<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Putnam3145</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Putnam3145"/>
	<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php/Special:Contributions/Putnam3145"/>
	<updated>2026-05-27T08:27:23Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=314480</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=314480"/>
		<updated>2026-01-27T11:05:05Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Basics of DF modding */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable.&lt;br /&gt;
&lt;br /&gt;
== Resource Overview==&lt;br /&gt;
[[File:modding_icon.png|120px|right]]This section serves as a portal to all modding-related pages on the wiki. &lt;br /&gt;
&lt;br /&gt;
; Using Mods:&lt;br /&gt;
* [[Mod#Downloading mods|Downloading mods]]&lt;br /&gt;
* [[Mod#Enabling/installing mods|Enabling mods in-game]]&lt;br /&gt;
&lt;br /&gt;
; Guides and references:&lt;br /&gt;
* [[Modding guide|DF RAWs modding guide]]&lt;br /&gt;
* [[Modding pitfalls]] for troubleshooting&lt;br /&gt;
&lt;br /&gt;
* [[Mod#Mod format|Mod format]] and [[Game folders and files]]&lt;br /&gt;
* [https://github.com/Putnam3145/DF-Raws/tree/master Official DFRaws repository] and [https://github.com/DF-Wiki/DFRawFunctions Wiki mirror]&lt;br /&gt;
* [[Mod#Publishing on Steam Workshop|Publish on Steam Workshop]]&lt;br /&gt;
* [[Character table]]&lt;br /&gt;
* [[String dump]]&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Putnam3145/Dwarf-Fortress--libgraphics-- Source code for Dwarf Fortress's graphics/input/sound]&lt;br /&gt;
* [https://docs.dfhack.org/en/latest/docs/guides/modding-guide.html#dfhack-modding-guide DFHack modding guide]&lt;br /&gt;
* [[Memory hacking]], [[Main:Offset Finding Methods|Offset Finding Methods]]&lt;br /&gt;
&lt;br /&gt;
; Where to get help?&lt;br /&gt;
* The official [http://www.bay12forums.com/smf/index.php?board=13.0 modding subforum] on the [[Bay 12 Forums]].&lt;br /&gt;
* [https://discord.com/channels/329272032778780672/629902895138996264 #modding-discussion] and [https://discord.com/channels/329272032778780672/1069640085718450218 #modding-technical] channels on [[Kitfox Games]]' Discord.&lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFHack questions] &lt;br /&gt;
&lt;br /&gt;
; Modding tools&lt;br /&gt;
* There are several specialized [[Utilities#Modding tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a longer list of them] on the [[Bay 12 Forums]].&lt;br /&gt;
:*[https://putnam3145.github.io/helper Material Helper] by [[User:Putnam3145]], for calculating [[Material definition token|material properties]].&lt;br /&gt;
:*[https://jose96xd.github.io/DF_Tools/index.html DF Tools] by [[User:Jose96xd]], a collection of web tools.&lt;br /&gt;
:*[https://dffd.bay12games.com/file.php?id=1738 DFLang] (by Igfig) and [https://dffd.bay12games.com/file.php?id=7174 LangCreate] (by Talvieno) for generating [[Language token|translations]].&lt;br /&gt;
:*[http://www.bay12forums.com/smf/index.php?topic=158930.0 Dwarf Portrait] by Rose, for visualizing unit [[Body token|bodies]].&lt;br /&gt;
* Text editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like the free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF RAW Language server|DF RAW Language server]])&lt;br /&gt;
* Image editors are needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work.&lt;br /&gt;
&lt;br /&gt;
=== Documentation===&lt;br /&gt;
; [[Raw file]]s&lt;br /&gt;
&lt;br /&gt;
These object files, stored in &amp;lt;code&amp;gt;/data/vanilla/*/objects/&amp;lt;/code&amp;gt;, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged.&lt;br /&gt;
&lt;br /&gt;
See [[Token|Token reference]] - It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.&lt;br /&gt;
&lt;br /&gt;
; [[Graphics|Graphics files]]:&lt;br /&gt;
&lt;br /&gt;
The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable [[tileset]]s while mods can include their own [[Graphics#Premium Graphics|graphics files]].&lt;br /&gt;
&lt;br /&gt;
; [[Reaction]]s:&lt;br /&gt;
&lt;br /&gt;
; [[Language token|Language]] and [[Speech file]]:&lt;br /&gt;
&lt;br /&gt;
; [[Audio|Sound and Music files]]:&lt;br /&gt;
&lt;br /&gt;
All sound and music files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the &amp;lt;code&amp;gt;/data/sound/&amp;lt;/code&amp;gt; subfolders. Mods can load new audio files. You can also change some of the definitions of when certain musical cues are played, using available [[music token]]s and [[sound token]]s in the raw files.&lt;br /&gt;
&lt;br /&gt;
An example mod by [[User:Putnam3145]] is available on [https://github.com/Putnam3145/dwarf-fortress-example-sound-mod Github].&lt;br /&gt;
&lt;br /&gt;
; [[Lua scripting]]:&lt;br /&gt;
&lt;br /&gt;
An experimental feature used for procedural generation.&lt;br /&gt;
&lt;br /&gt;
=== Best practice ===&lt;br /&gt;
The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You should prefer ``SELECT`` over ``CUT``, and prefer ``CUT`` over unloading ([[Mod info token|conflicting with]]) vanilla raws.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Token reference ===&lt;br /&gt;
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].&lt;br /&gt;
&lt;br /&gt;
=== Basics of DF modding ===&lt;br /&gt;
To make a mod, one must put a folder into the &amp;lt;code&amp;gt;/mods/&amp;lt;/code&amp;gt; directory in the game's AppData [[File|folder]] or the portable directory. When a mod is first installed, it is copied to &amp;lt;code&amp;gt;/data/installed_mods/&amp;lt;/code&amp;gt; and the game loads all data from the installed copy. Changes are NOT immediately propagated from &amp;lt;code&amp;gt;/mods/&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;/data/installed_mods/&amp;lt;/code&amp;gt;. You can create a new installed copy by deleting the old copy or by incrementing the [[Mod info token|version info]] - see [[modding pitfalls]] for more information. The vast majority of modifications to the game can be done via this method.&lt;br /&gt;
