_IF_SANCTIONED}}&lt;br /&gt;
|-&lt;br /&gt;
| 8 || {{text anchor|MISGUIDED}}&lt;br /&gt;
|-&lt;br /&gt;
| 9 || {{text anchor|SHUN}}&lt;br /&gt;
|-&lt;br /&gt;
| 10 || {{text anchor|APPALLING}}&lt;br /&gt;
|-&lt;br /&gt;
| 11 || {{text anchor|PUNISH_REPRIMAND}}&lt;br /&gt;
|-&lt;br /&gt;
| 12 || {{text anchor|PUNISH_SERIOUS}}&lt;br /&gt;
|-&lt;br /&gt;
| 13 || {{text anchor|PUNISH_EXILE}}&lt;br /&gt;
|-&lt;br /&gt;
| 14 || {{text anchor|PUNISH_CAPITAL}}&lt;br /&gt;
|-&lt;br /&gt;
| 15 || {{text anchor|UNTHINKABLE}}&lt;br /&gt;
|-&lt;br /&gt;
| 16 || {{text anchor|REQUIRED}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Ethic value numbers in relation to each other==&lt;br /&gt;
The following table describes how entities respond to other cultures, with the observer on the vertical axis and their target on the horizontal axis.&lt;br /&gt;
If an entity's accumulated animosity towards another passes a certain threshold (determined by ruler's personality) then it will run a risk-assessment check. If passed, this will lead to a declaration of war.&lt;br /&gt;
&lt;br /&gt;
In general, entities react much more strongly to actions that violate their taboos than to the outlawing of their customs in other civilisations.&lt;br /&gt;
For example, Civ A finds slavery Acceptable, but Civ B considers it a Capital Offence.&lt;br /&gt;
* Civ A will consider Civ B most unreasonable (&amp;amp;minus;5) for executing people over such a non-issue.&lt;br /&gt;
* Civ B will be shocked and disgusted (&amp;amp;minus;15) that Civ A engages in such a debased activity.&lt;br /&gt;
* The end result is mutual negativity. However, Civ B is 3&amp;amp;times; ''more'' offended, and much more likely to go to war over the issue &amp;amp;mdash; assuming, of course, they think they have a chance of winning.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! rowspan=2 colspan=2 | &amp;amp;nbsp;&lt;br /&gt;
! colspan=16  | TARGET&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
!| Accept. || Personal || Reperc. || Good || Extreme || Self-Def. || Sanctioned || Misguided || Shun || Appalling || Reprimand || Serious || Exile || Capital || Unthinkable || Required&lt;br /&gt;
|-&lt;br /&gt;
! rowspan=16 | {{rotate|OBSERVER}} &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! Acceptable || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Personal || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! No Reperc. || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|-&lt;br /&gt;
! Good Reas. || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || 0&lt;br /&gt;
|-&lt;br /&gt;
! Extreme Rs. || {{tc|red|−1}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Self-Defence || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Sanctioned || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−1}} || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || 0 || 0 || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}}&lt;br /&gt;
|-&lt;br /&gt;
! Misguided || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Shun || {{tc|red|−1}} || {{tc|red|−1}} || 0 || 0 || 0 || 0 || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || {{tc|red|−1}} || {{tc|blue|+1}} || {{tc|red|−1}}&lt;br /&gt;
|-&lt;br /&gt;
! Appalling || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Reprimand || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−1}} || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|red|−5}}&lt;br /&gt;
|-&lt;br /&gt;
! Serious || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Exile || {{tc|red|−10}} || {{tc|red|−10}} || {{tc|red|−7}} || {{tc|red|−3}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|red|−10}}&lt;br /&gt;
|-&lt;br /&gt;
! Capital || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || 0 || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|blue|+1}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Unthinkable || {{tc|red|−15}} || {{tc|red|−15}} || {{tc|red|−10}} || {{tc|red|−5}} || {{tc|red|−3}} || {{tc|red|−3}} || {{tc|red|−5}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+2}} || {{tc|red|−15}}&lt;br /&gt;
|-&lt;br /&gt;
! Required || {{tc|blue|+1}} || {{tc|blue|+1}} || {{tc|blue|+1}} || 0 || 0 || 0 || 0 || {{tc|red|−1}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−2}} || {{tc|red|−3}} || {{tc|red|−5}} || {{tc|red|−5}} || {{tc|red|−2}} || {{tc|blue|+1}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All above info was collected and interpreted from the data given by Toady himself at [http://www.bay12forums.com/smf/index.php?topic=22151.msg239689].&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221428</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221428"/>
		<updated>2015-11-29T23:44:36Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Population */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said partols will be hostile to any adventurers they encounter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221427</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=221427"/>
		<updated>2015-11-29T23:42:47Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|19:21, 13 October 2015 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom entity can have a tier of 3000 and still work even if it's the only custom entity.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, then in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max population '''per entity'''. Multiply this by max starting civ to get the total population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site. Generic site types will not hold any more than this number of entities.  Must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can be any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said partols will be hostile to any adventurers they encounter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=217454</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=217454"/>
