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		<id>https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=211921</id>
		<title>Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=211921"/>
		<updated>2014-10-29T16:24:42Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Changed quality rating from &amp;quot;Fine&amp;quot; to &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:24, 29 October 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
When a dwarf is under high amounts of emotional stress, it may temporarily lose control and suffer a temporary emotional breakdown. Depending on the dwarf's [[personality trait]]s, this may result in the dwarf throwing a tantrum, slipping into depression, or stumbling around obliviously.&lt;br /&gt;
&lt;br /&gt;
Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting fist fights (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But even though they are punished, if their punishment is [[Hammerer|more harsh than usual]], their death (or the results of their misbehaviour) may cause further emotional breakdowns, eventually spiralling out of control and [[fun|destroying your fortress]].&lt;br /&gt;
&lt;br /&gt;
Tantruming may be a warning that the certain dwarf may go [[insane]].&lt;br /&gt;
&lt;br /&gt;
To make tantrums less likely, see the article on [[keeping your dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The new mechanics for emotional breakdowns are not yet known.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Tantrums only occur when a dwarf is &amp;quot;Miserable&amp;quot;, the lowest possible state of [[happiness]], though the dwarf's happiness will be instantly boosted to 25 (Very Unhappy) for the duration of the tantrum. In this state, a dwarf has a 1/1000 chance each frame (about 70% chance per in-game day) of ''responding'' to its unhappiness. A dwarf's '''vulnerability''' [[personality trait]] determines how likely they are to respond - a lower value makes the dwarf less likely, with a value less than 25 making the dwarf effectively immune to unhappiness.&lt;br /&gt;
&lt;br /&gt;
Each time a dwarf responds to being unhappy, its &amp;quot;mental instability&amp;quot; increases; this value becomes a percentage chance for the dwarf to go [[insane]] each time it responds to unhappiness (unless it has successfully completed a [[strange mood]], in which case nothing happens). If it does not go insane, then its '''anger''' personality trait is checked to determine how likely the dwarf is to actually throw a tantrum - a lower value makes the dwarf less likely to tantrum, with a value less than 25 allowing the dwarf to maintain its composure until it goes insane.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf becomes happy again (at least to be no longer Miserable), it has a 1/1000 chance each frame of decreasing its mental instability, making it less likely to go insane the next time it tantrums.&lt;br /&gt;
&lt;br /&gt;
Note that tantrums are not the only things that can cause a dwarf to become mentally unstable - being attacked by the dead carries a 5% sanity penalty, and being possessed or tortured by a ghost carries a 10% sanity penalty.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that a miserable dwarf can becomes ecstatic after throwing a tantrum, if you are lucky enough to have him next to a stockpile to throw stuff everywhere for the duration of the tantrum. (However, the dwarf will likely be sent to jail, possibly dying of dehydration, and [[fun]] may occur.)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
(This requires lots of friends, married couples, and the oh so common bad luck.)&lt;br /&gt;
&lt;br /&gt;
* Asob, a [[craftsdwarf]], gets the [[Strange mood|urge]] to build a mysterious construction, but unfortunately there are no bones or shells to be had.&lt;br /&gt;
* Asob goes [[Insanity|berserk]], kills Bëmbul, and wounds Cilob. Asob is then struck down by Ilral, making an unhappy thought for Asob's friend Edëm.&lt;br /&gt;
* Bëmbul's lover Dodók, and friends Edëm and Fikod, get a strong unhappy thought.&lt;br /&gt;
* Dodók, going to help Cilob, throws a tantrum. He kills Cilob in his rage, giving another unhappy thought to Cilob's friend Fikod.&lt;br /&gt;
* Fikod, now horribly unhappy from the death of two of his friends, throws a tantrum destroying Edëm's and Dodók's beds.&lt;br /&gt;
* Edëm, now ''very unhappy'' from two of her friends dying as well as losing her bed, goes [[Insanity|melancholy]] and commits suicide by jumping down the well, giving an unhappy thought for Dodók and Litast; and contaminating the only water source.&lt;br /&gt;
* Dodók, despite the happy thought for fighting (and killing) Cilob, is overwhelmed by unhappy thoughts and tantrums again.  This time he destroys a bridge, drowning Fikod in the moat (as it has no ramps), and then attacks Geshud.&lt;br /&gt;
* Fikod's friends, Kikrost and Litast, both get an unhappy thought.&lt;br /&gt;
* Edëm's body, inaccessible, rots, causing Litast to tantrum. He punches Geshud, hospitalizing him.&lt;br /&gt;
* Dodók once again punches someone, this time Kikrost - cutting his lip.&lt;br /&gt;
* Without fresh water, Geshud dies a slow death of dehydration.&lt;br /&gt;
* Kikrost, even more angry due to being punched, punches Dodók back.&lt;br /&gt;
* Dodók, finally being overwhelmed, goes stark raving mad.&lt;br /&gt;
* Kikrost, angry about being Dodók's punching bag, punches Litast, and Litast punches Ilral.&lt;br /&gt;
* Kikrost, unable to wash his lip with clean water combined with all of the rotting corpses, succumbs to infection.&lt;br /&gt;
* Dodók dives into magma, creating an unhappy thought for Dodók's friend, Ilral.&lt;br /&gt;
* Ilral, a skilled warrior, in the wake of death and [[miasma]] finally goes berserk and finishes the fortress off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The results, (by date).&lt;br /&gt;
Bëmbul - dead (by Asob)&lt;br /&gt;
Asob - dead (by Ilral)&lt;br /&gt;
Cilob - dead (by Dodók)&lt;br /&gt;
Edëm - dead (suicide)&lt;br /&gt;
Fikod - dead (by Dodók, via drowning, rots with body inaccessible)&lt;br /&gt;
Geshud - dead (dehydration)&lt;br /&gt;
Dodók - dead (Stark raving mad, falling into magma)&lt;br /&gt;
Ilral - berserk (because of all the Miasma, and Dodók)&lt;br /&gt;
Kikrost - dead (infection)&lt;br /&gt;
Litast - dead (by Ilral)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- The results, (by letter).&lt;br /&gt;
Asob - dead (by Ilral)&lt;br /&gt;
Bëmbul - dead (by Asob)&lt;br /&gt;
Cilob - dead (by Dodók)&lt;br /&gt;
Dodók - dead (Stark raving mad, falling into magma)&lt;br /&gt;
Edëm - dead (suicide)&lt;br /&gt;
Fikod - dead (drowning via Dodók)&lt;br /&gt;
Geshud - dead (dehydration)&lt;br /&gt;
Ilral - berserk (because of all the Miasma, and Dodók)&lt;br /&gt;
Kikrost - dead (infection)&lt;br /&gt;
Litast - dead (by Ilral)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Fortress at the start:  10 &amp;quot;normal&amp;quot; dwarves. &lt;br /&gt;
&lt;br /&gt;
Fortress after tantrum spiral:  9 dead dwarves, 1 berserk dwarf (likely soon to die from starvation/dehydration). Causing fortress-stopping [[Losing|Fun]].&lt;br /&gt;
&lt;br /&gt;
As a result of not having the right bones or any shells, your fortress falls. The main thing that started this mess was Bëmbul's death. And bad luck. Isn't losing [[Losing|Fun]]?&lt;br /&gt;
&lt;br /&gt;
==Damage Control==&lt;br /&gt;
It is possible to survive a tantrum spiral, but it's going to take some serious damage control.&lt;br /&gt;
*Prioritize making [[alcohol]], [[coffin]]s, and [[food]] over everything else. Stop any unnecessary work.&lt;br /&gt;
*Bury all that die, burial lessens the unhappiness of death, and prevents miasma and [[ghost]]s.&lt;br /&gt;
*Handle the most unhappy dwarves with special care. Giving them additional rooms and furniture could slow down their happiness decrease. Relieve them from work and let them meet their friends, pets and relatives if they have any. Expedition leader/Mayor/Baron etc. could sometimes give them consolations, or be yelled at, so make him available for meetings. If situation around a certain dwarf seems unresolvable, try to isolate him while you can, preferably with walls.&lt;br /&gt;
*Move military inside to kill anyone that berserks. You'll die if an ambush hits you during the spiral anyway.&lt;br /&gt;
*Create Jails by placing rope or chains in small rooms. Under Build (b) Restraint (v), then select the restraint using (q) and select Use for Justice (j), much like you would when placing a bed and making a bedroom. This will place people misbehaving or throwing tantrums in jail. Then if they do go berserk, they will be restrained away from everyone else until the military arrives to deal with them. When a fortress starts Tantrum spiraling make as many Jails as needed. &lt;br /&gt;
*Also, if, by a stroke of luck, some already-happy migrants come, then they will add to population and you will now have dwarfs who will do work without being interrupted by the need to destroy everything.&lt;br /&gt;
*Confining a dwarf to a [[burrow]] will prevent him from starting a fist fight, generating instead the announcement 'Urist McAngry cancels Starting Fist Fight: Target inaccessible.' This only works if his chosen target is outside the burrow designation and is extremely useful in preventing a tantrum spiral, as it prevents any death or injury resulting from the fight. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
[[Keeping your dwarves happy]] is an important task. While it's easy enough to keep everyone happy under normal circumstances, trying times, like the aftermath of bloody goblin [[ambush]]es, will push any fortress dangerously close to a spiral.&lt;br /&gt;
&lt;br /&gt;
Having a high overall happiness helps, but the best on-the-spot prevention is [[solitary confinement]]. Lavish room and board arrangements into which the dwarves can be locked will prevent their aggravation from spreading, as their upturning of chairs will not affect any of the other fortress occupants, as well as working wonders for even the most hardened of prima donnas.&lt;br /&gt;
&lt;br /&gt;
== Prevention, second method ==&lt;br /&gt;
&lt;br /&gt;
There is another alternative way to avoid tantrum spirals. It is quite a bit more difficult, but generally far more dwarven and !!FUN!!.&lt;br /&gt;
&lt;br /&gt;
The whole point is to expose all of your population to enough violence so that they take the trait &amp;quot;doesn't care about anything anymore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Most of your military eventually acquires the trait naturally. This trait makes the dwarf not care about death, so they will stay &amp;quot;quite content&amp;quot; and will not generally not throw tantrums.&lt;br /&gt;
&lt;br /&gt;
You have many choices for exposing your dwarves to violence. Dropping dogs, cats or poultry 15 z-levels on top your meeting zone  seems to be the safest way to do it. You can also make your whole fort in a military / as hunters and make them kill animals or enemies, but this is quite long and unwieldy.&lt;br /&gt;
&lt;br /&gt;
Since a dwarf with this trait does not tantrum, tantrums and therefore tantrum spirals will become exceedingly rare, and if you manage to immunize your whole fort, not only tantrum spirals will not happen, but general dwarf mood will be equalized, leading them to not care (much) about Spartan living conditions.&lt;br /&gt;
&lt;br /&gt;
== When the Fun doesn't stop ==&lt;br /&gt;
&lt;br /&gt;
Sometimes a tantrum spiral starts, and doesn't want to stop. This can be disastrous to a fort, and not just the [[Fun|usual]] ways. A lucky fort can linger on long enough even with most of the populace too busy rioting to work. If it gets bad enough the player may be left unable to take any action to salvage the situation, and such a fort's downfall is often from the player abandoning after getting bored staring helplessly at a screen for (in-game, hopefully) months.&lt;br /&gt;
&lt;br /&gt;
At that point, you've got two options. Either hit abandon, or keep waiting to see if things will calm down so you can regain control. Or maybe the dwarves will finally destroy themselves in an entertaining manner.&lt;br /&gt;
&lt;br /&gt;
== The Dreams of a Dwarf ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tantrum while sleeping.PNG|200px|thumb|right|Even when sleeping, a dwarf can throw a tantrum]]&lt;br /&gt;
&lt;br /&gt;
Sleeping is, as all dwarves know, a &amp;lt;s&amp;gt;utter waste of booze-drinking time&amp;lt;/s&amp;gt; necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has &amp;lt;s&amp;gt;spoiled child&amp;lt;/s&amp;gt; dwarfy needs and, as such, even in the middle of [[Siege|welcoming foreign diplomats]], completely depleted of energy, a dwarf will show his essence and throw a tantrum.&lt;br /&gt;
&lt;br /&gt;
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in Dreamland, the dwarf sees himself in the grandest of Fortresses, hurling [[Magma|snowballs]] to their [[Elf|fellow man]], creating dreams worthy of a dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=211920</id>
		<title>Tantrum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tantrum&amp;diff=211920"/>
		<updated>2014-10-29T16:23:24Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Fine&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|16:23, 29 October 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
When a dwarf is under high amounts of emotional stress, it may temporarily lose control and suffer a temporary emotional breakdown. Depending on the dwarf's [[personality trait]]s, this may result in the dwarf throwing a tantrum, slipping into depression, or stumbling around obliviously.&lt;br /&gt;
&lt;br /&gt;
Tantruming dwarves will cancel any job they may be doing at the moment and will start misbehaving, which includes throwing items around, starting fist fights (with the possibility of severely [[Wound|injuring]] other dwarves), toppling and destroying buildings or hurting [[pet]]s. This is of course [[Justice|illegal]], and they will be imprisoned or flogged for their behaviour. But even though they are punished, if their punishment is [[Hammerer|more harsh than usual]], their death (or the results of their misbehaviour) may cause further emotional breakdowns, eventually spiralling out of control and [[fun|destroying your fortress]].&lt;br /&gt;
&lt;br /&gt;
Tantruming may be a warning that the certain dwarf may go [[insane]].&lt;br /&gt;
&lt;br /&gt;
To make tantrums less likely, see the article on [[keeping your dwarves happy]].&lt;br /&gt;
&lt;br /&gt;
==Mechanics==&lt;br /&gt;
The new mechanics for emotional breakdowns are not yet known.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Tantrums only occur when a dwarf is &amp;quot;Miserable&amp;quot;, the lowest possible state of [[happiness]], though the dwarf's happiness will be instantly boosted to 25 (Very Unhappy) for the duration of the tantrum. In this state, a dwarf has a 1/1000 chance each frame (about 70% chance per in-game day) of ''responding'' to its unhappiness. A dwarf's '''vulnerability''' [[personality trait]] determines how likely they are to respond - a lower value makes the dwarf less likely, with a value less than 25 making the dwarf effectively immune to unhappiness.&lt;br /&gt;
&lt;br /&gt;
Each time a dwarf responds to being unhappy, its &amp;quot;mental instability&amp;quot; increases; this value becomes a percentage chance for the dwarf to go [[insane]] each time it responds to unhappiness (unless it has successfully completed a [[strange mood]], in which case nothing happens). If it does not go insane, then its '''anger''' personality trait is checked to determine how likely the dwarf is to actually throw a tantrum - a lower value makes the dwarf less likely to tantrum, with a value less than 25 allowing the dwarf to maintain its composure until it goes insane.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf becomes happy again (at least to be no longer Miserable), it has a 1/1000 chance each frame of decreasing its mental instability, making it less likely to go insane the next time it tantrums.&lt;br /&gt;
&lt;br /&gt;
Note that tantrums are not the only things that can cause a dwarf to become mentally unstable - being attacked by the dead carries a 5% sanity penalty, and being possessed or tortured by a ghost carries a 10% sanity penalty.&lt;br /&gt;
&lt;br /&gt;
It should also be noted that a miserable dwarf can becomes ecstatic after throwing a tantrum, if you are lucky enough to have him next to a stockpile to throw stuff everywhere for the duration of the tantrum. (However, the dwarf will likely be sent to jail, possibly dying of dehydration, and [[fun]] may occur.)--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
&lt;br /&gt;
(This requires lots of friends, married couples, and the oh so common bad luck.)&lt;br /&gt;
&lt;br /&gt;
* Asob, a [[craftsdwarf]], gets the [[Strange mood|urge]] to build a mysterious construction, but unfortunately there are no bones or shells to be had.&lt;br /&gt;
* Asob goes [[Insanity|berserk]], kills Bëmbul, and wounds Cilob. Asob is then struck down by Ilral, making an unhappy thought for Asob's friend Edëm.&lt;br /&gt;
* Bëmbul's lover Dodók, and friends Edëm and Fikod, get a strong unhappy thought.&lt;br /&gt;
* Dodók, going to help Cilob, throws a tantrum. He kills Cilob in his rage, giving another unhappy thought to Cilob's friend Fikod.&lt;br /&gt;
* Fikod, now horribly unhappy from the death of two of his friends, throws a tantrum destroying Edëm's and Dodók's beds.&lt;br /&gt;
* Edëm, now ''very unhappy'' from two of her friends dying as well as losing her bed, goes [[Insanity|melancholy]] and commits suicide by jumping down the well, giving an unhappy thought for Dodók and Litast; and contaminating the only water source.&lt;br /&gt;
* Dodók, despite the happy thought for fighting (and killing) Cilob, is overwhelmed by unhappy thoughts and tantrums again.  This time he destroys a bridge, drowning Fikod in the moat (as it has no ramps), and then attacks Geshud.&lt;br /&gt;
* Fikod's friends, Kikrost and Litast, both get an unhappy thought.&lt;br /&gt;
* Edëm's body, inaccessible, rots, causing Litast to tantrum. He punches Geshud, hospitalizing him.&lt;br /&gt;
* Dodók once again punches someone, this time Kikrost - cutting his lip.&lt;br /&gt;
* Without fresh water, Geshud dies a slow death of dehydration.&lt;br /&gt;
* Kikrost, even more angry due to being punched, punches Dodók back.&lt;br /&gt;
* Dodók, finally being overwhelmed, goes stark raving mad.&lt;br /&gt;
* Kikrost, angry about being Dodók's punching bag, punches Litast, and Litast punches Ilral.&lt;br /&gt;
* Kikrost, unable to wash his lip with clean water combined with all of the rotting corpses, succumbs to infection.&lt;br /&gt;
* Dodók dives into magma, creating an unhappy thought for Dodók's friend, Ilral.&lt;br /&gt;
* Ilral, a skilled warrior, in the wake of death and [[miasma]] finally goes berserk and finishes the fortress off.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- The results, (by date).&lt;br /&gt;
Bëmbul - dead (by Asob)&lt;br /&gt;
Asob - dead (by Ilral)&lt;br /&gt;
Cilob - dead (by Dodók)&lt;br /&gt;
Edëm - dead (suicide)&lt;br /&gt;
Fikod - dead (by Dodók, via drowning, rots with body inaccessible)&lt;br /&gt;
Geshud - dead (dehydration)&lt;br /&gt;
Dodók - dead (Stark raving mad, falling into magma)&lt;br /&gt;
Ilral - berserk (because of all the Miasma, and Dodók)&lt;br /&gt;
Kikrost - dead (infection)&lt;br /&gt;
Litast - dead (by Ilral)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&amp;lt;!-- The results, (by letter).&lt;br /&gt;
Asob - dead (by Ilral)&lt;br /&gt;
Bëmbul - dead (by Asob)&lt;br /&gt;
Cilob - dead (by Dodók)&lt;br /&gt;
Dodók - dead (Stark raving mad, falling into magma)&lt;br /&gt;
Edëm - dead (suicide)&lt;br /&gt;
Fikod - dead (drowning via Dodók)&lt;br /&gt;
Geshud - dead (dehydration)&lt;br /&gt;
Ilral - berserk (because of all the Miasma, and Dodók)&lt;br /&gt;
Kikrost - dead (infection)&lt;br /&gt;
Litast - dead (by Ilral)&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
===Summary===&lt;br /&gt;
&lt;br /&gt;
Fortress at the start:  10 &amp;quot;normal&amp;quot; dwarves. &lt;br /&gt;
&lt;br /&gt;
Fortress after tantrum spiral:  9 dead dwarves, 1 berserk dwarf (likely soon to die from starvation/dehydration). Causing fortress-stopping [[Losing|Fun]].&lt;br /&gt;
&lt;br /&gt;
As a result of not having the right bones or any shells, your fortress falls. The main thing that started this mess was Bëmbul's death. And bad luck. Isn't losing [[Losing|Fun]]?&lt;br /&gt;
&lt;br /&gt;
==Damage Control==&lt;br /&gt;
It is possible to survive a tantrum spiral, but it's going to take some serious damage control.&lt;br /&gt;
*Prioritize making [[alcohol]], [[coffin]]s, and [[food]] over everything else. Stop any unnecessary work.&lt;br /&gt;
*Bury all that die, burial lessens the unhappiness of death, and prevents miasma and [[ghost]]s.&lt;br /&gt;
*Handle the most unhappy dwarves with special care. Giving them additional rooms and furniture could slow down their happiness decrease. Relieve them from work and let them meet their friends, pets and relatives if they have any. Expedition leader/Mayor/Baron etc. could sometimes give them consolations, or be yelled at, so make him available for meetings. If situation around a certain dwarf seems unresolvable, try to isolate him while you can, preferably with walls.&lt;br /&gt;