&lt;br /&gt;
Your mod folder must contain a file named &amp;quot;info.txt&amp;quot; and subfolders depending on what your mod includes. The majority of mods will want to have an ``objects/`` folder, which can define most kinds of [[Raw file|game content]], and a ``graphics/`` folder, to add [[graphics]].&lt;br /&gt;
&lt;br /&gt;
 [[File:Folder-orange.svg|20px|link=]] Mod Name&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Graphics|graphics]]&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Raw file|objects]]&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Lua scripting|scripts]]&lt;br /&gt;
  ├ &amp;amp;emsp;[[File:Lua-Logo.svg|20px|link=]] init.lua&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Audio|sound]]&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] [[info.txt]]&lt;br /&gt;
  └ [[File:Picture icon.png|20px|link=]] preview.png&lt;br /&gt;
&lt;br /&gt;
The [[info.txt]] is formatted like so:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:my_first_mod]&lt;br /&gt;
[NUMERIC_VERSION:1]&lt;br /&gt;
[DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[AUTHOR:Your Name Here]&lt;br /&gt;
[NAME:My First Mod]&lt;br /&gt;
[DESCRIPTION:A cool mod I made!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A mod should have all of these. There are a [[mod info token|few more tokens]], but the above are the important ones.&lt;br /&gt;
&lt;br /&gt;
Most of the game's vanilla content is in the same format as mods. Many text files can be found in the subfolders of the &amp;lt;code&amp;gt;/data/vanilla&amp;lt;/code&amp;gt; folder - these are the [[raw file|raw files]], and using them as a basis for modification is quite easy. For now, we will take a look at one of the existing files. For example, if you open &amp;lt;code&amp;gt;/data/vanilla/vanilla_creatures/objects/creature_standard.txt&amp;lt;/code&amp;gt;, it should look something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. &lt;br /&gt;
&lt;br /&gt;
'''In other words, to be recognized by the game, a raw file must have all of the following:'''&lt;br /&gt;
&lt;br /&gt;
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''&lt;br /&gt;
# The filename on the first line of the file.&lt;br /&gt;
# ``[OBJECT:type]``, where &amp;quot;type&amp;quot; is replaced with the relevant object type.&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, ``[CREATURE:DWARF]``), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]])  Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the {{token|CARNIVOROUS}} token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when possible. You should make a mod instead!&lt;br /&gt;
* When adding files, token identifiers are all you need to include to ensure proper references are maintained.  The game searches through all loaded raw files by tokens.&lt;br /&gt;
** For example, you can add a new pair of leather boots and not even have to add it to a file named ``item_shoes.txt``, but rather your own file, say ``item_shoes_new.txt``.&lt;br /&gt;
** All objects must have a unique token identifier. Adding a consistent prefix or suffix to your mod's objects (ie: ``[ITEM_SHOES:ITEM_SHOES_BOOTS_NEW]``) greatly reduces the chance that another mod uses the same token. If two mods define objects with the same token without cutting the other, then they will be incompatible due to [[duplicated raws]].&lt;br /&gt;
* When a new world is generated, the mods included are &amp;quot;baked in&amp;quot; and cannot be modified except to be updated—for this, the game checks that the mod used by the save is of a compatible {{token|NUMERIC_VERSION|modinfo}}.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities.&lt;br /&gt;
* '''Check the errorlog.txt in the game's base folder whenever you load the mod'''. Many problems show up in there, and it's bad form to publish a mod with errors.&lt;br /&gt;
&lt;br /&gt;
=== Modifying the vanilla objects ===&lt;br /&gt;
&lt;br /&gt;
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions provided with ''Dwarf Fortress'' since v50.01.&lt;br /&gt;
&lt;br /&gt;
There are two patching functions: ``SELECT`` and ``CUT``. When ``SELECT`` is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When ``CUT`` is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of base objects:&lt;br /&gt;
&lt;br /&gt;
* [[Creature token|CREATURE]]&lt;br /&gt;
* [[Entity token|ENTITY]]&lt;br /&gt;
* [[Interaction token|INTERACTION]]&lt;br /&gt;
* [[Item definition token|ITEM]]&lt;br /&gt;
* [[Language token|WORD, TRANSLATION, SYMBOL]]&lt;br /&gt;
* [[Inorganic material definition token|INORGANIC]]&lt;br /&gt;
* [[Plant token|PLANT]]&lt;br /&gt;
* [[Audio|MUSIC, SOUND]]&lt;br /&gt;
* [[Reaction token|REACTION]]&lt;br /&gt;
&lt;br /&gt;
The syntax required for these functions is: ``[&amp;lt;function&amp;gt;_&amp;lt;object&amp;gt;:&amp;lt;specific object being affected&amp;gt;]``. For instance, ``[CUT_PLANT:MUSHROOM_HELMET_PLUMP]`` cuts the plump helmet object originally defined in the vanilla file ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/plant_standard.txt plant_standard.txt]``, so the game will not use that object at all. However, ``[SELECT_ITEM_HELM:ITEM_HELM_HELM]`` does not select the helm object from the vanilla file ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_helm.txt item_helm.txt]``, even though that's how the object appears in that file, because there is no ``[SELECT_ITEM_HELM]`` token. Instead, the helm would be selected with ``[SELECT_ITEM:ITEM_HELM_HELM]``.&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to mod beards onto dwarven women while also removing elephants from the game:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