		<updated>2015-04-04T13:11:07Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:56, 2 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's '''currency''' is measured in &amp;quot;☼&amp;quot; (''White Sun With Rays'', unicode character U+263C), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[Appraiser|trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilization, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilization. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins were intended for use with the [[dwarven economy]], but the economy was removed. In previous versions, [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure mode|Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory provided they have a suitable container on their person. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=217453</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=217453"/>
		<updated>2015-04-04T13:10:05Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Coins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:56, 2 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's '''currency''' is measured in &amp;quot;☼&amp;quot; (''White Sun With Rays'', unicode character U+263C), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[Appraiser|trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilization, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilization. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins were intended for use with the [[dwarven economy]], but the economy was removed. In previous versions, [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure mode|Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=217452</id>
		<title>Currency</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Currency&amp;diff=217452"/>
		<updated>2015-04-04T13:09:15Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Coins */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|13:56, 2 October 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The game's '''currency''' is measured in &amp;quot;☼&amp;quot; (''White Sun With Rays'', unicode character U+263C), called &amp;quot;dwarfbucks&amp;quot; or &amp;quot;db's&amp;quot; by some players. Each item has a specific trade [[value]] in ☼, determined by what kind of object it is, what it is made of, and (sometimes) how well it was made. Dwarfbucks are an important measure in [[trade]] for bartering goods, allowing both the [[merchant]] and [[Appraiser|trader]] to judge whether the bartered [[trade good]]s are equivalent or not.&lt;br /&gt;
&lt;br /&gt;
==Coins==&lt;br /&gt;
[[Metal crafter]]s may strike physical coins out of any [[metal]] at the [[metalsmith's forge]]. This process requires one metal [[bar]] and one unit of [[fuel]], and produces one [[stack]] of 500 coins. Each stack of coins has an effective item value of 10, meaning that the value of a stack is 10 x [[material value]] of the component metal, and a given coin is (10 x [[material value]] / 500) of the value of the metal bar that produced it. For example, [[silver]] has a material value of 10, so a stack of 500 silver coins will be worth 10 x 10 = 100☼, and each silver coin in the stack will be worth 10 x 10 / 500, or 0.2☼ (fractional ☼ values are never displayed).&lt;br /&gt;
&lt;br /&gt;
Coins have their own [[stockpile]], and a [[bin]] in such a stockpile can hold over 100 stacks of 500 coins each. Coins are named based on the year they are minted and the name of your civilization, and each coin in a given stack will be identical. For example if the year is 1058 and the name of the civilisation is Olon Ibesh, each coin in a stack of silver coins will be an &amp;quot;Olon Ibesh 1058 silver&amp;quot; coin. The coins also depict images and figures from the history of the civilization. The images replicated on the coin can be of quality, but this does not translate into a quality grade of the coin itself. Every material and every year will get its own pair of images.&lt;br /&gt;
&lt;br /&gt;
===Coins and the Dwarven Economy===&lt;br /&gt;
Coins were intended for use with the [[dwarven economy]], but the economy is not currently enabled. In previous versions, [[copper]], [[silver]], and [[gold]] coins had monetary value in addition to their intrinsic value, and dwarves would keep personal stacks of coins as part of their personal accounts. Coins of other metals were widely known as &amp;quot;collector's coins.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
===Coins and Combat Training===&lt;br /&gt;
It is possible to construct [[danger room]]s which train dwarves' [[armor user]] skills by flinging coins at them.&lt;br /&gt;
&lt;br /&gt;
== Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Coins are very commonly found in [[Adventure mode|Adventure Mode]]. Virtually any intelligent being (dwarf, human etc.) you find will have coins in their inventory. Each civilization maintains its own currency, and coins minted by one civilization will not retain their value if you travel to a town belonging to a different civilization. For this reason, it can be more practical to exchange excess coinage for other small and valuable objects like [[gem]]s. Coins are also useful for throwing at enemies.&lt;br /&gt;
&lt;br /&gt;
Coin values in Adventure Mode:&lt;br /&gt;
* Copper Coin = 1☼&lt;br /&gt;
* Silver Coin = 5☼&lt;br /&gt;
* Gold Coin = 15☼&lt;br /&gt;
&lt;br /&gt;
As a curiosity, coins with quality levels can show up in adventurer mode. Bandit leaders receive quality equipment, which often results in them carrying coins with improved quality.&lt;br /&gt;
&lt;br /&gt;
{{Category|Items}}&lt;br /&gt;
{{Category|Economy}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217118</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217118"/>
		<updated>2015-03-17T14:58:08Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Responsibilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Position will make a 'social call' to an established foreign settlement, complimenting or insulting them depending on relations and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217117</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217117"/>
		<updated>2015-03-17T14:57:43Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Responsibilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Position will make 'social call' to an established foreign settlement, complimenting or insulting them and reporting the news.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217012</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217012"/>