*Move military inside to kill anyone that berserks. You'll die if an ambush hits you during the spiral anyway.&lt;br /&gt;
*Create Jails by placing rope or chains in small rooms. Under Build (b) Restraint (v), then select the restraint using (q) and select Use for Justice (j), much like you would when placing a bed and making a bedroom. This will place people misbehaving or throwing tantrums in jail. Then if they do go berserk, they will be restrained away from everyone else until the military arrives to deal with them. When a fortress starts Tantrum spiraling make as many Jails as needed. &lt;br /&gt;
*Also, if, by a stroke of luck, some already-happy migrants come, then they will add to population and you will now have dwarfs who will do work without being interrupted by the need to destroy everything.&lt;br /&gt;
*Confining a dwarf to a [[burrow]] will prevent him from starting a fist fight, generating instead the announcement 'Urist McAngry cancels Starting Fist Fight: Target inaccessible.' This only works if his chosen target is outside the burrow designation and is extremely useful in preventing a tantrum spiral, as it prevents any death or injury resulting from the fight. This is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
== Prevention ==&lt;br /&gt;
[[Keeping your dwarves happy]] is an important task. While it's easy enough to keep everyone happy under normal circumstances, trying times, like the aftermath of bloody goblin [[ambush]]es, will push any fortress dangerously close to a spiral.&lt;br /&gt;
&lt;br /&gt;
Having a high overall happiness helps, but the best on-the-spot prevention is [[solitary confinement]]. Lavish room and board arrangements into which the dwarves can be locked will prevent their aggravation from spreading, as their upturning of chairs will not affect any of the other fortress occupants, as well as working wonders for even the most hardened of prima donnas.&lt;br /&gt;
&lt;br /&gt;
== Prevention, second method ==&lt;br /&gt;
&lt;br /&gt;
There is another alternative way to avoid tantrum spirals. It is quite a bit more difficult, but generally far more dwarven and !!FUN!!.&lt;br /&gt;
&lt;br /&gt;
The whole point is to expose all of your population to enough violence so that they take the trait &amp;quot;doesn't care about anything anymore&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Most of your military eventually acquires the trait naturally. This trait makes the dwarf not care about death, so they will stay &amp;quot;quite content&amp;quot; and will not generally not throw tantrums.&lt;br /&gt;
&lt;br /&gt;
You have many choices for exposing your dwarves to violence. Dropping dogs, cats or poultry 15 z-levels on top your meeting zone  seems to be the safest way to do it. You can also make your whole fort in a military / as hunters and make them kill animals or enemies, but this is quite long and unwieldy.&lt;br /&gt;
&lt;br /&gt;
Since a dwarf with this trait does not tantrum, tantrums and therefore tantrum spirals will become exceedingly rare, and if you manage to immunize your whole fort, not only tantrum spirals will not happen, but general dwarf mood will be equalized, leading them to not care (much) about Spartan living conditions.&lt;br /&gt;
&lt;br /&gt;
== When the Fun doesn't stop ==&lt;br /&gt;
&lt;br /&gt;
Sometimes a tantrum spiral starts, and doesn't want to stop. This can be disastrous to a fort, and not just the [[Fun|usual]] ways. A lucky fort can linger on long enough even with most of the populace too busy rioting to work. If it gets bad enough the player may be left unable to take any action to salvage the situation, and such a fort's downfall is often from the player abandoning after getting bored staring helplessly at a screen for (in-game, hopefully) months.&lt;br /&gt;
&lt;br /&gt;
At that point, you've got two options. Either hit abandon, or keep waiting to see if things will calm down so you can regain control. Or maybe the dwarves will finally destroy themselves in an entertaining manner.&lt;br /&gt;
&lt;br /&gt;
== The Dreams of a Dwarf ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
[[File:Tantrum while sleeping.PNG|200px|thumb|right|Even when sleeping, a dwarf can throw a tantrum]]&lt;br /&gt;
&lt;br /&gt;
Sleeping is, as all dwarves know, a &amp;lt;s&amp;gt;utter waste of booze-drinking time&amp;lt;/s&amp;gt; necessary functionality that exists to prevent the creation of inferior booze. But a dwarf has &amp;lt;s&amp;gt;spoiled child&amp;lt;/s&amp;gt; dwarfy needs and, as such, even in the middle of [[Siege|welcoming foreign diplomats]], completely depleted of energy, a dwarf will show his essence and throw a tantrum.&lt;br /&gt;
&lt;br /&gt;
How a dwarf is able to throw a tantrum while sleeping is a mystery for the ages. Urist McDoctor claims that, while the tantrum doesn't manifest physically, mentally, in Dreamland, the dwarf sees himself in the grandest of Fortresses, hurling [[Magma|snowballs]] to their [[Elf|fellow man]], creating dreams worthy of a dwarf.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Thoughts}}&lt;br /&gt;
{{Category|Justice}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=211919</id>
		<title>Thought</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Thought&amp;diff=211919"/>
		<updated>2014-10-29T16:20:05Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Changed quality rating from &amp;quot;Unrated&amp;quot; to &amp;quot;Tattered&amp;quot; using the rating script&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:20, 29 October 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Thoughts''' are the reported observations and sentiments of [[dwarves]] in [[Dwarf fortress mode|Fortress mode]], visible on the [[thoughts and preferences]] subscreen of their [[profile]]. Over the course of play, a dwarf will experience things that evoke specific [[emotion]]s based on its [[personality]].&lt;br /&gt;
&lt;br /&gt;
A dwarf's recent emotions contribute to its [[stress]] level, displayed on the thoughts and preferences screen in somewhat subjective terms. A dwarf's level of stress will affect the type of [[strange mood]] he can undergo, and the changes in [[Status icon|status]] that triggers bad thoughts about thirst, hunger, and fatigue extoll physical costs on the dwarf and, except (directly) in the case of fatigue, can be lethal. To avoid bad thoughts, make [[keeping your dwarves happy]] a priority.&lt;br /&gt;
&lt;br /&gt;
To view a dwarf's recent thoughts and current stress level, press {{k|k}}, move the cursor to the dwarf, and press {{k|enter}} twice, or {{k|v}}, move to the dwarf, then {{k|z}} and {{k|enter}}. This brings you to the thoughts and preferences screen for that dwarf, which, among other things, describes the dwarf's overall stress level as well as their constituent thoughts.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
Below is a list of common thoughts that your dwarves may experience.&lt;br /&gt;
&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Accommodations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Slept in a (good/very good/great/fantastic/bedroom like a personal palace) recently.&lt;br /&gt;
| +2/+3/+5/+10/+20&lt;br /&gt;
|Slept in '''a''' (not necessarily assigned) [[bedroom]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Slept in a (poor/very poor/awful/horrible/horribly substandard) bedroom recently.&lt;br /&gt;
| -2/-3/-5/-10/-20&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has slept in a less-than-satisfactory bedroom; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Dined in a (good/very good/great/fantastic/legendary) dining room lately&lt;br /&gt;
| +2/+3/+5/+10/+20&lt;br /&gt;
|Dined in '''a''' (usually not assigned) [[dining room]] of a certain [[Room|quality]] recently; see [[Room#Quality]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Dined in a (poor/very poor/awful/horrible/horribly substandard) dining room recently.&lt;br /&gt;
| -2/-3/-5/-10/-20&lt;br /&gt;
|A member of the dwarven [[noble|nobility]] who has dined in a less-than-satisfactory dining room; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (good/very good/great/fantastic/setting worthy of legends) setting recently.&lt;br /&gt;
| +3/+5/+10/+20/+30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a more-than-satisfactory office; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Conducted a meeting in a (poor/very poor/awful/horrible/horribly substandard) setting recently.&lt;br /&gt;
| -3/-5/-10/-20/-30&lt;br /&gt;
|The ranking member of the dwarven [[noble|nobility]] has conducted a [[meeting]] in a less-than-satisfactory office; see [[Noble#Needs]]. &lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Slept (uneasily/very uneasily) due to noise lately.&lt;br /&gt;
| -2/-5&lt;br /&gt;
| Was sleeping in the zone of influence of a [[noise]] source.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Woken by noise while sleeping recently&lt;br /&gt;
| -10&lt;br /&gt;
| As above, but a worser thought from being closer to [[noise]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Slept without a proper room recently&lt;br /&gt;
| -?&lt;br /&gt;
| Was sleeping and couldn't find a bed designated as a [[bedroom]] not assigned to someone else.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Slept (in/on) the (mud/dirt/grass/rocks/ice/a rough cave floor/a floor/a pile of driftwood/pebbles/ice) recently.&lt;br /&gt;
| -?&lt;br /&gt;
|Could not find any [[bed]] for sleeping, or Dwarf is a [[ambusher|Hunter]].  The thought may be dependent upon the terrain.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Has been (tired/exhausted) lately&lt;br /&gt;
| -5/-30&lt;br /&gt;
|Became sleepy but wasn't able to [[sleep]] because a task had to be completed.  Extreme tiredness will lead to [[insane|insanity]], but could only really happen when a mother is looking for her infant.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Nourishment ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Triggered by&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Had a (fine/pretty decent/wonderful/truly decadent/legendary) drink lately&lt;br /&gt;
| +2/+3/+5/+10/+20&lt;br /&gt;
|Dwarf drank [[booze]] they have a [[preference]] for. (level determined by alcohol stack's value{{cite forum|120870.msg3901346#msg3901346}})&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Had a (fine/truly decadent/legendary) meal lately&lt;br /&gt;
| +2/+3/+5/+10/+20&lt;br /&gt;
|Dwarf ate food they have a [[preference]] for. (level determined by meal value)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Complained of (hunger/thirst) lately.&lt;br /&gt;
| -5&lt;br /&gt;
| Got [[hungry]] or [[thirsty]] and didn't eat or drink soon enough.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has been (starving/dehydrated) recently.&lt;br /&gt;
| -30&lt;br /&gt;
| Has not had food or drink for a long time and will soon [[death|die]] if immediate remedial action is not taken.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Forced to eat vermin to survive lately&lt;br /&gt;
| -30/-20/-10&lt;br /&gt;
| Dwarf hunted vermin for food due to starvation.  Will still die if real food is not provided immediately.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Complained about the nasty water lately.&lt;br /&gt;
|  -10/-5/-3&lt;br /&gt;
| Got thirsty and had to drink [[stagnant]] water because no alcohol or fresh water was available.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has been tired of (drinking the same old booze/eating the same old food) lately.&lt;br /&gt;
|  -5&lt;br /&gt;
| Drinking the same variety of [[alcohol]] or eating the same type of [[food]] repeatedly.&lt;br /&gt;
|- style=&amp;quot;background:#FFA3A3&amp;quot; |&lt;br /&gt;
| Was forced to eat a (beloved creature/treasured pet) to survive lately.&lt;br /&gt;
|  -50/-1000&lt;br /&gt;
| Of course if things get this bad a tantrum spiral can't make it that much worse.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Amenities ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Admired (a/own) (fine/very fine/splendid/wonderful/completely sublime) (tastefully arranged) (building) lately.&lt;br /&gt;
| +x/+2x/+2x/+4x, x based on value&lt;br /&gt;
|Passed by a constructed piece of [[furniture]] or [[building]] requiring [[architecture]] and noticed it. Bonus is randomly determined: x is based on value, multiplier based on and whether or not the dwarf owns the item in question (x2) and whether or not they have a [[preference]] for it (a further x2).&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Had a nice bath recently.&lt;br /&gt;
| +3&lt;br /&gt;
|Was cleaned with [[soap]] during the administration of [[healthcare|medical care]].&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Had a wonderful soapy bath recently&lt;br /&gt;
| +10&lt;br /&gt;
|Dwarf cleaned [[contaminant]]s from self using [[soap]].&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Was comforted by a lovely waterfall lately.&lt;br /&gt;
| +5&lt;br /&gt;
|Sprayed by [[mist]] from a [[waterfall]], which dwarves find relaxing.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Was comforted by a wonderful creature in a cage recently.&lt;br /&gt;
| +3&lt;br /&gt;
|Passed near a [[cage]]d [[creature]] the dwarf has a [[preference]] for; see [[zoo]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was (disgusted by a miasma/choked on smoke/choked on dust) recently.&lt;br /&gt;
| -5 or -3 or -2&lt;br /&gt;
| Dwarf was exposed to [[miasma]], [[smoke]], or a [[cave in]] recently. Impact based on personality traits.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Complained of the lack of chairs lately.&lt;br /&gt;
| -?&lt;br /&gt;
|Was eating and couldn't find an unoccupied [[chair]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Complained of the crowded tables lately.&lt;br /&gt;
| -2&lt;br /&gt;
| Tried to eat at a table someone else was already eating at (only occurs if there are no free tables).&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Complained of the lack of dining tables lately.&lt;br /&gt;
| -?&lt;br /&gt;
| Was eating and couldn't find a [[table]] next to an available chair sat on while eating.&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has been annoyed by flies lately.&lt;br /&gt;
| -5/-3/-2&lt;br /&gt;
| Shared a tile with [[fly|flies]] and noticed it.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has been accosted by terrible vermin lately.&lt;br /&gt;
| -30/-20/-10&lt;br /&gt;
| Exposure to a [[vermin]] that the dwarf particularly hates.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Saw something unpleasant in a cage recently.&lt;br /&gt;
| -10/-5/-3&lt;br /&gt;
| Dwarf examined a cage containing [[preference|hated]] [[vermin]] (moral of the story, don't cage hate-able vermin in sight).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Relations ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Talked with (somebody/a pet/spouse/mother/father/lover/friend/sibling/child) lately.&lt;br /&gt;
| +2 (all)&lt;br /&gt;
| Dwarf employed their [[social skill]]s and conversed with someone while idling or attending a [[party]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was forced to talk to somebody annoying lately.&lt;br /&gt;
| -2&lt;br /&gt;
| Had to endure the presence of the object of a [[grudge]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Was (overjoyed to be able/happy to have been able/pleased to have been able/able) to help somebody to bed lately.&lt;br /&gt;
| +20/+10/+5/+3/0&lt;br /&gt;
| A dwarf with a helpful or at least indifferent [[personality]] was recently tasked with moving an [[unconscious]] (usually [[wound|injured]]) dwarf to a bed; strength varies with their personality.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was (irritated at having/was unhappy at having/has suffered the pain of having) to help somebody to bed lately.&lt;br /&gt;
| -3/-5/-10/-20&lt;br /&gt;
| A dwarf with a selfish [[personality]] was recently tasked with moving an [[unconscious]] ([[injury|injured]]) dwarf to a bed; severity varies with their personality.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Was (overjoyed to be/happy to have been/pleased to have been/able) to give somebody (food/water) lately.&lt;br /&gt;
|  +20/+10/+5/+3/0&lt;br /&gt;
| A dwarf with a helpful or at least indifferent [[personality]] was recently tasked with feeding or quenching another dwarf; strength varies with their personality.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was irritated at/was unhappy at/has suffered the pain of) having to give somebody (food/water) lately.&lt;br /&gt;
| -3/-5/-10/-20&lt;br /&gt;
| A dwarf with a selfish [[personality]] was recently tasked with feeding or quenching another dwarf; severity varies with their personality.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Made a friend recently.&lt;br /&gt;
| +5&lt;br /&gt;
| Initiated a [[friend]]ship recently; note that having a large body of fleshy, vulnerable friends increases the chances of a [[tantrum spiral]].&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Adopted a new pet recently.&lt;br /&gt;
| +10&lt;br /&gt;
| Adopted a domesticated [[stray]] animal recently; note that adopted animals cannot be [[butcher]]ed without serious happiness penalties, which can cause [[Catsplosion|problems]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Job satisfaction ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Satisfied at work lately&lt;br /&gt;
| +5&lt;br /&gt;
| The dwarf was able to work with materials, items or animals they have a [[preference]] for in their job.&lt;br /&gt;
|- style=&amp;quot;background:#99E699&amp;quot; |&lt;br /&gt;
| Is quite pleased with making an artifact.&lt;br /&gt;
| +1000&lt;br /&gt;
| Crafted an [[artifact]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Knocked out during a cave-in lately.&lt;br /&gt;
| -20/-10/-5/-3&lt;br /&gt;
| The dwarf was caught in a [[cave in]] and knocked unconscious, check for injuries.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has suffered the travesty of art defacement.&lt;br /&gt;
| -200/remaining number of masterworks&lt;br /&gt;
| A [[quality|masterwork quality]] good crafted by this dwarf was lost, stolen, or destroyed. Potentially extremely damaging to the dwarf's happiness if it's their only one, or one of a few. The solution is to make more, as the game adds any new masterworks to the 'number remaining' count.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Formed a bond with an animal training partner recently&lt;br /&gt;
| +?&lt;br /&gt;
| The dwarf grew attached to an animal during training.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Lost an animal training partner to tragedy recently.&lt;br /&gt;
|  -30/?/?/?&lt;br /&gt;
| A trained animal that the dwarf was attached to was killed or died of old age.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Clothing ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Was upset to be wearing (old/tattered) clothing lately.&lt;br /&gt;
|  -5/-3/-2&lt;br /&gt;
| Wearing [[wear|Old or tattered]] [[clothing]] with no available replacement.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was very upset to have worn clothes rot away lately.&lt;br /&gt;
| -10/-5/-3&lt;br /&gt;
| An article of clothing on the dwarf wore away completely.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was very embarrassed to be uncovered lately.&lt;br /&gt;
| -20/-10/-5&lt;br /&gt;
| The dwarf has no clothing from the item_pants file, leaving them pantsless. And probably complaining about the draught.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Was embarrassed to have no (shirt/shoes) lately.&lt;br /&gt;
|  -10/-5/-3&lt;br /&gt;
| Missing specific articles of [[clothing]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was very embarrassed to be uncloaked lately &lt;br /&gt;
| -20/-10/-5&lt;br /&gt;
| The dwarf's cloak rotted away, leaving them topless. Likely also applies to anything in the item_armor file, which holds all the clothing for the upper body.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Wedlock ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#99E699&amp;quot; |&lt;br /&gt;
| Gave birth to a child recently.&lt;br /&gt;
| +1000&lt;br /&gt;
| [[Children]] may tax a fortress's resources and [[population cap]], but they do tantrum-proof their mothers (even if the baby incurs a pickaxe into the brain before their eyes).&lt;br /&gt;
|- style=&amp;quot;background:#99E699&amp;quot; |&lt;br /&gt;
| Became a parent of a child recently&lt;br /&gt;
| +500&lt;br /&gt;
| They help a lot with their fathers, too.&lt;br /&gt;
|- style=&amp;quot;background:#99E699&amp;quot; |&lt;br /&gt;
| Gained (a) sibling(s) recently.&lt;br /&gt;
| +100&lt;br /&gt;
| Finally! A family member with a lesser [[beard]]!&lt;br /&gt;
|- style=&amp;quot;background:#99E699&amp;quot; |&lt;br /&gt;
| Got married recently.&lt;br /&gt;
| +250&lt;br /&gt;
| Marriage (and childrearing) is the secret to happiness.&lt;br /&gt;
|- style=&amp;quot;background:#99E699&amp;quot; |&lt;br /&gt;
| Became caught up in a new romance recently.&lt;br /&gt;
| +250&lt;br /&gt;