creature_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:DWARF] starts editing DWARF from the end of the entry&lt;br /&gt;
    [SELECT_CASTE:FEMALE]&lt;br /&gt;
        [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&lt;br /&gt;
[CUT_CREATURE:ELEPHANT] removes the ELEPHANT creature&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Or, say, add your own reaction and building to dwarves:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
entity_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ENTITY]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:MOUNTAIN]&lt;br /&gt;
    [PERMITTED_REACTION:MY_REACTION]&lt;br /&gt;
    [PERMITTED_BUILDING:MY_BUILDING]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And in any of these, one can add the token ``[LOG_CURRENT_ENTRY]`` somewhere under one of the objects of the file, which logs the full contents of the object in question to ``logs\current_entry.txt``. This can be useful to make sure that the patch is doing what you think it is. For instance if ``[LOG_CURRENT_ENTRY]`` were added on the next line after ``[CREATURE:DWARF]`` in your mod file, then the dwarf object would be the object detailed in the log entry.&lt;br /&gt;
&lt;br /&gt;
Note that it is not possible to remove an existing token from most objects using ``SELECT`` or ``CUT`` alone. Creatures can make use of {{token|CV_REMOVE_TAG|cv}}; for other objects, it is currently necessary to ``CUT`` the entire object and redefine it.&lt;br /&gt;
&lt;br /&gt;
...Speaking of, let's move on to modifying and adding entities.&lt;br /&gt;
&lt;br /&gt;
=== Modding civilizations (entities) ===&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilizations work - are stored in &amp;lt;code&amp;gt;[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/entity_default.txt vanilla_entities/objects/entity_default.txt]&amp;lt;/code&amp;gt; (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the ``[ENTITY:]`` identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
{{token|CREATURE|e}} links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the {{token|CREATURE|e|DWARF}} entry in ``entity_default.txt`` with {{token|CREATURE|e|ELF}} and you would be marching elves around in fortress mode, although they would still use dwarven technology, [[Dwarven language|language]] and [[name]]s and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
{{token|TRANSLATION|e}} defines the language file that the entity will be using, which will determine what their native words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are ``HUMAN``, ``DWARF``, ``ELF``, and ``GOBLIN``, as well as the generated ``GEN_DIVINE`` and ``GEN_IDENTITY``.{{version|51.06-Lua}}&lt;br /&gt;
&lt;br /&gt;
{{token|BIOME_SUPPORT|e}} defines the [[Biome token|biomes]] that civs will attempt to settle in. The ``FREQUENCY`` value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials. For more information, see [[entity token]]s. &lt;br /&gt;
&lt;br /&gt;
Besides those mentioned, some fundamental ones are the {{token|SITE_CONTROLLABLE|e}} token, which lets you control the civ in fortress mode, and the {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are {{token|START_BIOME|e}} and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
Also see the creature-level {{token|OUTSIDER_CONTROLLABLE}} token, which allows you to play in adventure mode as an outsider.&lt;br /&gt;
&lt;br /&gt;
By default, the game chooses a {{token|SITE_CONTROLLABLE|e}} civ (and therefore a species if there is more than one) at random when starting a fortress mode game. The group selection section on the embark screen lists all available civs and their primary creature.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of [[Language#language_SYM|symbols]], collections of words centered around a specific concept. The civ will use words from whatever symbols are selected for it for various things. This association might be a little confusing at first, so, let's refer to the &amp;quot;MOUNTAIN&amp;quot; entity:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then, after words in the &amp;quot;[[language_SYM.txt/Violent|VIOLENT]]&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of [[language_SYM.txt/Violent|VIOLENT]] with, say, [[language_SYM.txt/Peace|PEACE]] and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the ``REMAINING``) - such as site names, kingdom names, the names of individuals, and such - will have names from the [[language_SYM.txt/Artifice|ARTIFICE]] and [[language_SYM.txt/Peace|PEACE]] symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the ``ALL``) so if the game happens to choose a symbol associated with, say, [[language_SYM.txt/Evil|EVIL]] for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of an entity file and edit things to your liking. Remember to always change the civ's ``[ENTITY:]`` identifier! This can be anything, so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation, but that can be found in [[Advanced Entity Position Mechanics]].&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:&lt;br /&gt;
&lt;br /&gt;
* {{token|ACTIVE_SEASON|e}} - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* ``[[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]]`` - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* {{token|COMMON_DOMESTIC_PACK|e}} - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the {{token|ANIMAL|e}} definition {{token|ALWAYS_WAGON_PULLER|e}} on creature, caste or class.&lt;br /&gt;