		<updated>2015-03-09T19:09:16Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the requirements to have them, which are the values set in LAND_HOLDER_TRIGGER.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217011</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217011"/>
		<updated>2015-03-09T19:08:43Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which are values set in LAND_HOLDER_TRIGGER.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217010</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217010"/>
		<updated>2015-03-09T19:04:55Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the defined number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventure mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217009</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217009"/>
		<updated>2015-03-09T19:03:56Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is a puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the defined number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventurer mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217008</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217008"/>
		<updated>2015-03-09T19:02:54Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Position Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is the puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the defined number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| Has no present function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventurer mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217006</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217006"/>
		<updated>2015-03-09T18:58:42Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: Removing defunct tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is the puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do. Currently does not actually work. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Does not appear to work. {{bug|4589}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventurer mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's sites will wage war on eachother constantly and as a result all viable civilizations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217005</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217005"/>
		<updated>2015-03-09T18:56:40Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Responsibilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is the puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do. Currently does not actually work. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Does not appear to work. {{bug|4589}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventurer mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Position goes around and collects the tax money from the populace, under armed escort. &lt;br /&gt;
| Removed in version 0.31 along with the dwarven [[economy]]. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Position will keep track of assigned weapons and equipment.&lt;br /&gt;
| Removed in version 31.10. Has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position serves as one of the tax collector's bodyguards during his rounds.&lt;br /&gt;
| Removed in version 0.31 along with the tax collector. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position travels with the caravan to make trade agreements with any settlements that it visits, provided they are domestic, report the news and promote LAND_HOLDER positions. Also reports recent news. Presumably has no effect at site level. Crucially it does not visit foreign settlements but the civ-level TRADE position does the exact same thing in it's position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's site's will wage war on eachother constantly, as a result all civilization with diplomatic relations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Position approves changes to ammunition settings in the military screen.&lt;br /&gt;
| Removed in version 31.10. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position enables taming exotic creatures and does forge work.&lt;br /&gt;
| Defunct since version 0.31, removed with the animal training overhaul in 34.06. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, this position will arrive with the caravan to make trade agreements and behaves otherwise like the civ's own ESTABLISH_COLONY_TRADE_AGREEMENTS position holder. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217004</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217004"/>
		<updated>2015-03-09T18:50:43Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: Noticed that the SITE token could be better written and that the squad name is used.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is the puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do. Currently does not actually work. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Does not appear to work. {{bug|4589}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventurer mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| Every site government will have the defined number of this position instead of the whole civilization; provided that other criteria (if any) are met. Unless LAND_HOLDER is present instead, the defined number of the position will be created only for the civilization as a whole. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) is used in adventure mode for the adventurer.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Position goes around and collects the tax money from the populace, under armed escort. &lt;br /&gt;
| Removed in version 0.31 along with the dwarven [[economy]]. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Position will keep track of assigned weapons and equipment.&lt;br /&gt;
| Removed in version 31.10. Has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position serves as one of the tax collector's bodyguards during his rounds.&lt;br /&gt;