| The (bachelor[ette]) dwarf gained a [[lover]] recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Had a miscarriage recently. (Tragedy)&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| Pregnant dwarf miscarried due to starvation, dehydration, or severe injury. Value basis unknown.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Noble pretensions ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Celebrated having a (good/very good/great/fantastic/legendary) tomb after gaining another year.&lt;br /&gt;
| +3/+5/+10/+20/+30&lt;br /&gt;
|A member of the high dwarven [[noble|nobility]] had a more-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Worried about (having a poor/very poor/awful/horrible/horribly substandard/not having a tomb) after gaining another year.&lt;br /&gt;
| -3/-5/-10/-20/-30/-50?&lt;br /&gt;
| A member of the high dwarven [[noble|nobility]] had a less-than-satisfactory [[tomb]] upon having reached their [[age|birthday]] recently, or none at all; see [[Noble#Needs]].&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Was (greatly pleased/very pleased/pleased) at the state of demands recently. &lt;br /&gt;
| +10/+5/+3&lt;br /&gt;
| Noble dwarf [[demand]]ed something and it was provided before or on time.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was (angered/very angered/greatly angered) at the state of demands recently.&lt;br /&gt;
| -3/-5/-10&lt;br /&gt;
| Noble dwarf [[demand]]ed something and it was provided late or not at all.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Was pleased to have a mandate deadline met lately.&lt;br /&gt;
| +10&lt;br /&gt;
| Noble dwarf [[mandate]]d something and it was provided on cue.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was upset by having a [[mandate]] (deadline missed/ignored) lately.&lt;br /&gt;
| -3/-5&lt;br /&gt;
| Noble issued a [[mandate]] that went beyond time or was unfulfilled entirely.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Upset by not having enough (chests/cabinets/weapon racks/armor stands) lately&lt;br /&gt;
| -?&lt;br /&gt;
|Noble doesn't have enough of their position's furniture requirements.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was (put off/flustered/upset/very upset/greatly upset/angered/enraged/shattered/traumatized/utterly traumatized) by a lesser's pretentious (office/sleeping/dining/burial) arrangements recently.&lt;br /&gt;
| -4*severity&lt;br /&gt;
| A member of the dwarven [[noble|nobility]] who is unhappy that his accommodations are worse than those of a lower-ranked dwarf's room.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was (very) embarrassed to have to conduct an official meeting in a (dining room/bedroom).&lt;br /&gt;
| -?&lt;br /&gt;
| Noble dwarf had to meet with a diplomat without an office (or any dining room if a bedroom was used)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Incredibly embarrassed not to have any rooms lately&lt;br /&gt;
| -?&lt;br /&gt;
| Noble dwarf without any kind of room to conduct a meeting in.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Justice ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Was glad to have punishment delayed recently.&lt;br /&gt;
| +20&lt;br /&gt;
| No one was around to carry out the dwarf's [[justice|punishment]].&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Was glad to have punishment reduced recently&lt;br /&gt;
| +20&lt;br /&gt;
| No [[jail]]s were available, so the [[justice|punishment]] was &amp;quot;reduced&amp;quot; to a beating (unless precautions are taken, this is likely to be lethal for the unfortunate dwarf).&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Beat somebody recently.&lt;br /&gt;
| +5&lt;br /&gt;
| Justice, dispensed.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Beat somebody with a hammer recently.&lt;br /&gt;
| +5&lt;br /&gt;
| Criminals, smitten.&lt;br /&gt;
|- style=&amp;quot;background:#99E699&amp;quot; |&lt;br /&gt;
|Is happy to be free&lt;br /&gt;
| +1000&lt;br /&gt;
| Was [[Justice|jailed]] or [[thief|snatched]], and was released recently (...disproportionate bonus?)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was upset that a criminal could not be properly punished.&lt;br /&gt;
| -5&lt;br /&gt;
| The victim of the crime, upset that it goes improperly punished.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was upset by the delayed punishment of a criminal.&lt;br /&gt;
| -5&lt;br /&gt;
| The victim of the crime, upset that punishment was delayed.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|Depressed about being confined&lt;br /&gt;
|  -10&lt;br /&gt;
| Dwarf is in a [[cage]] ([[jail]]ed or [[cage trap|trapped]]), or has been abducted by a goblin [[snatcher]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was worried by the scarcity of (guards/cages and chains) lately.&lt;br /&gt;
| -10&lt;br /&gt;
| Dwarves in a sufficiently large fortress don't like to be without a [[fortress guard]] or the lack of a proper [[jail]]. Currently only affects the actual dwarves in charge of law enforcement.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was beaten recently.&lt;br /&gt;
| -10/-5/-3/-2&lt;br /&gt;
| Justice was administered unto this dwarf recently.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was beaten with a hammer recently.&lt;br /&gt;
| -20/-10/-5/-3&lt;br /&gt;
| Justice was smitten unto this dwarf recently (they're likely lying in a hospital with broken ribs at the minimum, and just plain dead at worst).&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Was outraged at the bizarre conviction against all reason of the victim of a crime recently&lt;br /&gt;
| -50/?/?/?&lt;br /&gt;
| When you convict a victim as the perpetrator of the crime--for example, convicting a blood-drained dwarf of draining his own blood&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Injury and death ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
|Was (rescued/able to rest and recuperate) lately.&lt;br /&gt;
| +10/+10&lt;br /&gt;
|A wounded dwarf was rescued and carried to a [[bed]], and is now resting.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Received (food/water) recently.&lt;br /&gt;
| +10&lt;br /&gt;
| A wounded dwarf is receiving nourishment from his fellows while recovering from his injuries.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has been attacked lately.&lt;br /&gt;
| -30/-20/-10/-5&lt;br /&gt;
| Dwarf was [[combat|assaulted]] by a hostile creature. (Tragedy)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has been attacked by the dead lately.&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| Fighting [[Undead|undeath]] extolls a heavy mental cost on dwarves, as does getting attacked by [[ghost]]s.&lt;br /&gt;
|- style=&amp;quot;background:#FFA3A3&amp;quot; |&lt;br /&gt;
| Has been attacked by a dead (pet/spouse/family member/lover/friend/dead and still annoying acquaintance) lately.&lt;br /&gt;
|  -100/-60/-40/-20 &lt;br /&gt;
| ...especially when your own child's reanimated corpse is gnawing on your ear.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Sustained (minor/major) injuries recently.&lt;br /&gt;
|  -30/-20/-10/-5/-3&lt;br /&gt;
| Dwarf sustained a [[wound]] recently.&amp;lt;sup&amp;gt;So losing an arm and a leg carries at most a -30 penalty while getting lucky in bed is an instant +250? Huh.&amp;lt;/sup&amp;gt; (Tragedy)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Has witnessed death recently.&lt;br /&gt;
| -30/-20/-10/-5&lt;br /&gt;
| Saw something/someone die recently. (Tragedy)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Lost a (friend/pet/family member/annoying acquaintance) [to tragedy] recently.&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| A dwarf or favored animal of the dwarf died recently. Unnatural deaths are presumably tragic. (Tragedy)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Forced to endure the decay of a (friend/pet/family member/annoying acquaintance).&lt;br /&gt;
| -20/-10/-5/-3&lt;br /&gt;
| The corpse of the dwarf's companion, loved one, or rival is rotting on the ground rather than being properly [[coffin|entombed]]. (Tragedy)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Military duty ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Took joy in slaughter lately.&lt;br /&gt;
| +10&lt;br /&gt;
| Landed the [[kill list|killing blow]] on another creature in the line of duty.&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Had a satisfying sparring session recently&lt;br /&gt;
| +10&lt;br /&gt;
| Military dwarf in training successfully [[sparring|sparred]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Complained about the draft lately.&lt;br /&gt;
| -30&lt;br /&gt;
| A civilian dwarf with no [[combat skill]]s was enlisted in [[military]] duty and became a recruit in a time of peace (this thought does not occur when enlisted during a [[siege]]).&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Upset about being relieved from duty.&lt;br /&gt;
| -30&lt;br /&gt;
| [[Combat skill|Military dwarf]] with no civilian skills is removed from active duty and is relegated to hauling around stone as a [[peasant]].&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| (Complained about/Enraged by/Depressed by) long patrol duty&lt;br /&gt;
| -3/-5/-10&lt;br /&gt;
| Military dwarf has active order (other than training) for more than one month (one if complaining, two if depressed, three if enraged). Soldiers stop getting this thought upon becoming [[Soldier#Heroes|Heroes]].  &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tantrums ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#CCFFB2;&amp;quot; |&lt;br /&gt;
| Enjoyed (throwing something/toppling something over/smashing up a building/starting a fist fight) recently.&lt;br /&gt;
| +5/+10/+20/+20&lt;br /&gt;
| The dwarf recently threw an item, threw something over, smashed up a building, or punched someone while throwing a [[tantrum]]. Needs to be controlled immediately or else a [[tantrum spiral]] may result.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Accidentally killed somebody in a fit of rage recently.&lt;br /&gt;
| -50/-30/-20/-10&lt;br /&gt;
| Killed another dwarf or someone's pet while throwing a tantrum. A very bad thing, obviously. (Tragedy)&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| (Yelled at/Cried on) somebody in charge lately&lt;br /&gt;
| -?&lt;br /&gt;
| The dwarf was unsuccessfully consoled by a noble.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Unable to find somebody in charge to (cry on/yell at) lately&lt;br /&gt;
| -?&lt;br /&gt;
| The dwarf was not consoled because a noble is inaccessible or busy.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weather ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=100%&lt;br /&gt;
! width=35% | Thought&lt;br /&gt;
! width=15% style=&amp;quot;text-align:center&amp;quot; | Value&lt;br /&gt;
! width=50% | Trigger&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
| Caught in (the rain/a snow storm/freakish weather) recently.&lt;br /&gt;
| -2/-2/-?&lt;br /&gt;
| Went outside while it was [[weather#rain|raining]], [[weather#Snow and Cold |snowing]], or in [[weather#evil weather|evil weather]]. [[Ambusher]]s are used to bad weather and don't get this thought, and dwarves who like working outdoors won't get unhappy from this.&lt;br /&gt;
|- style=&amp;quot;background:#FFCCCC;&amp;quot; |&lt;br /&gt;
|(Irritated/Nauseated) by the sun lately.&lt;br /&gt;
| -10/-20&lt;br /&gt;
| Is suffering from [[cave adaptation]] and went outside.  Nausea indicates a more serious case.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Category|Thoughts}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=208851</id>
		<title>Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Slade&amp;diff=208851"/>
		<updated>2014-08-04T19:47:01Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
{{Buggy}}&lt;br /&gt;
{{Spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{stonelookup/0|wiki=no}}&lt;br /&gt;
&lt;br /&gt;
'''Slade''' is the stone that makes up the surrounding layers of [[Hell|eerie cavern]]s. After dwarves dig deep enough down into [[adamantine]] veins, large, demonic caverns made of slade will open up and spew forth demons. [[Demonic fortress|Curious structure]]s, [[underworld spire]]s and [[vault]]s are also made entirely of slade.&lt;br /&gt;
&lt;br /&gt;
Slade is '''very''', '''''very''''' heavy - according to the density specified in the raws (200 grams per cubic centimeter, about the density of the core of the sun!), a single boulder weighs around '''20 metric tons'''; by comparison, an equivalent volume of freshly mined [[native platinum|platinum nuggets]] only weighs around 2.1 metric tons (and takes a ''very'' long time to haul) - making slade around ''9.348 times as dense as platinum'', and thus the heaviest material in the game.&lt;br /&gt;
&lt;br /&gt;
In Fortress Mode, it is not possible to mine through revealed slade walls, however, if it is unrevealed, a miner can dig up into it from below by designating an up/down stair and standing on an appropriate up stair. Normally, there is no way to get underneath slade to do this. However, a [http://www.bay12forums.com/smf/index.php?topic=108189.0 method] has been discovered (see below) to allow tunnelling through an eerie pit by [[exploit]]ing collapsed magma flows and getting under the slade cavern floor of Hell. It appears to be like any other stone when mined. Due to the extreme weight, dwarves hauling it move very slowly.&lt;br /&gt;
&lt;br /&gt;
It is possible to use weapons made out of this extremely dense material in Arena mode - tests show that weapons and armor made out of this superdense rock are at least comparable to if not stronger than even adamantine.&lt;br /&gt;
&lt;br /&gt;
Slade has a natural immunity to [[dragonfire]] since it does not have a specific heat or any state change temperatures defined in the raws.&lt;br /&gt;
&lt;br /&gt;
It may be interesting to note that our friends at Wikipedia also believe [http://en.wikipedia.org/wiki/Slade] Slade to be a hard rock and a heavy metal.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Mining Slade ==&lt;br /&gt;
&lt;br /&gt;
'''How to mine Slade:'''&lt;br /&gt;
&lt;br /&gt;
Step 1. Construct (do not dig) a down stair directly above some unrevealed slade.&lt;br /&gt;
&lt;br /&gt;
Step 2. Dig an up stair directly below the down stair.&lt;br /&gt;
&lt;br /&gt;
It is best to build one down stair, then dig the slade beneath it before building more stairs, because digging one staircase will prematurely reveal the slade below any other constructed staircases, rendering it unminable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Old method:'''  &lt;br /&gt;
  &lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=108189.0 Original Thread]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=urM19dQrsJ4 Video Demonstration Part 1]&lt;br /&gt;
&lt;br /&gt;
[http://www.youtube.com/watch?v=Hcalni8h8Ak Video Demonstration Part 2]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The exact mechanics at work here are not fully understood. When a dwarf descends through the an opening in the Eerie Glowing Pits, the game seems to generate new stone layers in the unrevealed area below. These generated stone layers are a copy of the stone type directly above them. The unrevealed layer will change to become the same as a construction built directly above. Testing has shown that this transformation may only occur once, the first time a dwarf descends below the surface of the Eerie Glowing Pit. A diorite block floor constructed on the slade cavern floor will create diorite rough hewn walls beneath the slade layer. It is also possible to use rare or useful stone to duplicate them. If you build a rough raw adamantine floor over the slade cavern floor, you will find raw adamantine below. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Step 1. Find a location with accessible unrevealed SMR (Semi-Molten Rock) above Hell and an Eerie pit tile adjacent to a slade cavern floor. You'll want the magma flow tile directly above it. You'll need enough room to engineer a cavern collapse to drop a floor down and land it in the Eerie Pit tile.&lt;br /&gt;
&lt;br /&gt;
Step 2. Prepare the drop site in Hell. Construct a normal floor over the Eerie pit tile. The Magma Flow tile will land here.&lt;br /&gt;
&lt;br /&gt;
Step 3. Prepare the drop shaft in the SMR. Unlike the long difficult method of [[semi-molten rock|tunnelling]] through SMR, once you are in the underworld, you can construct scaffolding up to the unrevealed ceiling and dig staircases from bottom to top through Semi Molten Rock with no problems. Don't mine through the magma flow tile. You need it for the next steps. Channel out the stairs from top to bottom to leave an open shaft with nothing in it. Remove all scaffolding in the way between the Magma flow tile on top and the constructed floor over the [[Hell|Eerie Glowing Pit]].&lt;br /&gt;
&lt;br /&gt;
Step 4. Prepare a Cave-in above the Magma flow tile. Build a support directly on the Magma Flow tile and construct a floor on top of it. Then make sure its disconnected and supported only from underneath. Link the support pillar to a lever.&lt;br /&gt;
&lt;br /&gt;
Step 5. Prepare the mining area. This is the most important step. You'll only be able to mine slade and duplicate stone in area that have constructed floors. You need to build constructed floors over the slade cavern floor over the entire area you plan to mine slade from. Floor over the entire area before you continue. It may not be possible to convert anymore unrevealed tiles after you begin. Use High value materials like iron ore or raw adamantine to pave the floors with. They will be duplicated and can be mined out for profit.&lt;br /&gt;
&lt;br /&gt;
Step 6. Pull the lever to trigger the cave-in. the Magma Flow tile will fall down and crash through the constructed floor above the Eerie pit. This will punch an 'open space' hole in the Eerie Pit. &lt;br /&gt;
&lt;br /&gt;
Step 7. Get a miner in there. Do whatever you can to get a miner to drop into that open space. I have him stand on a constructed staircase and remove it while standing on top. He will fall one Z-level and be stuck below.&lt;br /&gt;
&lt;br /&gt;
Step 8. Use the stuck miner to build a constructed floor on an adjacent Eerie pit tile. This gives him a place to stand. &lt;br /&gt;
&lt;br /&gt;
Step 9. Make him build an upstair on the magma flow tile then remove it. the magma flow tile will be gone and replaced with a normal stone or soil cavern floor&lt;br /&gt;
&lt;br /&gt;
Step 10. Make him channel straight down from where that magma flow was. Go as deep as you want, the bottom Z level of the map should be very close though. Start to mine out the area. You'll find you can only mine out as far as you've built the constructed floors from Step 5..&lt;br /&gt;
&lt;br /&gt;
Step 11. Mine or build upstairs every other tile. Extend those stairs upward to just under the floor above. The upper Z-level, just under the cavern floor will not be changed into natural stone. It will remain slade and can be mined from below.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Although slade is not intended to be diggable, it can be channeled through floors from above, leaving the wall underneath it.{{bug|708}}&lt;br /&gt;
* Jewelers may randomly try to cut slade, despite not finding any of it on the map.&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{stones}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208615</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208615"/>
		<updated>2014-08-01T14:17:10Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Angels==&lt;br /&gt;
&lt;br /&gt;
Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator. The term &amp;quot;angel&amp;quot; is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with &amp;quot;dark&amp;quot; or &amp;quot;violent&amp;quot; spheres like deformity and war, with fittingly vile appearances, but even those associated to neutral or supposedly positive spheres tend to be utterly bizarre in appearance. They come in three categories.&lt;br /&gt;
&lt;br /&gt;
===Soldier===&lt;br /&gt;
&lt;br /&gt;
Soldiers are sentient humanoid foes, with armor and weapons of of [[divine metal]] and clothes of [[divine cloth]]. They are much larger than a human, and guaranteed to have &amp;quot;Talented&amp;quot; level combat skills. A vault always contains exactly 25.&lt;br /&gt;
&lt;br /&gt;
===Assistant===&lt;br /&gt;
&lt;br /&gt;
Assistants are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor. A vault always contains exactly 50.&lt;br /&gt;
&lt;br /&gt;
===Archangel===&lt;br /&gt;
&lt;br /&gt;
Only a single one of these powerful foes can be found in a vault. They are the size of [[forgotten beast]]s and possess Grand Master combat skills, making them often the most powerful single creature in Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208614</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208614"/>
		<updated>2014-08-01T14:16:22Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Angels==&lt;br /&gt;
&lt;br /&gt;
Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator. The term &amp;quot;angel&amp;quot; is used loosely -- after all, they are sent by deities that knowingly released demons into the world. As such, they are disproportionately associated with &amp;quot;dark&amp;quot; or &amp;quot;violent&amp;quot; spheres like deformity and war, with fittingly vile appearances, but even those associated to neutral or supposedly positive spheres tend to be utterly bizarre in appearance. They come in three categories.&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