* {{token|COMMON_DOMESTIC_PULL|e}} - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their ``[[Ethic#KILL_PLANT|[ETHIC:KILL_PLANT]]]`` permits them to use wagons in the first place.&lt;br /&gt;
* {{token|MERCHANT_BODYGUARDS|e}} - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Modding creatures ===&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun – you can change nearly any aspect of a creature, or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's ``[CREATURE:]`` header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
==== Creature materials and tissues ====&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of body parts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between body parts, tissues, and materials. We're going to show you part of the [[bronze colossus/raw|creature entry]] for a [[bronze colossus]] (bear with us):&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the {{token|BODY}} token, followed by a list of body parts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues, and those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the {{token|BODY}} token you'll see a {{token|TISSUE}} token, followed by an identifier, much like the others we've seen. The {{token|TISSUE}} block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the {{token|MUSCULAR|tissue}}, {{token|FUNCTIONAL|tissue}} and {{token|STRUCTURAL|tissue}} tokens. The tissue also references a material - ``[INORGANIC:BRONZE]`` - the properties of which are declared in the [[Inorganic material definition token|inorganic materials]] file ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_metal.txt inorganic_metal.txt]``, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the {{token|TISSUE_LAYER}} line. {{token|TISSUE_LAYER}} allows you to control where each tissue is applied. Its first argument defines if it's to search by body part category (``BY_CATEGORY``), body part type (``BY_TYPE``), or look for a specific part (``BY_TOKEN``). That's followed by the parts argument itself, which is in this case ``ALL`` (so the game's looking for parts in all categories, which is to say, every body part). This is followed by the tissue to be applied, &amp;quot;BRONZE&amp;quot;. So the {{token|TISSUE_LAYER}} token is telling the game to select all body parts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of [[bronze]].&lt;br /&gt;
&lt;br /&gt;
By now, you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded!&amp;quot; and you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is where [[Body detail plan token|body detail plans]], which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/b_detail_plan_default.txt b_detail_plan_default.txt]`` does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the {{token|TISSUE_LAYER}} tokens? Will we have to type out all of those manually? Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First, an argument is placed in the plan (``ARG1``, ``ARG2`` etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the &amp;quot;VERTEBRATE_TISSUE_LAYERS&amp;quot; plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
``ARG1`` in the detail plan is replaced by &amp;quot;SKIN&amp;quot;, the first tissue we entered. ``ARG2`` is replaced by &amp;quot;FAT&amp;quot;, ``ARG3`` by &amp;quot;MUSCLE&amp;quot;, ``ARG4`` by &amp;quot;BONE&amp;quot;, and ``ARG5`` by &amp;quot;CARTILAGE&amp;quot;. Hence, our creature's body part designated as {{token|CATEGORY|body|BODY}} is made up of &amp;quot;SKIN&amp;quot; with thickness 1, &amp;quot;FAT&amp;quot; with thickness 5, and &amp;quot;MUSCLE&amp;quot; with thickness 50. Its nose is made up of &amp;quot;SKIN&amp;quot; (thickness 1) and &amp;quot;CARTILAGE&amp;quot; (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We leave the body stuff declared normally:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We then, in our own mod, select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale - you can read more about that [[Temperature|on this page]]. We're also referencing [[material definition token]]s, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
==== Creature castes ====&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws, is the '''caste system.''' The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/creature_subterranean.txt creature_subterrenean.txt]``:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a {{token|POP_RATIO}}, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the &amp;quot;DRONE&amp;quot; and &amp;quot;QUEEN&amp;quot; castes have the {{token|MALE}} and {{token|FEMALE}} tokens respectively - these tokens determine how breeding works. A creature without both a {{token|MALE}} caste and a {{token|FEMALE}} caste will be unable to breed (no asexually reproducing creatures yet, unfortunately). As they lack {{token|FEMALE}}, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the {{token|FLIER}} token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed and produce offspring of either caste.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
=== Modding items ===&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, [[Item definition token]]s don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add {{token|METAL|armor}} to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{token|SIZE|wp}} determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. {{token|SKILL|wp}} determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. {{token|MINIMUM_SIZE|wp}} determines the minimum size a creature must be before the weapon can be wielded, while {{token|TWO_HANDED|wp}} determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for ``BLUNT`` attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of ``EDGE`` attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So &amp;quot;STAB&amp;quot; perfomed with only muscular power and modifier is x1 (1000). &amp;quot;SLASH&amp;quot; performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.&lt;br /&gt;