| Removed in version 0.31 along with the tax collector. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will live in the civilization capital and travels with the caravan to make trade agreements with any settlements that it visits, whether they are domestic or foreign. Also reports recent news. Presumably has no effect at site level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's site's will wage war on eachother constantly, as a result all civilization with diplomatic relations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Position approves changes to ammunition settings in the military screen.&lt;br /&gt;
| Removed in version 31.10. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position enables taming exotic creatures and does forge work.&lt;br /&gt;
| Defunct since version 0.31, removed with the animal training overhaul in 34.06. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, the position will arrive with the caravan to make trade agreements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Position approves changes to assigned squad equipment in the military screen.&lt;br /&gt;
| Removed in version 31.10. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217003</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=217003"/>
		<updated>2015-03-09T18:41:23Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: Correcting how rules from location works.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is the puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do. Currently does not actually work. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Does not appear to work. {{bug|4589}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventurer mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| If there is a special location set aside for rulers, this is at present only the human castle/mead hall and the elf home tree the position holder will always be found at that particular location. Does nothing for dwarf nobles because at present dwarves have no such special location and may not conquer any foreign sites because of lack of defined siege criteria. Additionally, at present newly created position holders post-gen will not relocate to the proper location if the previously holder died violently, at least which the player was present (may be a bug or it may be a feuture).  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will attempt to have this position separate for each site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) may be a relic from the 40d era.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Position goes around and collects the tax money from the populace, under armed escort. &lt;br /&gt;
| Removed in version 0.31 along with the dwarven [[economy]]. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Position will keep track of assigned weapons and equipment.&lt;br /&gt;
| Removed in version 31.10. Has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position serves as one of the tax collector's bodyguards during his rounds.&lt;br /&gt;
| Removed in version 0.31 along with the tax collector. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will live in the civilization capital and travels with the caravan to make trade agreements with any settlements that it visits, whether they are domestic or foreign. Also reports recent news. Presumably has no effect at site level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's site's will wage war on eachother constantly, as a result all civilization with diplomatic relations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Position approves changes to ammunition settings in the military screen.&lt;br /&gt;
| Removed in version 31.10. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position enables taming exotic creatures and does forge work.&lt;br /&gt;
| Defunct since version 0.31, removed with the animal training overhaul in 34.06. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. When applied to other civilizations, the position will arrive with the caravan to make trade agreements.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Position approves changes to assigned squad equipment in the military screen.&lt;br /&gt;
| Removed in version 31.10. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216554</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216554"/>
		<updated>2015-02-17T22:25:44Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* B */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers.  It will run away from any creatures that are not friendly to it.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. This allows a creature to bypass raised drawbridges which non-flying creatures cannot, even if there is no accessible Z-Level above it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216546</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216546"/>
		<updated>2015-02-17T20:42:42Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. This allows a creature to bypass raised drawbridges which non-flying creatures cannot, even if there is no accessible Z-Level above it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216545</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216545"/>
		<updated>2015-02-17T20:41:58Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. This allows a creature to bypass raised drawbridges which non-flying creatures cannot, even if there is no accessable Z-Level above it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216544</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216544"/>
		<updated>2015-02-17T20:41:00Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. This allows a creature to bypass raised drawbridges which non-flying creatures cannot, even if there is no accesible Z-Level above it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216543</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216543"/>
		<updated>2015-02-17T20:40:18Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* F */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. This allows a creature to bypass raised drawbridges which non-flying creatures cannot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216542</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216542"/>