Warriors are sentient humanoid foes, with armor and weapons of of [[divine metal]] and clothes of [[divine cloth]]. They are much larger than a human, and guranteed to have &amp;quot;Talented&amp;quot; level combat skills. A vault always contains exactly 25.&lt;br /&gt;
&lt;br /&gt;
==Assistant==&lt;br /&gt;
&lt;br /&gt;
Helpers are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor. A vault always contains exactly 50.&lt;br /&gt;
&lt;br /&gt;
==Archangel==&lt;br /&gt;
&lt;br /&gt;
Only a single one of these powerful foes can be found in a vault. They are the size of [[forgotten beast]]s and possess Grand Master combat skills, making them often the most powerful single creature in Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208613</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208613"/>
		<updated>2014-08-01T14:10:41Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Angels==&lt;br /&gt;
&lt;br /&gt;
Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator, and come in three categories.&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
Warriors are sentient humanoid foes, with armor and weapons of of [[divine metal]] and clothes of [[divine cloth]]. They are much larger than a human, and guranteed to have &amp;quot;Talented&amp;quot; level combat skills. A vault always contains exactly 25.&lt;br /&gt;
&lt;br /&gt;
==Assistant==&lt;br /&gt;
&lt;br /&gt;
Helpers are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor. A vault always contains exactly 50.&lt;br /&gt;
&lt;br /&gt;
==Archangel==&lt;br /&gt;
&lt;br /&gt;
Only a single one of these powerful foes can be found in a vault. They are the size of [[forgotten beast]]s and possess Grand Master combat skills, making them often the most powerful single creature in Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=208612</id>
		<title>Vault</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=208612"/>
		<updated>2014-08-01T14:10:27Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Tattered}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
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&lt;br /&gt;
A '''vault''' is a site that constitutes the ultimate challenge for any adventurer. Vaults are created by [[Demon|demons]] during world generation as part of the process of escaping into the world. After constructing the vault and a [[slab]], demons enlist the help of a deity with a relevent sphere, and the deity performs a ritual at the vault to bring the demon physically into the world (for example, a god associated with Fortresses may release a demon associated with Fortresses). The slab used in the ritual is then stored in the vault and various guardian angels make it their duty to defend the vault, and the slab, against adventurers.&lt;br /&gt;
&lt;br /&gt;
After the demon has been brought into the world, it goes to an [[underworld spire]] that it had also contructed earlier, and takes up residence there. When history begins, goblin civilizations build a dark fortress around the spire and make it their capital, with the demon their leader. It is not known for certain whether there are always the same number of goblin civilizations as escaped demons, but it seems to be the case.&lt;br /&gt;
&lt;br /&gt;
Vaults are large cylindrical structures constructed from [[Slade]], descending many Z-levels into the ground and filled with a mostly linear chain of rooms (similar to those found in Sewers and Tombs) occupied by the angelic guardians. Along the way can be found several [[lever]]s linked to vertical [[bars]] which must be raised in order to progress further. At the bottom of the vault is a giant slab inscribed with the demon's true name, and this knowledge allows you to track it down and either banish it or compel it to serve you (join you as a companion.&lt;br /&gt;
&lt;br /&gt;
There are 3 types of [[angel]]s you will meet in vaults: soldiers (large humanoids with weapons and armor made of [[Divine metal|divine materials]] and Talented-level combat skills), assistants (large creatures with random features and low combat skills), and giant beasts (sized similarly to [[forgotten beast]]s and having Grand Master combat skills). Unless your adventurer has the highest skills and the best possible equipment, it is likely that you will be instantly slain.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
{{Category|HFS}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208611</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208611"/>
		<updated>2014-08-01T14:10:12Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Importing research on Vault page, and using their wording.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Angels==&lt;br /&gt;
&lt;br /&gt;
Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator, and come in three categories.&lt;br /&gt;
&lt;br /&gt;
==Soldier==&lt;br /&gt;
&lt;br /&gt;
Warriors are sentient humanoid foes, with armor and weapons of of [[divine metal]] and clothes of [[divine cloth]]. They are much larger than a human, and guranteed to have &amp;quot;Talented&amp;quot; level combat skills. A vault always contains exactly 25.&lt;br /&gt;
&lt;br /&gt;
==Assistant==&lt;br /&gt;
&lt;br /&gt;
Helpers are highly randomized bestial angels; though more than a match for most adventurers, they're the least dangerous angels, with low combat skills and no weapons or armor. A vault always contains exactly 50.&lt;br /&gt;
&lt;br /&gt;
==Archangel==&lt;br /&gt;
&lt;br /&gt;
Only a single one of these powerful foes can be found in a vault. They are the size of [[Forgotten Beast]]s and possess Grand Master combat skills, making them often the most powerful single creature in Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208610</id>
		<title>Angel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Angel&amp;diff=208610"/>
		<updated>2014-08-01T14:02:19Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Created page with &amp;quot;{{quality|unrated}} {{av}} {{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}  ==Angels==  Angels and the vaults they inhabit are created by a Deity after bringing a Demon to the...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler|filler=&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
==Angels==&lt;br /&gt;
&lt;br /&gt;
Angels and the [[vault]]s they inhabit are created by a [[Deity]] after bringing a [[Demon]] to the world. They are randomly generated at worldgen like their demonic counterparts, with appearances, arms, and armor determined by the spheres of their creator, and come in three broad categories.&lt;br /&gt;
&lt;br /&gt;
==Warrior==&lt;br /&gt;
&lt;br /&gt;
Warriors are sentient foes of great strength and skill, with armor and weapons of of [[divine metal]] and clothes of [[divine cloth]]. A vault always contains exactly 25.&lt;br /&gt;
&lt;br /&gt;
==Helper==&lt;br /&gt;
&lt;br /&gt;
Helpers are powerful but bestial angels without weapons or armor. A vault always contains exactly 50.&lt;br /&gt;
&lt;br /&gt;
==Archangel==&lt;br /&gt;
&lt;br /&gt;
Only a single one of these powerful foes can be found in a vault; they guard the slab itself, and are often the most powerful single creature in Dwarf Fortress.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:String_dump&amp;diff=133336</id>
		<title>v0.31 Talk:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:String_dump&amp;diff=133336"/>
		<updated>2010-12-09T22:37:03Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Created page with 'The string dump is obsolete -- the 0.31.17 release included a lot of new stuff, but the strings needed for it aren't in this current string dump.  I don't know how to get a strin…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The string dump is obsolete -- the 0.31.17 release included a lot of new stuff, but the strings needed for it aren't in this current string dump.  I don't know how to get a string dump out, so I'm asking someone who knows what they're doing to help the wiki out and update this page appropriately. [[User:KillerClowns|KillerClowns]] 22:37, 9 December 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=130627</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=130627"/>
		<updated>2010-11-03T23:10:17Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in {{L|autumn}} ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in {{L|winter}} ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s can be especially vulnerable to being blocked by trees, since {{L|wagon}}s require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them (creatures cannot walk &amp;quot;on top of&amp;quot; trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu option &amp;quot;chop {{k|t}}rees&amp;quot;, which will instruct {{l|dwarves}} with the {{l|wood cutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood {{l|stockpile}} ({{l|Wood hauling}} is enabled by default).&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, but not by flooding - they can survive for extended periods of time and can grow to maturity once the water level drops to 4/7{{verify}} or lower.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the {{L|elf|elves}} do not seem to comprehend this.&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved {{L|road}}s and {{L|farm plot}}s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least 1 unmined tile within a 2-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees also obey this restriction for dry subterranean soil but will also grow on any muddy subterranean surface, including stone.&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a {{L|cavern}} to allow spores in is a decent method of growing trees safely.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;{{L|Acacia}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;{{L|Alder}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=0.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;{{L|Ash (tree)|Ash}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=0.620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;{{L|Birch}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=0.670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;{{L|Black-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;{{L|Blood thorn}}&amp;lt;/span&amp;gt;|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;{{L|Cacao tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;{{L|Candlenut}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;{{L|Cedar}}&amp;lt;/span&amp;gt;|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;{{L|Chestnut}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=0.500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;{{L|Feather tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|7:1}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=0.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;{{L|Fungiwood}}&amp;lt;/span&amp;gt;|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;{{L|Glumprong}}&amp;lt;/span&amp;gt;|tile={{tile|┤|5:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;{{L|Goblin-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;{{L|Highwood}}&amp;lt;/span&amp;gt;|tile={{tile|¶|2:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=0.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;{{L|Kapok}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;{{L|Larch}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=0.590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango tree&amp;quot;&amp;gt;{{L|Mango tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;{{L|Mahogany}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;{{L|Maple}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=0.755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;{{L|Mangrove}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt0=.500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;{{L|Nether-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;{{L|Oak}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=0.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;{{L|Palm}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;{{L|Pine}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;{{L|Rubber tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;{{L|Saguaro}}&amp;lt;/span&amp;gt;|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;{{L|Spore tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;{{L|Tower-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;{{L|Tunnel tube}}&amp;lt;/span&amp;gt;|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;{{L|Willow}}&amp;lt;/span&amp;gt;|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=0.420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=130626</id>
		<title>v0.31:Tree</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Tree&amp;diff=130626"/>
		<updated>2010-11-03T23:07:51Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Consistent with metal weights.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|Masterwork|08:00, 22 May 2010 (UTC)}}{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Trees''' can be found on almost any playable map. Depending whether trees are scarce or dense, they can be a great renewable source of {{l|wood}}.  The density of growth is determined by the {{l|biome}}, and those are visible on the pre-{{l|embark}} screen by hitting {{k|F1}}, {{k|F2}} etc.  Density does not change - there are no climate shifts during game play.&lt;br /&gt;
&lt;br /&gt;
There are many different varieties that grow in various different types of biomes. The only difference between different types of trees is the (usually very minor) difference in the weight of the log or item produced, and the color of the wood from underground &amp;quot;trees&amp;quot; - otherwise all trees are identical, equal in usefulness and value.*&lt;br /&gt;
&lt;br /&gt;
:''(* Note that {{l|preference}}s can alter a dwarf's perception of the value of items made from a type of wood that they prefer.)''&lt;br /&gt;
&lt;br /&gt;
Viewed on their same {{l|z-level}}, many different sub-types of trees have their own symbol, such as {{tile|♣|2:0}}, {{tile|♠|2:0}}, {{tile|¶|2:0}}, {{tile|╞|2:0}} or {{tile|⌠|2:0}}.  Some share the same symbol, but since the only difference is for preferences, this is not a significant problem.  (See table, below, for tree/symbol pairs.)  For most purposes, a tree is a tree.&lt;br /&gt;
&lt;br /&gt;
Trees viewed from one z-level higher look like coloured rectangles ( {{tile|■|2:0}} ), appearing identical to coloured {{l|block}}s floating in the air. Deciduous trees will change colour to red or yellow in {{L|autumn}} ( {{tile|♣|4:1}}, {{tile|♠|6:1}} ), and lose their leaves in {{L|winter}} ( {{tile|╞|6:0}} ) (controlled by the [AUTUMNCOLOR] tag.)  This does not affect their usefulness - they may be cut down in any season, and produce the same end result.&lt;br /&gt;
&lt;br /&gt;
Trees are currently not a source of food or other material, so it is not possible to harvest mangos, maple syrup, nuts, rubber, etc.&lt;br /&gt;
&lt;br /&gt;
===Harvesting / Removing the barrier===&lt;br /&gt;
Trees are a type of {{l|map tile}} that forms a solid barrier, like {{l|stone}}.  Trees (but not saplings) will block movement, and prevent designation of {{l|channel}}ing, {{l|wall}}s and other {{l|construction}}s.  {{l|Caravan}}s can be especially vulnerable to being blocked by trees, since {{L|wagon}}s require a path 3-tiles wide and cannot pass within 1 tile of a tree.  Trees do not form a floor on the level above them (creatures cannot walk &amp;quot;on top of&amp;quot; trees), though both creatures and items can get stuck on top of trees if they manage to be thrown there.&lt;br /&gt;
&lt;br /&gt;
They must be designated for removal from the {{Key|d}}esignations menu option &amp;quot;chop {{k|t}}rees&amp;quot;, which will instruct {{l|dwarves}} with the {{l|wood cutting}} {{l|labor}} enabled to grab an {{l|axe}} and begin chopping down the tree. Once cut down, they become one {{l|wood}} log, which is movable and can be hauled by enabling the wood hauling labor on any dwarf and designating a wood {{l|stockpile}} ({{l|Wood hauling}} is enabled by default).&lt;br /&gt;
&lt;br /&gt;
===Tree growth===&lt;br /&gt;
Trees grow from '''saplings''', which start growing randomly on tiles of a suitable biome. Saplings can be killed by heavy {{l|traffic}}, but not by flooding - they can survive for extended periods of time and can grow to maturity once the water level drops to 4/7{{verify}} or lower.  Dead saplings will remain for some seasons, and then disappear - or heavy traffic will trample them away.  To grow from a sapling to a tree takes about a year and a half or more, though this seems randomized to some degree.  Trees do not need to be (and can't be) &amp;quot;planted&amp;quot; - even if a map is stripped of all trees, new saplings will regrow, randomly and in their own time. Sadly, the {{L|elf|elves}} do not seem to comprehend this.&lt;br /&gt;
&lt;br /&gt;
Saplings will not grow to maturity if their tile contains an item or building (including stockpile designations), though removing the item may cause the tree to spontaneously grow up. Paved {{L|road}}s and {{L|farm plot}}s periodically purge all terrain features below them, preventing trees (or shrubs) from growing in unwanted areas. Above-ground trees will only grow in areas where there is sufficient soil 1 Z-level beneath them (currently observed to be at least 1 unmined tile within a 2-tile radius, similar to [WET] trees and shrubs near rivers and ponds); underground trees also obey this restriction for dry subterranean soil but will also grow on any muddy subterranean surface, including stone.&lt;br /&gt;
&lt;br /&gt;
==Tree farming==&lt;br /&gt;
&lt;br /&gt;
While it is not possible to plant trees directly, walling off or engineering a patch of muddy soil underground and breaching a {{L|cavern}} to allow spores in is a decent method of growing trees safely.&lt;br /&gt;
&lt;br /&gt;
== List of Trees ==&lt;br /&gt;
&amp;lt;!-- blank row template:&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt; |tile= |hab= |align= |decid= |wt= |pref= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{Tree table head}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;acacia&amp;quot;&amp;gt;{{L|Acacia}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Dry Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Tropical Grassland (Dry)&amp;lt;br /&amp;gt;Tropical Savanna (Dry)&amp;lt;br /&amp;gt;Tropical Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=thorns}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Alder&amp;quot;&amp;gt;{{L|Alder}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=.410|pref=catkins&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Ash&amp;quot;&amp;gt;{{L|Ash (tree)|Ash}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=.620|pref=flying keys&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Birch&amp;quot;&amp;gt;{{L|Birch}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=.670|pref=catkins&amp;lt;br /&amp;gt;silver bark&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Black-cap&amp;quot;&amp;gt;{{L|Black-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|0:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.650|pref=gloomy appeal}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Blood thorn&amp;quot;&amp;gt;{{L|Blood thorn}}&amp;lt;/span&amp;gt;|tile={{tile|╡|4:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;br /&amp;gt;Subterranean Chasm&amp;lt;/span&amp;gt;|align=All|decid=No|wt=1.250|pref=sickening appearance}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;cacao tree&amp;quot;&amp;gt;{{L|Cacao tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Candlenut&amp;quot;&amp;gt;{{L|Candlenut}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=nuts}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Cedar&amp;quot;&amp;gt;{{L|Cedar}}&amp;lt;/span&amp;gt;|tile={{tile|↨|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=380|pref=majesty}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Chestnut&amp;quot;&amp;gt;{{L|Chestnut}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=.500|pref=smelly catkins&amp;lt;br /&amp;gt;spiny pods&amp;lt;br /&amp;gt;chestnuts&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;Feather tree&amp;quot;&amp;gt;{{L|Feather tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|7:1}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Good&amp;lt;/span&amp;gt;|decid=No|wt=.100|pref=feathery leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;fungiwood&amp;quot;&amp;gt;{{L|Fungiwood}}&amp;lt;/span&amp;gt;|tile={{tile|♣|6:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.600|pref=fine grain}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;glumprong&amp;quot;&amp;gt;{{L|Glumprong}}&amp;lt;/span&amp;gt;|tile={{tile|┤|5:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:purple&amp;quot;&amp;gt;Evil&amp;lt;/span&amp;gt;|decid=No|wt=1.200|pref=living shadows}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;goblin-cap&amp;quot;&amp;gt;{{L|Goblin-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|4:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.600|pref=stunning