&lt;br /&gt;
{{token|ATTACK_PREPARE_AND_RECOVER|weapon}} determines number of game frames to perform these actions. In vanilla, all attacks except [[whip|lashing]] use 3:3.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
=== Modding language files ===&lt;br /&gt;
{{main|Language token}}&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species.  Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way!  If you want to create a whole new language, it is very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new &amp;quot;language_NAME.txt&amp;quot; file, such as &amp;quot;language_LIZARDMAN.txt&amp;quot;, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file, followed by ``[OBJECT:LANGUAGE]`` and ``[TRANSLATION:LIZARDMAN]``.  After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word.  That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
All raw files use [[Character table|Code Page 437]] encoding, and you should make sure you are editing these files in that format. As many text editors default to UTF-8, some characters with diacritical marks may fail to show properly. Saving one of the default language raw files in this state will overwrite these characters with the Unicode question mark, which will corrupt the file. To fix this  replace the file with a clean one downloaded from the distributed version of DF.&lt;br /&gt;
&lt;br /&gt;
(Note that the name of the file doesn't actually matter; but it's typical to name the file after a creature if it's exclusive to their civilization.)&lt;br /&gt;
&lt;br /&gt;
=== Modding body parts ===&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/body_default.txt body_default.txt]`` and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each body part will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a body part definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most important tokens are {{token|CONTYPE|body}} and {{token|CON|body}}: {{token|CONTYPE|body}} means the body part in question is connected to a certain ''type'' of body part, while {{token|CON|body}} means it's connected to a ''specific'' one. &amp;quot;TOKENID&amp;quot; is yet another identifier, which should be unique, as it's referenced every time something uses {{token|CON|body}} or ``BY_TOKEN``. {{token|DEFAULT_RELSIZE|body}} defines, of course, what the body part's size is in relation to the other parts. {{token|CATEGORY|body}} defines a category for the part, which can be unique or shared with other parts. This is referenced whenever ``BY_CATEGORY`` is used.&lt;br /&gt;
&lt;br /&gt;
A list of body part tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
``[[Bodygloss|[BODYGLOSS]]]`` entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss definition ``[BODYGLOSS:CLAW_HAND:hand:claw]`` in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/body_default.txt body_default.txt]``; you can then use this in a creature via ``[BODYGLOSS:CLAW_HAND]`` and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss ``[BODYGLOSS:EARSTALK:ear:stalk:ears:stalk]``, it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
=== Modding plants ===&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/plant_standard.txt plant_standard.txt]`` should explain most things. Here's the list of [[Plant token]]s.&lt;br /&gt;
&lt;br /&gt;
Below is the [[plump helmet]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 	[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[PICKED_TILE:6][PICKED_COLOR:5:0:0]&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
		[STATE_COLOR:ALL:AMETHYST]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
 &lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:58]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:58]&lt;br /&gt;
 	[SHRUB_COLOR:5:0:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:0:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Let's look at this line by line:&amp;lt;br&amp;gt;&lt;br /&gt;
First, we define its file name. In this case it's &amp;quot;MUSHROOM_HELMET_PLUMP&amp;quot;. Next we define its in-game name, &amp;quot;plump helmet&amp;quot; and its adjective for if you were to craft with its materials (e.g. {{DFtext|plump helmet plant earrings}}).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the structure and material of the plant. It references &amp;quot;STRUCTURAL_PLANT_TEMPLATE&amp;quot; in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.&lt;br /&gt;
&lt;br /&gt;
After that we get our edible tokens. These say that [[vermin]] can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant that vermin would leave alone, you'd remove the {{token|EDIBLE_VERMIN|md}} token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, {{token|PICKED_TILE|p|6}} is the character (6, or ♠) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. {{token|PICKED_COLOR|p|5:0:0}} is the [[color]] used for the crop's tile when harvested. It's in a ``&amp;lt;foreground&amp;gt;:&amp;lt;background&amp;gt;:&amp;lt;brightness&amp;gt;`` format, resulting in a purple spade: {{Tile|♠|5:0}}&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[PICKED_TILE:6][PICKED_COLOR:5:0:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{token|GROWDUR|p|300}} is how long it takes for your crop to grow. There are 1008 growdur units in a [[Time|season]]. You can calculate this value [https://jose96xd.github.io/DF_Tools/Modules/TimeConverter.html here].&amp;lt;br&amp;gt;&lt;br /&gt;