		<updated>2015-02-17T20:35:55Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216541</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216541"/>
		<updated>2015-02-17T20:34:35Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216540</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216540"/>
		<updated>2015-02-17T20:33:54Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* I */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered outside of Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216537</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216537"/>
		<updated>2015-02-17T20:25:01Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216536</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216536"/>
		<updated>2015-02-17T20:24:20Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING except that creatures [HOSTILE_TO_LIFE] will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &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 ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216535</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=216535"/>
		<updated>2015-02-17T20:19:54Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: No that is not the case.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, but may lash out if agitated or disturbed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for NOT_LIVING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &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 ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles and allows all females of the species to breed regardless of marital status. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=215457</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=215457"/>
		<updated>2015-01-24T10:56:44Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:56, 27 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom creature can have a tier of 3000 and still work even if it's the only custom creature.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max population '''per entity'''. Multiply this by max starting civ to get the total population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site. Generic site types will not hold any more than this number of entities.  Must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Will cause cities to be hostile to adventurers whenever they enter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a Barony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=215456</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=215456"/>
		<updated>2015-01-24T10:43:12Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: Mead halls not controlled by Outdoor fortifications&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:56, 27 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom creature can have a tier of 3000 and still work even if it's the only custom creature.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max population '''per entity'''. Multiply this by max starting civ to get the total population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site. Generic site types will not hold any more than this number of entities.  Must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.  Modding can produce forces aligned to mountains however.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[personality trait|cultural values]].  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Will cause cities to be hostile to adventurers whenever they enter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a Barony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=215415</id>
		<title>Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_token&amp;diff=215415"/>
		<updated>2015-01-21T18:30:05Z</updated>

		<summary type="html">&lt;p&gt;Goblin Cookie: Not the case that trade is responsible for trade agreements, that is establish colony trade agreements.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See [[Entity token]].&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch) and should follow the [POSITION:POSITION_NAME] token.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNT_EXEMPT&lt;br /&gt;
|&lt;br /&gt;
| The position holder is not subjected to the economy. Less than relevant right now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Only creatures with the specified class token can be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALLOWED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts the position to only the defined caste. Only works with a caste of the entity's current race (If the entity had multiple CREATURE: tokens)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position can only be chosen to the task from the nobles screen, and is available only if there is an *argument* present. For example, the GENERAL is [APPOINTED_BY:MONARCH]. Contrast [ELECTED]. Being appointed by a MONARCH seems to handle a lot of worldgen stuff and interferes with fort mode titles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| In adventure mode, when referencing locations an NPC may mention this position holder living there or having done some deed there.  Means that the position exists in world-gen rather than being created only at the end of world-gen&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this color, instead of their profession color. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position is the puppet ruler left behind on a conquered site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| Minted coins will have images that reflect the personality of this position holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled from Legends as &amp;quot;unimportant&amp;quot; during world generation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Members of this position will never agree to 'join' your character during adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the most skill-eligible creature to fill this position. Contrast [APPOINTED_BY].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTION_SKILL&lt;br /&gt;
| weapon skill&lt;br /&gt;