color}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;highwood&amp;quot;&amp;gt;{{L|Highwood}}&amp;lt;/span&amp;gt;|tile={{tile|¶|2:0}}|hab=Not Freezing (Dry)|align=&amp;lt;span style=&amp;quot;color:red&amp;quot;&amp;gt;Savage&amp;lt;/span&amp;gt;|decid=No|wt=.500|pref=magnificence}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;kapok&amp;quot;&amp;gt;{{L|Kapok}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=buttresses}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;larch&amp;quot;&amp;gt;{{L|Larch}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=590|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mango tree&amp;quot;&amp;gt;{{L|Mango tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=sweet-smelling flowers}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mahogany&amp;quot;&amp;gt;{{L|Mahogany}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.600|pref=loose inflorescences}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;maple&amp;quot;&amp;gt;{{L|Maple}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Temperate Broadleaf Forest (Dry)&amp;lt;br /&amp;gt;Temperate Grassland (Dry)&amp;lt;br /&amp;gt;Temperate Savanna (Dry)&amp;lt;br /&amp;gt;Temperate Shrubland (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=.755|pref=autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;mangrove&amp;quot;&amp;gt;{{L|Mangrove}}&amp;lt;/span&amp;gt;|tile={{tile|♣|2:0}}|hab=&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Mangrove Swamp (wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=roots}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;nether-cap&amp;quot;&amp;gt;{{L|Nether-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|1:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layer 3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.550|pref=coldness to the touch&amp;lt;br/&amp;gt;(wood has [MAT_FIXED_TEMP:10000])}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;oak&amp;quot;&amp;gt;{{L|Oak}}&amp;lt;/span&amp;gt;|tile={{tile|♠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=Yes|wt=.700|pref=acorns&amp;lt;br /&amp;gt;autumn coloration}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;palm&amp;quot;&amp;gt;{{L|Palm}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Tropical (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=leaves}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;pine&amp;quot;&amp;gt;{{L|Pine}}&amp;lt;/span&amp;gt;|tile={{tile|↑|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Taiga (Dry)&amp;lt;br /&amp;gt;Temperate Conifer Forest (Dry)&amp;lt;br /&amp;gt;Tropical Conifer Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.560|pref=cones&amp;lt;br /&amp;gt;needles}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;rubber tree&amp;quot;&amp;gt;{{L|Rubber tree}}&amp;lt;/span&amp;gt;|tile={{tile|Γ|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Tropical Moist Broadleaf Forest (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=branch shedding}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;saguaro&amp;quot;&amp;gt;{{L|Saguaro}}&amp;lt;/span&amp;gt;|tile={{tile|╞|2:0}}|hab=&amp;lt;span style=&amp;quot;color:brown&amp;quot;&amp;gt;Any Desert (Dry)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=amazing arms}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;spore tree&amp;quot;&amp;gt;{{L|Spore tree}}&amp;lt;/span&amp;gt;|tile={{tile|♣|3:0}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.600|pref=raining spores}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tower-cap&amp;quot;&amp;gt;{{L|Tower-cap}}&amp;lt;/span&amp;gt;|tile={{tile|♠|7:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 1-2)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.600|pref=great size}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;tunnel tube&amp;quot;&amp;gt;{{L|Tunnel tube}}&amp;lt;/span&amp;gt;|tile={{tile|│|5:1}}|hab=&amp;lt;span style=&amp;quot;color:teal&amp;quot;&amp;gt;Subterranean Cavern (layers 2-3)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.500|pref=curving trunk}}&lt;br /&gt;
&lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;willow&amp;quot;&amp;gt;{{L|Willow}}&amp;lt;/span&amp;gt;|tile={{tile|⌠|2:0}}|hab=&amp;lt;span style=&amp;quot;color:green&amp;quot;&amp;gt;Any Temperate (Wet)&amp;lt;br /&amp;gt;Any Tropical Forest (Wet)&amp;lt;br /&amp;gt;Tropical Grassland (Wet)&amp;lt;br /&amp;gt;Tropical Savanna (Wet)&amp;lt;br /&amp;gt;Tropical Shrubland (Wet)&amp;lt;/span&amp;gt;&amp;lt;br /&amp;gt;&amp;lt;span style=&amp;quot;color:blue&amp;quot;&amp;gt;Tropical Freshwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Swamp (Wet)&amp;lt;br /&amp;gt;Tropical Freshwater Marsh (Wet)&amp;lt;br /&amp;gt;Tropical Saltwater Marsh (Wet)&amp;lt;/span&amp;gt;|align=All|decid=No|wt=.420|pref=sad appearance&amp;lt;br /&amp;gt;fluffy catkins}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
{{Tree table row|name=&amp;lt;span id=&amp;quot;&amp;quot;&amp;gt;&amp;lt;/span&amp;gt; |tile= |hab= |align= |decid= |wt= }}&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Plants}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Map tiles]]&lt;br /&gt;
{{Category|Trees}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Tree_table_head&amp;diff=130625</id>
		<title>Template:Tree table head</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Tree_table_head&amp;diff=130625"/>
		<updated>2010-11-03T23:05:26Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{| style=&amp;quot;margin:1em 1em 1em 0;background:#F9F9F9;border:1px #AAA solid;border-collapse:collapse;&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#F2F2F2;text-align:center;&amp;quot;&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tree Name&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Tile&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot; class=&amp;quot;unsortable&amp;quot;| Biome / Habitat&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Alignment&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Deciduous&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|Density (g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;)&lt;br /&gt;
!style=&amp;quot;border:1px #AAA solid;padding:0.2em;&amp;quot;|&amp;quot;Likes them for their...&amp;quot;&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=120929</id>
		<title>v0.31 Talk:Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=120929"/>
		<updated>2010-07-09T02:34:56Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a fun fortress to the only purprose to dig down and make adamantine weapons. I found adamantine, mined it but was faster with finding hell than making armor and weapons. After my dwarves died, I reembarked and found a SLADE on the stairs to hell. But the adamantine was gone. Maybe some slades lies around in hell and you can pick it up? --[[User:Niggy|Niggy]] 09:25, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wikipedia Link==&lt;br /&gt;
The Wikipedia link in the info box leads to a British rock band of the same name. While the mental image of [[hidden fun stuff]] being constructed of rock ''music'' is vastly entertaining, perhaps this should be fixed somehow. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 22:50, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[user:The Grim Sleeper]]: The word Slade is also the name of a villain in the Teen Titans Cartoon, but that is equally irrelevant. The thing is, the word 'slade' has a number of additional connotations attached to it, like toughness and foulness, that make it an appropriate name for the stuff of which its location is made. If it bothers you that much go to Slade's disambiguation on Wikipedia, add this as another entry, and hope it doesn't get deleted in the first 5 seconds.&lt;br /&gt;
&lt;br /&gt;
I'm not saying it bothers me, nor that the name is bad (I actually like it and desire building a large tower out of the stuff). I was just writing an informal and hopefully humorous bug report that the Wikipedia link did not behave as expected (which is to provide additional information about the stone in question). I had considered making an entry in the disambiguation page pointing to Dwarf Fortress, but realized that 1) all other stone links lead to a real stone with more information on that stone, which is information Wikipedia will not have for Slade, making such an entry useless for players, and 2) that anyone not coming directly from here will not care that it is also the name of a fictional stone from a video game. Since the solution is not to be found on Wikipedia's end, and being a new player of this game, I simply called it to the attention of a more involved person. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 06:36, 15 May 2010 (UTC)&lt;br /&gt;
:In case you all haven't noticed, the wikipedia link is '''gone''', so you can quit complaining about it. It was only there because I forgot to deliberately suppress it (as is also done with stuff like raw adamantine and all of the various cave creatures). --[[User:Quietust|Quietust]] 14:56, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Impossible mandates? ==&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I've seen reports of mandates for Slade items on the forums. Has anyone managed to kill everything in the pits? Perhaps killing all of the demons causes Adamantine to turn into Slade (like in the first versions, where if you killed the demon, Adamantine morphed into something else) --[[User:DrMelon|DrMelon]] 12:33, 25 May 2010 (UTC)&lt;br /&gt;
:Demons in the pits are infinite. The fact that nobles are mandating Slade items is almost certainly a bug, and your only option is to arrange said noble's death. --[[User:Quietust|Quietust]] 12:52, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slade Uses ==&lt;br /&gt;
Slade's info box uses the usual template for stone, which is all good and well... except that it also lists the default uses for stone (masonry, stone crafting, construction), none of which are applicable to slade.  I'd like someone with competent wiki-fu to override this, and place &amp;quot;none&amp;quot; in the uses box, if at all possible. [[User:KillerClowns|KillerClowns]] 02:34, 9 July 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=120928</id>
		<title>v0.31 Talk:Slade</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Slade&amp;diff=120928"/>
		<updated>2010-07-09T02:34:51Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I started a fun fortress to the only purprose to dig down and make adamantine weapons. I found adamantine, mined it but was faster with finding hell than making armor and weapons. After my dwarves died, I reembarked and found a SLADE on the stairs to hell. But the adamantine was gone. Maybe some slades lies around in hell and you can pick it up? --[[User:Niggy|Niggy]] 09:25, 17 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Wikipedia Link==&lt;br /&gt;
The Wikipedia link in the info box leads to a British rock band of the same name. While the mental image of [[hidden fun stuff]] being constructed of rock ''music'' is vastly entertaining, perhaps this should be fixed somehow. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 22:50, 13 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
[[user:The Grim Sleeper]]: The word Slade is also the name of a villain in the Teen Titans Cartoon, but that is equally irrelevant. The thing is, the word 'slade' has a number of additional connotations attached to it, like toughness and foulness, that make it an appropriate name for the stuff of which its location is made. If it bothers you that much go to Slade's disambiguation on Wikipedia, add this as another entry, and hope it doesn't get deleted in the first 5 seconds.&lt;br /&gt;
&lt;br /&gt;
I'm not saying it bothers me, nor that the name is bad (I actually like it and desire building a large tower out of the stuff). I was just writing an informal and hopefully humorous bug report that the Wikipedia link did not behave as expected (which is to provide additional information about the stone in question). I had considered making an entry in the disambiguation page pointing to Dwarf Fortress, but realized that 1) all other stone links lead to a real stone with more information on that stone, which is information Wikipedia will not have for Slade, making such an entry useless for players, and 2) that anyone not coming directly from here will not care that it is also the name of a fictional stone from a video game. Since the solution is not to be found on Wikipedia's end, and being a new player of this game, I simply called it to the attention of a more involved person. --[[Special:Contributions/98.151.26.202|98.151.26.202]] 06:36, 15 May 2010 (UTC)&lt;br /&gt;
:In case you all haven't noticed, the wikipedia link is '''gone''', so you can quit complaining about it. It was only there because I forgot to deliberately suppress it (as is also done with stuff like raw adamantine and all of the various cave creatures). --[[User:Quietust|Quietust]] 14:56, 15 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Impossible mandates? ==&lt;br /&gt;
&lt;br /&gt;
Oddly enough, I've seen reports of mandates for Slade items on the forums. Has anyone managed to kill everything in the pits? Perhaps killing all of the demons causes Adamantine to turn into Slade (like in the first versions, where if you killed the demon, Adamantine morphed into something else) --[[User:DrMelon|DrMelon]] 12:33, 25 May 2010 (UTC)&lt;br /&gt;
:Demons in the pits are infinite. The fact that nobles are mandating Slade items is almost certainly a bug, and your only option is to arrange said noble's death. --[[User:Quietust|Quietust]] 12:52, 25 May 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Slade Uses ==&lt;br /&gt;
Slade's info box uses the usual template for stone, which is all good and well... except that it also lists the default uses for stone (masonry, stone crafting, construction), none of which are applicable to slade.  I'd like someone with competent wiki-fu to override this, and place &amp;quot;none&amp;quot; in the uses box, if at all possible.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=109421</id>
		<title>v0.31:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=109421"/>
		<updated>2010-05-13T00:37:17Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Oh, you can do that...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|UnratedD}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit {{L|Hell}}. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are functionally infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, and capable of flight, building destruction, speaking, learning.  Further, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, extremes of heat and cold (even if made of materials that would suggest otherwise).  They are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  Inorganic demons are especially difficult to kill; literally tearing them apart (severing their lower and upper bodies) will kill them, but this is far beyond the capacities of an ordinary dwarf, and if the creature is a blob (whose lower and upper bodies are inseparable), it will be truly immortal.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts and titans) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means.&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons.  When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as kangaroo, anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid).  It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture.  If inorganic, a material will be chosen (such as salt, fire, ice, or vomit).  If organic, it will get some sort of randomly-colored covering (such as feathers or hair) or have its skin removed.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;).  It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath).  It will finally be given a name consisting of an adjective and a noun.  The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the {{L|adamantine}} sealing them away, a simple {{L|copper}} {{L|pick}} can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=109420</id>
		<title>v0.31:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=109420"/>
		<updated>2010-05-13T00:35:28Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Just deploying the template; I think it's &amp;quot;Exceptional&amp;quot; myself, but seeing as I wrote most of it., I'll let the masses decide.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit {{L|Hell}}. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are functionally infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, and capable of flight, building destruction, speaking, learning.  Further, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, extremes of heat and cold (even if made of materials that would suggest otherwise).  They are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  Inorganic demons are especially difficult to kill; literally tearing them apart (severing their lower and upper bodies) will kill them, but this is far beyond the capacities of an ordinary dwarf, and if the creature is a blob (whose lower and upper bodies are inseparable), it will be truly immortal.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts and titans) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means.&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons.  When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as kangaroo, anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid).  It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture.  If inorganic, a material will be chosen (such as salt, fire, ice, or vomit).  If organic, it will get some sort of randomly-colored covering (such as feathers or hair) or have its skin removed.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;).  It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath).  It will finally be given a name consisting of an adjective and a noun.  The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the {{L|adamantine}} sealing them away, a simple {{L|copper}} {{L|pick}} can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=109419</id>
		<title>v0.31:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=109419"/>
		<updated>2010-05-13T00:29:38Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit {{L|Hell}}. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are functionally infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, and capable of flight, building destruction, speaking, learning.  Further, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, extremes of heat and cold (even if made of materials that would suggest otherwise).  They are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  Inorganic demons are especially difficult to kill; literally tearing them apart (severing their lower and upper bodies) will kill them, but this is far beyond the capacities of an ordinary dwarf, and if the creature is a blob (whose lower and upper bodies are inseparable), it will be truly immortal.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts and titans) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means.&lt;br /&gt;
&lt;br /&gt;
==Demon Generation==&lt;br /&gt;
&lt;br /&gt;
Although the exact algorithm used to produce demons is unknown, something of the algorithm can be gathered from the string dump and analysis of demons.  When generating a demon, the game begins by picking a creature from a predefined list, which is fixed and includes creatures not found in vanilla DF (such as kangaroo, anteater, ankylosaurid) and more general shapes (blob, quadruped, and humanoid).  It is granted spheres, with a preference for &amp;quot;negative&amp;quot; spheres like misery, death, and torture.  If inorganic, a material will be chosen (such as salt, fire, ice, or vomit).  If organic, it will get some sort of randomly-colored covering (such as feathers or hair) or have its skin removed.  It will be granted a few &amp;quot;extra&amp;quot; features, like a tail, a trunk, or a shell, and a flavorful descriptor (such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;).  It may get some sort of special attack (such as a poisonous sting, toxic breath, fire breath).  It will finally be given a name consisting of an adjective and a noun.  The adjective will be based on the creature's color, its material (such as &amp;quot;inferno&amp;quot; or &amp;quot;snow&amp;quot;), or a descriptor (such as &amp;quot;winged&amp;quot; or &amp;quot;skinless&amp;quot;), and the noun chosen from the following list: demon, devil, fiend, brute, monster, spirit, ghost, banshee, haunt, phantom, specter, or wraith.&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the {{L|adamantine}} sealing them away, a simple {{L|copper}} {{L|pick}} can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Nickel&amp;diff=100582</id>
		<title>v0.31:Nickel</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Nickel&amp;diff=100582"/>
		<updated>2010-04-28T17:13:19Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
{{Metal&lt;br /&gt;
|name=Nickel&lt;br /&gt;
|color={{COLOR:7:0:0}}&lt;br /&gt;
|bgcolor={{COLOR:0:3:0}}&lt;br /&gt;
|uses=&lt;br /&gt;
* Make {{L|nickel silver}} at {{L|smelter}}&lt;br /&gt;
* {{L|Metalsmith's forge|Metal crafting}}&lt;br /&gt;
|ore=&lt;br /&gt;
* {{L|Garnierite}}&lt;br /&gt;
|properties=&lt;br /&gt;