{{token|VALUE|p|2}} is the [[item value]] of the harvested plant (default 1). &lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the plant's alcohol states. {{token|STATE_NAME_ADJ|ALL_SOLID|md}} is the frozen name, followed is the actual drink name, and then its boiling name. Drinks can evaporate and freeze in Scorching or Freezing [[Temperature|climates]], respectively.&lt;br /&gt;
&lt;br /&gt;
{{token|DISPLAY_COLOR|md}} is ASCII color, and {{token|STATE_COLOR|md}} is a [[Color#Color tokens|named color]] linked to a graphical [[palette]].&lt;br /&gt;
&lt;br /&gt;
{{token|EDIBLE_RAW|md}} and {{token|EDIBLE_COOKED|md}} are saying you can drink the alcohol raw or cooked.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
		[STATE_COLOR:ALL:AMETHYST]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After that we get our seed template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have {{token|SEED_MAT|p}} to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
And finally for the last chunk we have this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:58]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:58]&lt;br /&gt;
 	[SHRUB_COLOR:5:0:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:0:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. {{token|PREFSTRING|p}} is what your dwarves [[Preference|like]] about the plant, which in this case is the rounded tops. {{token|WET|p}}{{token|DRY|p}} are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.&amp;lt;br&amp;gt;&lt;br /&gt;
{{token|BIOME|p}} is what [[Biome token|biome]] the plant grows in. {{token|UNDERGROUND_DEPTH:Minimum:Maximum|p}} Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to ``0:0`` (surface only).&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, {{token|SHRUB_TILE|p}} is the character used for the naturally spawning [[shrub]] of this plant, {{token|DEAD_SHRUB|p}} is the dead shrub character. {{token|SHRUB_COLOR|p}} Is the shrub's color, and {{token|DEAD_SHRUB_COLOR|p}} is, of course, the dead shrub's color.&lt;br /&gt;
&lt;br /&gt;
Plump helmet shrubs look like {{Tile|:|5:0}}.&lt;br /&gt;
&lt;br /&gt;
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.&amp;lt;br&amp;gt;&lt;br /&gt;
For the rest of the tokens, see [[plant token]].&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s are another kind of plant that can be modded. Being plants, they use many of the same tokens as edible crops, but differ in having a few tree-specific tokens.&lt;br /&gt;
&lt;br /&gt;
Below is the [[apple|apple tree]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [PLANT:APPLE] malus sieversii&lt;br /&gt;
  	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
  	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
  	[TRUNK_PERIOD:10]&lt;br /&gt;
  	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
  	[BRANCH_DENSITY:50]&lt;br /&gt;
  	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
  	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
  	[BRANCH_RADIUS:2]&lt;br /&gt;
  	[TRUNK_BRANCHING:2]&lt;br /&gt;
  	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
  	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
  	[ROOT_DENSITY:5]&lt;br /&gt;
  	[ROOT_RADIUS:3]&lt;br /&gt;
  	[STANDARD_TILE_NAMES]&lt;br /&gt;
  	[PREFSTRING:fruit]&lt;br /&gt;
  	[DRY]&lt;br /&gt;
  	[BIOME:ANY_TEMPERATE]&lt;br /&gt;
  	[SAPLING]&lt;br /&gt;
  	[GROWTH:LEAVES]&lt;br /&gt;
  		[GROWTH_NAME:apple leaf:apple leaves]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_HOST_TILE:SAPLING]&lt;br /&gt;
  		[GROWTH_TIMING:0:300000]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:2:0:0:0:209999:1]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color&lt;br /&gt;
  		[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]&lt;br /&gt;
 		[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]&lt;br /&gt;
   		[GROWTH_DROPS_OFF]&lt;br /&gt;
  	[GROWTH:FLOWERS]&lt;br /&gt;
  		[GROWTH_NAME:apple flower:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:60000:119999]&lt;br /&gt;
  		[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]&lt;br /&gt;
 	[GROWTH:FRUIT]&lt;br /&gt;
  		[GROWTH_NAME:apple:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
   		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
  		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
  		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
  		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and setting up the basic materials.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:APPLE] malus sieversii&lt;br /&gt;
 	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adding the token {{token|DISPLAY_COLOR|md}} (ASCII) / {{token|STATE_COLOR|md}} ([[graphics]]) directly after {{token|USE_MATERIAL_TEMPLATE|plant}} would allow us to change the color of the tree.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
        	[DISPLAY_COLOR:1:0:0]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
would give us a {{DFtext|dark blue|1:0}} apple tree. This method is used by the game by [[birch|birches]] and [[spore tree|various]] [[nether-cap|underground]] [[blood thorn|trees]].&lt;br /&gt;
&lt;br /&gt;
Next come the definitions of various other materials used by the tree:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From them, we get to know what the parts of the tree can be used for, as well as how they will appear when separated from the tree. Any alterations that can be done to materials normally can be done here, such as changing the value or adding a [[syndrome]].&lt;br /&gt;