| A mandatory subtag of [RESPONSIBILITY:EXECUTIONS]. Determines the weapon chosen by the executioner for his work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will visibly flash, like legendary citizens. Represents a properly noble station by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GENDER&lt;br /&gt;
| male/female&lt;br /&gt;
| The position can only be held by specified gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| importance tier (1-3)&lt;br /&gt;
| This is an alternative to SITE.  What it does is allow positions to be created at civ-level 'as needed' for all sites that meet the wealth requirements to have them, which is set by the number.  The character is tied permanantly to a particular site but also operates at the civ-level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do. Currently does not actually work. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The spouse of the position holder doesn't have to work, either. Also doesn't work either. {{bug|3721}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_SCREEN_ONLY&lt;br /&gt;
|&lt;br /&gt;
| This position can not be appointed from the nobles screen. Intended for militia captains and other squad leaders to reduce clutter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number/AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number (0-30000)&lt;br /&gt;
| How important the position is in society; a lower number is more important and displayed higher in the Nobles menu. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes. Does not appear to work. {{bug|4589}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| QUEST_GIVER&lt;br /&gt;
|&lt;br /&gt;
| The position holder can give quests in Adventurer mode. Functionality in 0.31.13 and later is uncertain.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CLASS&lt;br /&gt;
| CREATURE_CLASS Token&lt;br /&gt;
| Creatures of the specified class cannot be appointed to this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REJECTED_CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Restricts position holders by CREATURE type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| This position is absorbed by another down the line. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number (0-100)&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number (0-1000000)&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| The position holder does a thing. See the table below for suitable arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| The position holder is the main ruler of his site and tends to stay there. {{verify}} This token is also required for custom position to appear in fortresses and town keeps in adventure mode, like randomly generated lords/ladies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will attempt to have this position separate for each site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher PRECEDENCE holds quarters with a greater value than their own.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIAL_BURIAL&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will inter the corpse of the position holder in a special grave, either in catacombs or in monuments. If that grave is disturbed, the position holder can return as a mummy. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is female, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the spouse of the creature holding the position is male, this is the spouse's position name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder is authorized to form a military squad, led by themselves. The number denotes the maximum headcount. The noun used to describe the subordinates (e.g. royal guard) may be a relic from the 40d era.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR / BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen. A single position can have multiple BY_POSITION tokens.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
! Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will use Record Keeper skill to keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Position will lead military training exercises.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Position goes around and collects the tax money from the populace, under armed escort. &lt;br /&gt;
| Removed in version 0.31 along with the dwarven [[economy]]. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Position will keep track of assigned weapons and equipment.&lt;br /&gt;
| Removed in version 31.10. Has no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position serves as one of the tax collector's bodyguards during his rounds.&lt;br /&gt;
| Removed in version 0.31 along with the tax collector. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will live in the civilization capital and travels with the caravan to make trade agreements with any settlements that it visits, whether they are domestic or foreign. Also reports recent news. Presumably has no effect at site level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position executes death penalties with a weapon of the appropriate skill.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Position will use Diagnostician skill enable the {{key|z}}-menu health screen.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position and its subordinates are in charge of punishing criminals. A position holding this responsibility plus the SQUAD token (or allowing the entity to have a SITE_VARIABLE_POSITION with this responsibility) is required for an adventurer from a given civilization to start as a hearthperson, fortress guard, etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Will be referred to as the leader of the site in adventure mode and they may be informed as to the site being the capital city for civ-level positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Unknown function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates peace treaties in order to end wars.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Position negotiates special agreements such as tree cutting quotas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position enables the use of workshop profiles and uses the Organizer skill to process work orders entered in the job manager after the fortress population reaches 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Position holds meetings with unhappy citizens and tries to pacify them with happy thoughts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Character is in charge of going to war and making peace for the government they work for.  Without a position with this responsibility at civ level the civilization will not be able to make peace and it's site's will wage war on eachother constantly, as a result all civilization with diplomatic relations must have one leader with this tag at civ level. This appears not to be a problem for kobolds, presumably due to either the SKULKING or the UTTERANCES tokens. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_STRATEGY&lt;br /&gt;