* {{L|Material value}} 2&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Nickel''' is an uncommon, low-value, {{l|magma-safe}} {{l|metal}} used mainly for the creation of {{l|nickel silver}}. It can also be used to create some objects.&lt;br /&gt;
&lt;br /&gt;
{{gamedata&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Entity_token&amp;diff=99893</id>
		<title>v0.31:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Entity_token&amp;diff=99893"/>
		<updated>2010-04-27T03:58:00Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
These 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;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file. &lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&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;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* 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;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&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;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&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;
| 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;
| PERMITTED_JOB&lt;br /&gt;
| [[40d:Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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. 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;
| 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;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&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;
| 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;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&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;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&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;
[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;
| 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;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&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;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&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;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[40d:color|color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&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;
| RELIGION&lt;br /&gt;
| type&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.&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;
| 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;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
[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;
| 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 {{l|Position token}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| VARIABLE_POSITIONS&lt;br /&gt;
| &lt;br /&gt;
Noble position or ALL&lt;br /&gt;
| Specifying a specific position will allow that position to be taken by demons; specifying ALL will allow demons and entity members to create and take up positions.&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;
| [[40d:ETHIC|ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of 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;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with 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.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, 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 history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the dwarf entity) than the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.  Currently{{v|0.28.181.40d}} this only amounts to a noble visiting and complementing your fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards. This currently{{v|0.28.181.40d}} has no effect - in previous versions, diplomats would be escorted by several soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards and wagons.  Wagons allow for a lot more variety in their goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.  This token also appears to cause trade negotiations to take place.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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.  Evidence suggests this trigger only works for friendly races.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POP_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PROD_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Will wait around at the edge of your map for a month or two, before charging. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
&lt;br /&gt;
== Items and Animals Used ==&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;
| 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;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or 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 (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  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;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring stones in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_WEAPONS&lt;br /&gt;
|&lt;br /&gt;
| Causes members to be able to use wooden weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_ARMOR&lt;br /&gt;
|&lt;br /&gt;
| Causes members to be able to use wooden weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| INDOOR_WOOD&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to trade subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=99891</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=99891"/>
		<updated>2010-04-27T03:52:12Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.  [[User:KillerClowns|KillerClowns]] 03:52, 27 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=99890</id>
		<title>v0.31 Talk:Door</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Door&amp;diff=99890"/>
		<updated>2010-04-27T03:51:41Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Doors seem to now have only one possible graphic. I have tested this with Silver and Iron. I am trying to test this for glass and wood at the moment, but my fortress tasks are way ahead of my labor. [[User:The Architect|The Architect]] 03:33, 27 April 2010 (UTC)&lt;br /&gt;
From my experience in DF2010, both wood doors and glass doors have different graphics, the same as in 40d.  Wood doors you can easily confirm; Adventure Mode as a human.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Sphere&amp;diff=99888</id>
		<title>v0.31:Sphere</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Sphere&amp;diff=99888"/>
		<updated>2010-04-27T03:39:38Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{L|deity |Deities}}, {{L|demon}}s, and {{L|megabeast}}s are aligned in spheres. A '''sphere''' is an aspect where a being has influence.  {{L|Civilization|Civilizations}} have sphere alignments as well.&lt;br /&gt;
&lt;br /&gt;
=== Understanding spheres ===&lt;br /&gt;
&lt;br /&gt;
A being such as a deity, demon and occasionally megabeast may come to represent or epitomize certain things like emotions, qualities, terrain, and items. They are called &amp;quot;spheres&amp;quot;. As an example from real-world mythology, the Greek goddess [http://en.wikipedia.org/wiki/Athena Athena] is goddess in the &amp;quot;spheres&amp;quot; of wisdom, warfare, handicrafts and reason. She is therefore the goddess of wisdom.&lt;br /&gt;
&lt;br /&gt;
Dwarves and other creatures will come to worship certain &amp;quot;powerful beings&amp;quot; and as such will follow that religion, and have a relationship with that &amp;quot;deity&amp;quot;&lt;br /&gt;
&lt;br /&gt;
As extracted from the [[string dump]], the spheres available are [[40d:spheres|unchanged from 40d]]; their relationships with each other may also be unchanged.&lt;br /&gt;
&lt;br /&gt;
Available sphere tokens are:&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AGRICULTURE&lt;br /&gt;
ANIMALS&lt;br /&gt;
ART&lt;br /&gt;
BALANCE&lt;br /&gt;
BEAUTY&lt;br /&gt;
BIRTH&lt;br /&gt;
BLIGHT&lt;br /&gt;
BOUNDARIES&lt;br /&gt;
CAVERNS&lt;br /&gt;
CHAOS&lt;br /&gt;
CHARITY&lt;br /&gt;
CHILDREN&lt;br /&gt;
COASTS&lt;br /&gt;
CONSOLATION&lt;br /&gt;
COURAGE&lt;br /&gt;
CRAFTS&lt;br /&gt;
CREATION&lt;br /&gt;
DANCE&lt;br /&gt;
DARKNESS&lt;br /&gt;
DAWN&lt;br /&gt;
DAY&lt;br /&gt;
DEATH&lt;br /&gt;
DEFORMITY&lt;br /&gt;
DEPRAVITY&lt;br /&gt;
DISCIPLINE&lt;br /&gt;
DISEASE&lt;br /&gt;
DREAMS&lt;br /&gt;
DUSK&lt;br /&gt;
DUTY&lt;br /&gt;
EARTH&lt;br /&gt;
FAMILY&lt;br /&gt;
FAME&lt;br /&gt;
FATE&lt;br /&gt;
FERTILITY&lt;br /&gt;
FESTIVALS&lt;br /&gt;
FIRE&lt;br /&gt;
FISH&lt;br /&gt;
FISHING&lt;br /&gt;
FOOD&lt;br /&gt;
FORGIVENESS&lt;br /&gt;
FORTRESSES&lt;br /&gt;
FREEDOM&lt;br /&gt;
GAMBLING&lt;br /&gt;
GAMES&lt;br /&gt;
GENEROSITY&lt;br /&gt;
HAPPINESS&lt;br /&gt;
HEALING&lt;br /&gt;
HOSPITALITY&lt;br /&gt;
HUNTING&lt;br /&gt;
INSPIRATION&lt;br /&gt;
JEALOUSY&lt;br /&gt;
JEWELS&lt;br /&gt;
JUSTICE&lt;br /&gt;
LABOR&lt;br /&gt;
LAKES&lt;br /&gt;
LAWS&lt;br /&gt;
LIES&lt;br /&gt;
LIGHT&lt;br /&gt;
LIGHTNING&lt;br /&gt;
LONGEVITY&lt;br /&gt;
LOVE&lt;br /&gt;
LOYALTY&lt;br /&gt;
LUCK&lt;br /&gt;
LUST&lt;br /&gt;
MARRIAGE&lt;br /&gt;
MERCY&lt;br /&gt;
METALS&lt;br /&gt;
MINERALS&lt;br /&gt;
MISERY&lt;br /&gt;
MIST&lt;br /&gt;
MOON&lt;br /&gt;
MOUNTAINS&lt;br /&gt;
MUCK&lt;br /&gt;
MURDER&lt;br /&gt;
MUSIC&lt;br /&gt;
NATURE&lt;br /&gt;
NIGHT&lt;br /&gt;
NIGHTMARES&lt;br /&gt;
OATHS&lt;br /&gt;
OCEANS&lt;br /&gt;
ORDER&lt;br /&gt;
PAINTING&lt;br /&gt;
PEACE&lt;br /&gt;
PERSUASION&lt;br /&gt;
PLANTS&lt;br /&gt;
POETRY&lt;br /&gt;
PREGNANCY&lt;br /&gt;
RAIN&lt;br /&gt;
RAINBOWS&lt;br /&gt;
REBIRTH&lt;br /&gt;
REVELRY&lt;br /&gt;
REVENGE&lt;br /&gt;
RIVERS&lt;br /&gt;
RULERSHIP&lt;br /&gt;
RUMORS&lt;br /&gt;
SACRIFICE&lt;br /&gt;
SALT&lt;br /&gt;
SCHOLARSHIP&lt;br /&gt;
SEASONS&lt;br /&gt;
SILENCE&lt;br /&gt;
SKY&lt;br /&gt;
SONG&lt;br /&gt;
SPEECH&lt;br /&gt;
STARS&lt;br /&gt;
STORMS&lt;br /&gt;
STRENGTH&lt;br /&gt;
SUICIDE&lt;br /&gt;
SUN&lt;br /&gt;
THRALLDOM&lt;br /&gt;
THUNDER&lt;br /&gt;
TORTURE&lt;br /&gt;
TRAVELERS&lt;br /&gt;
TREACHERY&lt;br /&gt;
TREES&lt;br /&gt;
TRICKERY&lt;br /&gt;
TRUTH&lt;br /&gt;
TWILIGHT&lt;br /&gt;
VALOR&lt;br /&gt;
VICTORY&lt;br /&gt;
VOLCANOS&lt;br /&gt;
WAR&lt;br /&gt;
WATER&lt;br /&gt;
WEALTH&lt;br /&gt;
WEATHER&lt;br /&gt;
WIND&lt;br /&gt;
WISDOM&lt;br /&gt;
WRITING&lt;br /&gt;
YOUTH&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Category:Animals&amp;diff=99870</id>
		<title>Category:Animals</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Category:Animals&amp;diff=99870"/>
		<updated>2010-04-27T03:12:13Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;DF features a wide variety of '''animals'''. Some you can bring with you when you first set off on your journey, others [[immigrant]]s will bring with them, but lots more will show up roaming the wilderness. Some can be [[tame]]d, some may become [[pet]]s, some make good [[hunting]] targets, some can be bred for [[livestock]] ...and some, like the dread [[elephant]], can be dangerous terrors.&lt;br /&gt;
&lt;br /&gt;
See also: [[Creature]]s&lt;br /&gt;
&lt;br /&gt;
[[Category:Creatures]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Deity&amp;diff=99869</id>
		<title>40d:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Deity&amp;diff=99869"/>
		<updated>2010-04-27T03:11:37Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
A '''Deity''' is the object of worship chosen by a creature.&lt;br /&gt;
&lt;br /&gt;
Deities differ among races.&lt;br /&gt;
{{L|Dwarves}} worship multiple deities that are often depicted as a Dwarf. Dwarves may also on occasion worship a deity that is depicted of a {{L|animal}} or {{L|vermin}}.&lt;br /&gt;
{{L|Humans}} also worship multiple deities.&lt;br /&gt;
{{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, if you speak to a High Priest and offer your service, you will be able to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=99868</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=99868"/>
		<updated>2010-04-27T03:11:21Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: I've seen non-human human deities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
A '''Deity''' is the object of worship chosen by a creature.&lt;br /&gt;
&lt;br /&gt;
Deities differ among races.&lt;br /&gt;
{{L|Dwarves}} worship multiple deities that are often depicted as a Dwarf. Dwarves may also on occasion worship a deity that is depicted of a {{L|animal}} or {{L|vermin}}.&lt;br /&gt;
{{L|Human}}s also worship multiple deities.&lt;br /&gt;
{{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, if you speak to a High Priest and offer your service, you will be able to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=99867</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=99867"/>
		<updated>2010-04-27T03:10:56Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
A '''Deity''' is the object of worship chosen by a creature.&lt;br /&gt;
&lt;br /&gt;
Deities differ among races.&lt;br /&gt;
{{L|Dwarves}} worship multiple deities that are often depicted as a Dwarf. Dwarves may also on occasion worship a deity that is depicted of a {{L|animal}} or {{L|vermin}}.&lt;br /&gt;
{{L|Human}}s also worship multiple deities, but only depict them as Humans.&lt;br /&gt;
{{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, if you speak to a High Priest and offer your service, you will be able to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Elves&amp;diff=99866</id>
		<title>v0.31:Elves</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Elves&amp;diff=99866"/>
		<updated>2010-04-27T03:10:11Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to DF2010:Elf&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:elf]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=99865</id>
		<title>v0.31:Deity</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Deity&amp;diff=99865"/>
		<updated>2010-04-27T03:09:31Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: As far as I know, it's unchanged.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{elven}}&lt;br /&gt;
A '''Deity''' is the object of worship chosen by a creature.&lt;br /&gt;
&lt;br /&gt;
Deities differ among races.&lt;br /&gt;
{{L|Dwarves}} worship multiple deities that are often depicted as a Dwarf. Dwarves may also on occasion worship a deity that is depicted of a {{L|animal}} or {{L|vermin}}.&lt;br /&gt;
{{L|Humans}} also worship multiple deities, but only depict them as Humans.&lt;br /&gt;
{{L|Elves}} do not worship a deity, but believe in a single force that permeates the forests.&lt;br /&gt;
&lt;br /&gt;
In {{L|Adventurer mode}}, if you speak to a High Priest and offer your service, you will be able to speak to the deity from any location, though the deity will not respond.&lt;br /&gt;
&lt;br /&gt;
[[Category:Adventurer mode]]&lt;br /&gt;
[[Category:Fortress mode]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=99766</id>
		<title>v0.31:Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature&amp;diff=99766"/>
		<updated>2010-04-26T23:06:44Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: /* Cavern */   Still more to be added, but I got bored.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
In Dwarf Fortress, '''creatures''' are defined as any (for the sake of this article, non-{{L|vermin}}) beings you can interact with. They come in all shapes and sizes, and range from the civilized races like {{L|dwarf|dwarves}} to evil monsters like {{L|giant cave spider|giant cave spiders}}. Various creatures will interact with your fortress in many different ways.&lt;br /&gt;
&lt;br /&gt;
See also: {{L|Animals}}&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly. {{L|Undead}} creatures are always hostile.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The size of the creature at it's adult age. This can be anywhere from 5,000 ({{L|stingray}}, {{L|cat}}) to 25,000,000 ({{L|dragon}}). Equals more or less the creature's weight in grams. These sizes do not correspond to the sizes which trigger {{L|pressure plate}}s.&lt;br /&gt;
&lt;br /&gt;
'''Pet Value:''' This is the value the creature can be bought and sold for as a {{L|pet}} during {{L|trading}}.&lt;br /&gt;
&lt;br /&gt;
'''Locations:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as {{L|cave blob|causing a syndrome}}, {{L|dragon|breathing fire}}, or {{L|giant cave spider|spinning webs}}.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====&amp;lt;small&amp;gt;Main Races&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o PLACE A CREATURE IN ~MULTIPLE~ CATEGORIES IF THEY FIT INTO THEM (with the exception of Hidden Fun Stuff)&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dwarf}}|symbol=☺|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elf}}|symbol=E|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|goblin}}|symbol=g|color=7:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|human}}|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|kobold}}|symbol=k|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|note=Trading race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races is randomized for every game world.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Animalman Races&amp;lt;/small&amp;gt;====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|amphibian man}}|symbol=a|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|antman}}|symbol=a|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=4 castes}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|batman}}|symbol=b|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave fish man}}|symbol=f|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave swallow man}}|symbol=s|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|olmman}}|symbol=o|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|reptile man}}|symbol=r|color=2:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|serpent man}}|symbol=s|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50000|value=Not tameable|biome=Underground|note=Causes [[syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether a animalman civilization is hostile with you or not is randomized for each one you find.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;!--I am not sure about hostility. A antmen colony I found was hostile but I heard some others are not hostile. Maybe its random? Needs testing. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Domestic Animals&amp;lt;/small&amp;gt;====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cat}}|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cow}}|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dog}}|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|donkey}}|symbol=D|color=6:0:0|food=Yes|hostile=No|size=30,0000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|horse}}|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mule}}|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|wagon}}|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see {{L|wagon|article}}}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special===&lt;br /&gt;
====&amp;lt;small&amp;gt;Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bronze colossus}}|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dragon}}|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hydra}}|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Semi-Megabeasts&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cyclops}}|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ettin}}|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant}}|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|minotaur}}|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Nonexistant&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, IT'S VERY IMPORTANT FOR THIS CATEGORY, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|centaur}}|symbol=C|color=6:0:0|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|chimera}}|symbol=C|color=2:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|griffon}}|symbol=G|color=7:0:1|food=No|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
====&amp;lt;small&amp;gt;Mountain&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|dark gnome}}|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|value=|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant eagle}}|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hoary marmot}}|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain gnome}}|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|value=|biome=Mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|mountain goat}}|symbol=g|color=7:0:1|food=Yes|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Tundra&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra, grassland, and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Glacier&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blizzard man}}|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ice wolf}}|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|polar bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|yeti}}|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=|biome=Mountains, glaciers, and tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Desert&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Nightwing}}|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|Giant Desert Scorpion}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, No emotion}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Savanna&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Grassland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|muskox}}|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Pulls wagons}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Shrubland&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elephant}}|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant lion}}|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Marsh&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|beak dog}}|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Saltwater Swamp&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grimeling}}|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=no bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=no bones}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Forest and Taiga&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elephant}}|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra, grassland, and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|foul blendec}}|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|grizzly bear}}|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|slugman}}|symbol=s|color=6:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest|note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|snailman}}|symbol=s|color=7:0:0|hostile=No|food=Yes|size=50,000|value=Not tameable|biome=Any wetland and moist tropical broadleaf forest |note=No bones}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|strangler}}|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|unicorn}}|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|werewolf}}|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, grassland, taiga, and some evil forest|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Subterranean===&lt;br /&gt;