&lt;br /&gt;
 	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
&lt;br /&gt;
{{token|TREE|p}} is what turns your plant object into an actual tree. The following argument describes what material the harvested logs should be made of. If ``NONE``, the felled tree will give no logs. {{token|TREE_TILE|p}} is the tile the tree shows up as on the world map, in this case {{Tile|♣|2:1}}.&lt;br /&gt;
&lt;br /&gt;
Note that all vanilla trees (that give logs) use the &amp;quot;WOOD&amp;quot; material defined above as the argument for {{token|TREE|p}}, as opposed to the &amp;quot;STRUCTURAL&amp;quot; material. Thus, any changes to the properties of the wood harvested should be done to the &amp;quot;WOOD&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
The following tokens decide the dimensions of the tree, and how it grows.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
    [TRUNK_PERIOD:10]&lt;br /&gt;
 	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
 	[BRANCH_DENSITY:50]&lt;br /&gt;
 	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
 	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
 	[BRANCH_RADIUS:2]&lt;br /&gt;
 	[TRUNK_BRANCHING:2]&lt;br /&gt;
 	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
 	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
 	[ROOT_DENSITY:5]&lt;br /&gt;
 	[ROOT_RADIUS:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|TRUNK_PERIOD|p}} and {{token|TRUNK_WIDTH_PERIOD|p}} determine how long it takes for the trunk to grow one tile taller respectively wider, in years. {{token|MAX_TRUNK_HEIGHT|p|3}} and {{token|MAX_TRUNK_DIAMETER|p|1}} determine the maximum value the above can reach. {{token|TRUNK_BRANCHING|p}} decides how &amp;quot;curvy&amp;quot; the tree is, with {{token|TRUNK_BRANCHING|p|0}} meaning the tree is entirely straight. &lt;br /&gt;
&lt;br /&gt;
{{token|HEAVY_BRANCH_DENSITY|p|25}},  {{token|HEAVY_BRANCH_RADIUS|p|1}}, {{token|BRANCH_DENSITY|p|50}}, {{token|BRANCH_RADIUS|p|2}}, {{token|ROOT_DENSITY|p|5}}, and {{token|ROOT_RADIUS|p|3}} determine the density (how many are there, integer ranging 0-100) and radius (in tiles) away from the trunk, of heavy branches, normal branches and roots respectively.&lt;br /&gt;
&lt;br /&gt;
{{token|STANDARD_TILE_NAMES|p}} makes the tree use standard names for the trunk, branches etc. Otherwise custom ones can be used. (see [[Plant_token|full plant token list]])&lt;br /&gt;
&lt;br /&gt;
{{token|SAPLING|p}} ensures saplings of this tree are called &amp;quot;[tree name] sapling&amp;quot;, instead of the standard &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Lastly, we are introduced to the {{token|GROWTH|p}} token. {{token|GROWTH|p}} defines growths growing on a plant, in this case our apple tree. Apple trees have three growths: leaves, flowers and fruits.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [GROWTH:FRUIT]&lt;br /&gt;
 		[GROWTH_NAME:apple:STP]&lt;br /&gt;
 		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
 		[GROWTH_DENSITY:1000]&lt;br /&gt;
 		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
 		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
 		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
 		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First comes the name of the growth. Then, with {{token|GROWTH_ITEM|p}}, what kind of growth it is, in this case a {{token|PLANT_GROWTH|i}} made out of the local &amp;quot;FRUIT&amp;quot; material. {{token|GROWTH_DENSITY|p}} says how densely the growth grows, and {{token|GROWTH_HOST_TILE|p}} where on the tree it grows. {{token|GROWTH_TIMING|p}} decides when the growth appears, in [[Time|annual ticks]]. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). {{token|GROWTH_PRINT|p}} sets it to look like {{Tile|%|4:0}}, and {{token|GROWTH_HAS_SEED|p}} implies that eating this growth will leave you with a seed.&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
[BUILDING_WORKSHOP:SOAP_MAKER]&lt;br /&gt;
	[NAME:Soap Maker's Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:2]&lt;br /&gt;
	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0] workbenches no longer block&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':150]&lt;br /&gt;
	[TILE:0:2:' ':' ':'/']&lt;br /&gt;
	[TILE:0:3:'-':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:' ':' ':'=']&lt;br /&gt;
	[TILE:1:2:'-':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':150]&lt;br /&gt;
	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[TILE:2:1:'-':' ':8]&lt;br /&gt;
	[TILE:2:2:' ':' ':8]&lt;br /&gt;
	[TILE:2:3:' ':150:' ']&lt;br /&gt;
	[COLOR:2:1:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:3:0:0:0:6:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:150:' ':8]&lt;br /&gt;
	[TILE:3:2:' ':' ':8]&lt;br /&gt;
	[TILE:3:3:' ':240:' ']&lt;br /&gt;
	[COLOR:3:1:6:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:2:0:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:3:0:0:0:7:0:1:0:0:0]&lt;br /&gt;
	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A line-by-line breakdown:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[NAME:Soap Maker's Workshop]&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These define the name of the workshop ({{DFtext|Soap Maker's Workshop|7:1}}) and [[color]] of the workshop's name when examined.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 	[WORK_LOCATION:2:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{token|DIM|b}} refers to how large the workshop will be, in this case 3 wide, 3 tall. {{token|WORK_LOCATION|b}} tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, ``2:2``, or the middle. Multiple work locations can be defined, even outside the dim.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These refer to the worker required to build it ([[Soaper|soap maker]]) and the key used to build it in the workshop menu (capital {{k|S}}).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  	[BLOCK:1:0:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. {{token|BLOCK|b}} refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:0 means that, on the first row, all tiles will be unblocked. This is the case for all vanilla workshops, as of now.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TILE:0:1:' ':' ':150]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