| Found on general/militia commander. During worldgen, position will go on expeditions to tame exotic creatures. Means that they will command the armies of their site or civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain. Effect unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats and liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Position informs you about worship cults{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Position approves changes to ammunition settings in the military screen.&lt;br /&gt;
| Removed in version 31.10. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position enables taming exotic creatures and does forge work.&lt;br /&gt;
| Defunct since version 0.31, removed with the animal training overhaul in 34.06. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will use Appraisal skill to display value estimates and trade at the depot when set to broker only. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Position approves changes to assigned squad equipment in the military screen.&lt;br /&gt;
| Removed in version 31.10. Has no current effect.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Related Tokens ==&lt;br /&gt;
The following two ENTITY tokens are not actually position tokens, but bear mentioning on this page because they can modify the way that a civilization's positions behave:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* landholder tier&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines the requirements for the noble ruler promotions. The tier numbers determine which position is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker).&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Why Won't My Positions Appear? ==&lt;br /&gt;
The way DF determines what positions will actually ''appear'' in your fortress is somewhat counterintuitive and fairly limiting. This guide should help you understand what you can do to actually get your positions working properly.&lt;br /&gt;
&lt;br /&gt;
There are five tokens governing which positions appear in your fortress - LAND_HOLDER, REQUIRES_POPULATION, APPOINTED_BY, ELECTED, and REPLACED_BY. The first two determine when your fortress is eligible for a new position, the next two determine how a new position for which your fortress is eligible can be added, and the fifth allows you to clear up obsolete positions. Unfortunately, they also interact in some strange ways that makes creating interesting position structures difficult.&lt;br /&gt;
&lt;br /&gt;
When you start a new fortress, DF compiles a list of your initial positions. To do this, it looks at the requirements for each position - any position whose only requirement is less than seven dwarves (either because they have no requirement tokens, or because their only requirement tokens are [REQUIRES_POPULATION: =&amp;lt; 7] or [LAND_HOLDER:some trigger whose only requirement is some number of dwarves equal to or less than 7]). Most importantly, ''any'' position whose only requirement is a LAND_HOLDER requirement, regardless of what the trigger for that requirement is, will be added if another eligible starting position is REPLACED_BY it. '''A non-LAND_HOLDER position that is REPLACED_BY a LAND_HOLDER position will never appear.''' With this list compiled, the game culls all positions that are REPLACED_BY another eligible position, and then culls all positions that have the APPOINTED_BY token. '''You may not embark with any appointed positions.''' Any remaining positions are then filled by a dwarf chosen at random.&lt;br /&gt;
&lt;br /&gt;
'''Positions do not automatically appear when you reach their requirements.''' For example, if you remove the ELECTED token from the Mayor, then the Mayor will never appear, even once you reach his required number of dwarves. '''For a position that does not appear at embark to appear in your fortress, it must be APPOINTED_BY another position or ELECTED.'''&lt;br /&gt;
&lt;br /&gt;
Naturally, this is more complicated than it looks. '''APPOINTED_BY positions must be appointed by another position already in your fortress, or a civ-level position. Only LAND_HOLDER positions may be appointed by civ-level positions.''' LAND_HOLDER positions that are APPOINTED_BY civ-level positions are inherently tied to civ-level tokens with the ESTABLISH_COLONY_TRADE_AGREEMENTS responsibility. If a fortress meets the LAND_HOLDER_TRIGGER for a new LAND_HOLDER tier when a caravan leaves, then the next time the outpost liaison or equivalent arrives, he will offer to make you an official colony, which will allow you to select all positions for that LAND_HOLDER level. '''Each time he appears, the outpost liaison will only promote your fortress one tier up the LAND_HOLDER track.''' The biggest problem with this system is that you may set your LAND_HOLDER_TRIGGERS such that you are eligible for the first tier of LAND_HOLDER positions at embark. '''If you are eligible for the first tier of LAND_HOLDER positions at embark, then all first-tier positions will appear twice - once at embark, and again when the outpost liaison comes to appoint you to the first tier.'''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Goblin Cookie</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=215410</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=215410"/>
		<updated>2015-01-20T20:49:22Z</updated>

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