====&amp;lt;small&amp;gt;Magma&amp;lt;/small&amp;gt;====&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|fire imp}}|symbol=i|color=6:0:1|food=Yes|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|fire man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|magma crab}}|symbol=C|color=0:0:1|hostile=No|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten basalt}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|magma man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Cavern&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|amethyst man}}|symbol=M|color=5:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind an amethyst}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blind cave ogre}}|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blind cave bear}}|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blood man}}|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bugbat}}&lt;br /&gt;
|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave blob}}|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave crocodile}}|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cave dragon}}|symbol=D|color=7:0:1|hostile=Yes|food=Yes|size=15,000,000|value=10,000|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|creeping eye}}|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|crundle}}&lt;br /&gt;
|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|draltha}}&lt;br /&gt;
|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|drunian}}|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|elk bird}}|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|flesh ball}}&lt;br /&gt;
|symbol=o|color=6:0:0|food=Yes|hostile=No|size=70,000|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|floating guts}}|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|gabbro man}}|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind gabbro}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant cave spider}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web|webs]] and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant earthworm}}&lt;br /&gt;
|symbol=W|color=7:0:0|food=Yes|hostile=No|size=100|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|gorlak}}|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|green devourer}}&lt;br /&gt;
|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|helmet snake}}&lt;br /&gt;
|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hungry head}}&lt;br /&gt;
|symbol=h|color=0:0:1|food=Yes|hostile=Yes|size=5,000|value=50|biome=Caverns|note=Flying}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|jabberer}}|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|pond grabber}}|symbol=P|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|reacher}}|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|rutherer}}&lt;br /&gt;
|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|troll}}|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|voracious cave crawler}}|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
====&amp;lt;small&amp;gt;Ocean&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|angel shark}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|basking shark}}|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blacktip reef shark}}|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|blue shark}}|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefin tuna}}|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bluefish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|bull shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|cod}}|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|coelacanth}}|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|common skate}}|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|conger eel}}|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|frill shark}}|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|giant grouper}}|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great barracuda}}|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|great white shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|halibut}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|hammerhead shark}}|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|longfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|manta ray}}|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|nurse shark}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|ocean sunfish}}|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|opah}}|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|shortfin mako shark}}|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spiny dogfish}}|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|spotted wobbegong}}|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|swordfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|tiger shark}}|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|walrus}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale}}|symbol=W|color=7:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whale shark}}|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|whitetip reef shark}}|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====&amp;lt;small&amp;gt;Freshwater&amp;lt;/small&amp;gt;====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|leechman}}|symbol=l|color=0:0:1|hostile=yes|food=Yes|size=50,000|value=Not tameable|biome=freshwater lakes|note=no bones, sucks blood}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|milkfish}}|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sea lamprey}}|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|stingray}}|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|sturgeon}}|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hidden Fun Stuff==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
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{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|demon}}|symbol=&amp;amp;|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome={{l|Eerie cavern|Eerie caverns}}|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|forgotten beast}}|symbol=N/A|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=N/A|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name={{L|titan}}|symbol=N/A|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=N/A|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=23a:Hell&amp;diff=99760</id>
		<title>23a:Hell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=23a:Hell&amp;diff=99760"/>
		<updated>2010-04-26T22:37:28Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to 23a:Eerie glowing pit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[23a:Eerie glowing pit]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Mermaid&amp;diff=99759</id>
		<title>v0.31:Mermaid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Mermaid&amp;diff=99759"/>
		<updated>2010-04-26T22:36:23Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to DF2010:Merperson&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[DF2010:Merperson]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mermaid&amp;diff=99758</id>
		<title>40d:Mermaid</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mermaid&amp;diff=99758"/>
		<updated>2010-04-26T22:35:55Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to 40d:Merperson&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Merperson]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=99733</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=99733"/>
		<updated>2010-04-26T21:31:09Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &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;
| ALTTILE &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;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&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;
| APP_MOD_NOUN &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;
| APP_MOD_RATE &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:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &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;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a megabeast will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves 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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &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;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &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;
| BUILDINGDESTROYER &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &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;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&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;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&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;
| CAVE_ADAPT &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;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &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;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &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;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &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;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &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;
| CV_REMOVE_TAG &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON_UNIQUE&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as capable of &amp;quot;emerging from the underworld&amp;quot; and taking over during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &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;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of versionv0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated creatures like [[Forgotten beast]]s and [[Demon]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &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. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &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). 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;
| LARGE_ROAMING &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;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &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;
| LIKES_FIGHTING &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. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &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;
| LOOSE_CLUSTERS &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&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;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &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;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &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;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &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;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &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. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &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;
| PLUS_TL_GROUP &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;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &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;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &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;
| REMOVE_TISSUE&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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&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;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &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;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&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;
| SELECT_TISSUE_LAYER &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;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &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 laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&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). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_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;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &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;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &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;
| TISSUE_LAYER_UNDER &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 under a given part ex. is Iron Man he has a gasous poison within him 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 &lt;br /&gt;
        [TISSUE:GAS]&lt;br /&gt;
		[TISSUE_NAME:gas:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[RELATIVE_THICKNESS:50]&lt;br /&gt;
		[TISSUE_LEAKS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &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;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &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&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &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;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &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;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &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;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &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;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &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;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &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;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=99731</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=99731"/>
		<updated>2010-04-26T21:29:03Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{fine}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &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;
| ALTTILE &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;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&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;
| APP_MOD_NOUN &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;
| APP_MOD_RATE &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:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| Enables an attacker to occasionally latch on with the bodypart used by an attack when an attack with this flag in it's definition is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &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;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Secondary attacks are only used if main attacks are impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a megabeast will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves 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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &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;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &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;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &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;
| BUILDINGDESTROYER &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &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;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&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;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&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;
| CAVE_ADAPT &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;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &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;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &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;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &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;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &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;
| CV_REMOVE_TAG &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as a potential spawn for [[Hidden Fun Stuff]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DEMON_UNIQUE&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on genned [[demon]]s; sets the creature as capable of &amp;quot;emerging from the underworld&amp;quot; and taking over during worldgen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &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;
&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of versionv0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERATED&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated creatures like [[Forgotten Beast]]s and [[Demon]]s.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &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. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &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). 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;
| LARGE_ROAMING &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;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &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;
| LIKES_FIGHTING &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. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LITTERSIZE&lt;br /&gt;
| &lt;br /&gt;
* minumum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the random chance of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &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;
| LOOSE_CLUSTERS &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&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;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &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;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &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;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &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;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &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. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*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;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &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;
| PLUS_TL_GROUP &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;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&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.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &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;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &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;
| REMOVE_TISSUE&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;
==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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&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;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &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;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&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;
| SELECT_TISSUE_LAYER &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;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &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 laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&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). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_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;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &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;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &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;
| TISSUE_LAYER_UNDER &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 under a given part ex. is Iron Man he has a gasous poison within him 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 &lt;br /&gt;
        [TISSUE:GAS]&lt;br /&gt;
		[TISSUE_NAME:gas:NP]&lt;br /&gt;
		[TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS]&lt;br /&gt;
		[TISSUE_MAT_STATE:GAS]&lt;br /&gt;
		[RELATIVE_THICKNESS:50]&lt;br /&gt;
		[TISSUE_LEAKS]&lt;br /&gt;
		[TISSUE_SHAPE:LAYER]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &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;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &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&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &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;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &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;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &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;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&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;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &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;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &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;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &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;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&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;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=99704</id>
		<title>v0.31:Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Syndrome&amp;diff=99704"/>
		<updated>2010-04-26T19:41:04Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{human}}&lt;br /&gt;
A '''syndrome''' is a disease or effect that a poor hapless creature might get through encountering certain creatures, extracts or vindictive modders. They generally cause unpleasant and frequently fatal {{L|symptoms}} over a short to long period of time, but some will clear up over time or with the assistance of a {{L|doctor}}.  A {{L|Hospital}} is required to diagnose and potentially treat the syndrome. [[File:Snakebite.png|200px|thumb|right|An example of a syndrome in effect. This hippo did not ultimately survive the encounter despite one bite being the only injury sustained.]]&lt;br /&gt;
&lt;br /&gt;
==List of syndromes&amp;lt;sup&amp;gt;&amp;lt;small&amp;gt;1&amp;lt;/small&amp;gt;&amp;lt;/sup&amp;gt;==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact)&lt;br /&gt;
| Touching a {{L|cave blob}}&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled from {{L|cave floater}}&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|cave spider}}&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|giant cave spider}}&lt;br /&gt;
| Complete paralysis, suffocation&amp;lt;br/&amp;gt;'''Being eaten by the GCS'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| {{L|gnomeblight}}&amp;lt;br /&amp;gt;(contact, inhaled, or injected)&lt;br /&gt;
| Unknown. Affects gnomes only&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;br/&amp;gt;Death&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a {{L|giant desert scorpion}}&lt;br /&gt;
| None&lt;br /&gt;
| Necrosis of the brain and nervous system&amp;lt;br/&amp;gt;Permanent paralysis, likely followed by death&lt;br /&gt;
| None&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|helmet snake}}&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by {{L|iron man}}&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a {{L|serpent man}}&lt;br /&gt;
| Complete paralysis&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;1. {{L|Titan}}s have a chance to have a randomized syndrome. These range from pointless (mild blisters from inhaling boiling blood) to instantly deadly (Severe necrosis from a contact poison attached to a breath weapon/titan made of blood.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This entire section is probably a fabrication.&lt;br /&gt;
==Treating syndromes==&lt;br /&gt;
When a dwarf is infected with a syndrome he will be unaware of it until the first symptoms strike. At this point if he is still able to move he'll seek out a hospital where a doctor will use {{L|diagnosis}} to determine the syndrome. The most potent treatment for any syndrome is the application of the '''antivenin'''. Antivenin can be made at a {{L|butcher's shop}} by a dwarf with the {{L|animal dissector}} skill provided you have a living creature that produces venom on hand (note: This kills the creature in the process). Because of this requirement you likely won't have the antivenin during your dwarf's first encounter with the offending monster.&lt;br /&gt;
&lt;br /&gt;
If the doctor has the antivenin he will apply it to the wound, and the syndrome will be cured. This won't reverse any damage already caused however so time is of the essence. This also means that some antivenins (like giant cave spider antivenin) will never be used because they will completely resolve before a doctor will even see the victim.&lt;br /&gt;
&lt;br /&gt;
If the doctor doesn't have the antivenin care will become supportive, the wound will be disinfected and dressed to prevent bleeding, and if necrosis begins to set in the doctor will attempt {{L|surgery}} to remove the offending tissue. Mild necrosis can be excised without removing the limb, which will heal over time, but heavier necrosis can only be &amp;quot;cured&amp;quot; by amputation. This will still be necessary though, as heavily necrotic tissue will begin to bleed persistently until the dwarf either bleeds out or the limb is removed.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
Mechanically, syndromes are bundles of tokens attached to a material - they're confined to creature materials in vanilla DF, but it's a simple matter to add them to inorganic materials.  When the material is injected, touched or inhaled (depending on the syndrome), the creature suffers the predations of a nasty disease or poison.  Here's an example syndrome, taken from the Giant Cave Spider raws.&lt;br /&gt;
&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        [SYNDROME]&lt;br /&gt;
            [SYN_NAME:giant cave spider bite]&lt;br /&gt;
            [SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
            [SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
            [SYN_INJECTED]&lt;br /&gt;
            [CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
&lt;br /&gt;
The first line, USE_MATERIAL_TEMPLATE, is creating a new material, called POISON, using the CREATURE_EXTRACT_TEMPLATE as the basis.  After this, the STATE_NAME and STATE_ADJ tokens are used to define the names and adjectives assigned to different states of the material - GAS, LIQUID and ALL_SOLID, in this case, though ALL is also a valid token.  At this stage, you can use any material tags like MAT_FIXED_TEMP or similar to set further material properties, though this usually isn't necessary.&lt;br /&gt;
&lt;br /&gt;
  ENTERS_BLOOD&lt;br /&gt;
This tag determines whether a poison enters the blood or not. If it is not included, the poison will splatter (if liquid) or flow (if gas) over the affected body part instead when injected. If you're using a contact poison, leave this out. Necessary for injected poisons.&lt;br /&gt;
  SYNDROME&lt;br /&gt;
This tag ends the material details and begins the definition of the actual syndrome.&lt;br /&gt;
  SYN_NAME&lt;br /&gt;
This one is self-explanatory - the name of the syndrome as it will appear in-game.&lt;br /&gt;
  SYN_AFFECTED_CLASS&lt;br /&gt;
This token defines what CREATURE_CLASS will be affected by the syndrome.  Most creatures are classed under GENERAL_POISON.  Multiple tokens can be used in a single syndrome.&lt;br /&gt;
  SYN_IMMUNE_CLASS&lt;br /&gt;
As above, but makes class immune.&lt;br /&gt;
  SYN_IMMUNE_CREATURE&lt;br /&gt;
This token defines which creatures CANNOT be affected by the syndrome - useful for addressing specific instances within a population, such as a specific caste or an individual creature that falls under GENERAL_POISON. Syntax is [SYN_IMMUNE_CREATURE:creature:caste]. ALL can be used for the caste.&lt;br /&gt;
  SYN_AFFECTED_CREATURE&lt;br /&gt;
As above, but makes creature or caste susceptible.&lt;br /&gt;
&lt;br /&gt;
  SYN_INJECTED, SYN_CONTACT, SYN_INHALED&lt;br /&gt;
This token determines the method of infection - injected syndromes must be injected via a creature attack, while contact syndromes result from any contamination of a creature by material splatter (such as blood) and inhaled syndromes must be inhaled in gaseous form, such as from boiling or a creature breath attack.  Any combination of these tags can be used.  A fun variation on the usual creature injection routine is to create a material with a SYN_CONTACT syndrome and have a creature use it for blood - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:VENOM:LIQUID:100:100]&lt;br /&gt;
This is one method for getting a poison into a creature. If [ENTERS_BLOOD] is applied, it will be injected into the bloodstream. Otherwise, it will just splatter over the area. Put this on a creature attack. Substance type (gas, liquid, solid) does not appear to have an effect. The numbers on the end are minimum and maximum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
CE_X, or creature effect tokens, are the real meat and bones of your syndrome.  They're detailed below.&lt;br /&gt;
&lt;br /&gt;
==Creature effect tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 time units afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/PEAK/END end it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
  CE_X&lt;br /&gt;
The effect type.  This can be a number of different tokens, as detailed in the table below this list.&lt;br /&gt;
  SEV:X&lt;br /&gt;
The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten.&lt;br /&gt;
  PROB:X&lt;br /&gt;
The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
  LOCALIZED (Optional if the BP:BY_CATEGORY/BY_TYPE token is present)&lt;br /&gt;
This tag causes the effect to be restricted to the limb that came into contact with the contagion - ie. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion.  It's unclear how this tag functions in syndromes contracted by inhalation.&lt;br /&gt;
  BP:BY_CATEGORY/BY_TYPE:BODYPART:TISSUE (Optional if the LOCALIZED token is present)&lt;br /&gt;
Specifies a target or range of targets for the effect to manifest in.  For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The syndrome would act on all bodyparts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all bodyparts.  This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target bodyparts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas. Not everything takes a target!&lt;br /&gt;
  VASCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the VASCULAR token.&lt;br /&gt;
  MUSCULAR_ONLY (Optional)&lt;br /&gt;
This syndrome only affects tissue layers with the MUSCULAR token.  Are you seeing a trend here?&lt;br /&gt;
  SIZE_DILUTES (Optional)&lt;br /&gt;
This token presumably causes the effects of the syndrome to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
  SIZE_DELAYS (Optional)&lt;br /&gt;
As above, this token has yet to be tested by presumably delays the onset of a syndrome according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Accepts Target&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| CE_FEVER&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NAUSEA&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DIZZINESS&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| CE_SWELLING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to swell up.&lt;br /&gt;
|-&lt;br /&gt;
| CE_OOZING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted bodypart.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BRUISING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLEEDING&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NECROSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted bodypart to rot, with associated tissue damage and miasma.  Badly necrotic limbs will require amputation and heavy rot will eventually result in bleeding.  Necrosis has some strange behavior involving bleeding to death that isn't fully understood; a 100% necrotic creature can survive fine with no non-yellow bodyparts but will die of bleeding as soon as they end a round of combat, even if they never take a hit. Because of this, fairly useless unless targeting the lungs or eyes.&lt;br /&gt;
|-&lt;br /&gt;
| CE_DROWSINESS&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PAIN&lt;br /&gt;
| Yes&lt;br /&gt;
| Afflicts the targeted bodypart with intense pain.&lt;br /&gt;
|-&lt;br /&gt;
| CE_BLISTERS&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted bodypart with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| CE_COUGH_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_VOMIT_BLOOD&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| CE_IMPAIR_FUNCTION&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this CE is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs.&lt;br /&gt;
|-&lt;br /&gt;
| CE_UNCONSCIOUSNESS&lt;br /&gt;
| No&lt;br /&gt;
| Renders unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| CE_PARALYSIS&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes paralysis in the affected body part. Targeted causes sluggishness and significantly reduces speed. Untargeted paralysis is 'complete paralysis' and will cause suffocation.&lt;br /&gt;
|-&lt;br /&gt;
| CE_NUMBNESS&lt;br /&gt;
| ???&lt;br /&gt;
| Found in stringdump, sometimes used by forgotten beasts and demons.  Needs testing.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MAT_FIXED_TEMP:9001]&lt;br /&gt;
  [BOILING POINT:9000]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the syndrome you thoughtfully attached to the material definition earlier!&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as MATERIAL tokens.&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
If you want to really make a creature deadly, you can give it a breath attack to shoot your neurotoxin at your hapless dwarves from range. Some of these attacks have the unfortunate side effect of preventing a critter from using its regular attacks unless the enemy is ''on the same tile.'' You decide if it's worth it.&lt;br /&gt;
&lt;br /&gt;
To use a breath attack, place something like the following anywhere in your creature entry:&lt;br /&gt;
&lt;br /&gt;
  [MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:SPITTER_SPIT:SOLID_GLOB]&lt;br /&gt;
&lt;br /&gt;
The second token, LOCAL_CREATURE_MAT, references the fact that the material is defined inside the creature entry. SPITTER_SPIT is the name of the material, '''not the syndrome'''.&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! | Token&lt;br /&gt;
! | Description&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_GAS_FLOW&lt;br /&gt;
| Shoots a trail of gas substance at the creature. Fairly easy to dodge. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_VAPOR_FLOW&lt;br /&gt;
| Similar to the trailing gas, but easier to breathe in, and condensed, so it will collect on creatures. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| TRAILING_DUST_FLOW&lt;br /&gt;
| Lets out a cloud of solid dust. Buggy(?) physics cause this to fling around anything it comes in contact with, making it capable of smashing creatures into the ground and flinging them over walls. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| SOLID_GLOB&lt;br /&gt;
| Shoots a solid glob of spinning substance at the creature, leaving symbols similar to broken arrows. Essentially a projectile weapon. Some creatures with this breath attack will not move, preferring instead to stay and shoot globs at you, even when you are literally right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_GLOB&lt;br /&gt;
| Shoots a '''solid''' glob of spinning substance at the creature. Essentially the same as SOLID_GLOB. May do less damage.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_GAS&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_GAS_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_VAPOR&lt;br /&gt;
| Creature occasionally releases a cloud of substance. Similar to TRAILING_VAPOR_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal.&lt;br /&gt;
|-&lt;br /&gt;
| UNDIRECTED_DUST&lt;br /&gt;
| Creature occasionally releases a large cloud of substance, which will spread and dissipate. Similar to TRAILING_DUST_FLOW, but undirected, thus affecting a larger area but losing the distance. Creature will attack as normal. DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can use multiple breath attacks, which appear to be used at the same time. Using LIQUID_GLOB and TRAILING_VAPOR_FLOW will shoot a glob of liquid, with a trail of vapor marking the path. Combine and experiment!&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=99701</id>
		<title>v0.31:Demon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Demon&amp;diff=99701"/>
		<updated>2010-04-26T19:34:32Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: /* Demons */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
==Demons==&lt;br /&gt;
&lt;br /&gt;
Demons inhabit {{L|Hell}}. At this time it appears that they are randomly generated at worldgen, creating unique fun for every player. Examples of possible demons include giant centipedes made of ash that hunger for blood, eyeless mosquitoes that spit icicles, and emaciated fruitbats with giant clicking mandibles. Demons begin to spawn exactly one frame after you open Hell; the amount spawned can range from 10 to over 100.  As long as Hell is unsealed, demons will continue to wander in from the edges of the map indefinitely, due to having populations that are functionally infinite.&lt;br /&gt;
&lt;br /&gt;
All demons share certain traits, however.  They are represented by an ampersand (&amp;amp;).  They are all able to swim in and breathe water and magma, and capable of flight, building destruction, speaking, learning.  Further, they are immune to traps, pain, fear, nausea, stunning, exertion, dizziness, fevers, fire, any sort of poison, extremes of heat and cold (even if made of materials that would suggest otherwise).  Finally, they are very large (size 10000000, smaller than a megabeast, but significantly larger than a giant and 167 times the size of a dwarf).  They don't require sleep, food, or drink.  If you have deactivated compressed saves, the raws for given world's demons (as well as forgotten beasts and titans) can be found in the world.dat of its save folder.&lt;br /&gt;
&lt;br /&gt;
Certain types of demons, those described as &amp;quot;being twisted into humanoid form&amp;quot; and marked with [UNIQUE_DEMON] instead of [DEMON] in world.dat, will occasionally escape the underworld and earn/create statuses in goblin or human civilizations; among humans, they pose as gods, while they take over goblin civilizations through more direct means. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Little do demons know that though their claws and fire cannot pierce the {{L|adamantine}} sealing them away, a simple {{L|copper}} {{L|pick}} can dig right through it with ease. Armok forbid these unholy creatures ever get their hands on one.&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Pewter&amp;diff=99273</id>
		<title>v0.31:Pewter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Pewter&amp;diff=99273"/>
		<updated>2010-04-25T19:04:32Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
'''Pewter''' is an alloy, primarily containing {{L|Copper|copper}} and {{L|Tin|tin}}. In Dwarf Fortress, there are three forms of pewter:&lt;br /&gt;
&lt;br /&gt;
*{{L|Fine pewter}}, made from one part copper and three parts tin, with material value 5&lt;br /&gt;
*{{L|Trifle pewter}}, made from one part copper and two parts tin, with material value 4&lt;br /&gt;
*{{L|Lay pewter}}, made from one part copper, two parts tin, and one part {{L|Lead|lead}}, with material value 3&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Eerie_glowing_pit&amp;diff=98554</id>
		<title>v0.31:Eerie glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Eerie_glowing_pit&amp;diff=98554"/>
		<updated>2010-04-24T23:25:56Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to DF2010:Hell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Hell]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hell&amp;diff=98553</id>
		<title>40d:Hell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hell&amp;diff=98553"/>
		<updated>2010-04-24T23:25:09Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to 40d:Glowing pit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Glowing pit]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Hell&amp;diff=98552</id>
		<title>40d:Hell</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Hell&amp;diff=98552"/>
		<updated>2010-04-24T23:24:59Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to 40d:Glowing Pit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[40d:Glowing Pit]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Glowing_pit&amp;diff=98551</id>
		<title>Glowing pit</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Glowing_pit&amp;diff=98551"/>
		<updated>2010-04-24T23:24:08Z</updated>

		<summary type="html">&lt;p&gt;KillerClowns: Redirected page to DF2010:Hell&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Hell]]&lt;/div&gt;</summary>
		<author><name>KillerClowns</name></author>
	</entry>
</feed>