The {{token|TILE|b}} token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to {{token|BLOCK|b}}; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
{{token|COLOR|b}} is as {{token|TILE|b}}, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to ``&amp;lt;foreground&amp;gt;:&amp;lt;background&amp;gt;:&amp;lt;foreground brightness&amp;gt;``, and can be looked up [[Color|here]]. For example, ``4:2:1`` will give you bright red with a dark green background ({{Raw tile|☻|4:2:1}}).&lt;br /&gt;
&lt;br /&gt;
For the first row (``0:1``) our colors are [``0:0:0``, ``0:0:0``, ``6:0:0``]. Combining tile and color, this is our result:&lt;br /&gt;
{{Tile| |0:0}}{{Tile| |0:0}}{{Tile| |0:0}}{{Tile| |0:0}}{{Tile|û|6:0}}&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
}}&lt;br /&gt;
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]:&lt;br /&gt;
``&amp;lt;quantity&amp;gt;:&amp;lt;[[Item token|item]]&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;[[Material token|material]]&amp;gt;:&amp;lt;material subtype&amp;gt;``.&lt;br /&gt;
&lt;br /&gt;
You'll learn more about those on the article about [[Reaction|reactions]], though. The second {{token|BUILD_ITEM|b}} is special— it uses modifiers exclusively to determine its requirements.&lt;br /&gt;
&lt;br /&gt;
{{token|BUILDMAT|b}} refers to [[wood]] logs, wood [[block]]s, [[stone]] boulders, and stone blocks; {{token|WORTHLESS_STONE_ONLY|b}} means it can't use economic stone; {{token|CAN_USE_ARTIFACT|b}} means that it... can use artifacts. {{token|EMPTY|b}}, in the bucket's case, means that the bucket must be empty.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the text in the tooltip shown when the building is highlighted by the mouse in the workshops list.&lt;br /&gt;
&lt;br /&gt;
More can be seen at the [[Building token|building tokens]] article, including links to graphical editors for assembling workshop tile visuals.&lt;br /&gt;
&lt;br /&gt;
=== Reactions ===&lt;br /&gt;
&lt;br /&gt;
Reactions are the crafting recipes used in [[workshop]]s, and by the [[adventurer mode|adventurer]]. By adding new reactions you can make new items available, or enable you to get items or materials in new ways. The reactions can also be given to entities, in which case they will make use of them during both world gen and play; making a reaction that creates [[steel]] directly from [[plant fiber]]s could allow the elves to craft steel, and arrive clad in it in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Not all crafting jobs are custom reactions. Reactions are explicitly defined in raws, such as those for [[ceramic industry|pottery]] and [[Metal#Alloys 2|alloy]] making.&lt;br /&gt;
&lt;br /&gt;
An in-depth guide for reactions is available [[Reactions|here]].&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials can be defined in three forms: material templates, organic materials local to creatures and plants, and inorganic materials such as stone or metal.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at &amp;quot;METAL_TEMPLATE&amp;quot; in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_metal.txt material_template_default.txt]``. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_metal.txt inorganic_metal.txt]``. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_stone_mineral.txt inorganic_stone_mineral.txt]``. Here we can see that in addition to the changes made to the template, there are also {{token|ENVIRONMENT|im}} tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, [[leather]] and [[iron]] - they're fundamentally the same thing regardless of the item type, just with different properties.&lt;br /&gt;
&lt;br /&gt;
== Selecting and Cutting ==&lt;br /&gt;
&lt;br /&gt;
[[#Modifying the vanilla objects|As explained above]], existing raws can be altered with the use of ``SELECT``, and can also be culled with ``CUT`` for more granular control, compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added depends on the individual token, such as adding to or overwriting the past value. Removing tags from an object without cutting and recreating the object in question is typically impossible, except for creature object tags removed and/or replaced with the use of [[creature variation token]]s.&lt;br /&gt;
&lt;br /&gt;
The syntax for selecting and cutting objects is as follows:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
Substitute X for the desired object. A CUT does not need a SELECT prior, this is simply a list of available options.&lt;br /&gt;
Functions that apply only to local sub-objects are indented. In order to edit these, the base object must be currently being defined or have been selected prior.&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:X]&lt;br /&gt;
[CUT_CREATURE:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_CASTE:X]&lt;br /&gt;
   [SELECT_ADDITIONAL_CASTE:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_MATERIAL:X]&lt;br /&gt;
   [PLUS_MATERIAL:X]&lt;br /&gt;
   [REMOVE_MATERIAL:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_TISSUE:X]&lt;br /&gt;
   [REMOVE_TISSUE:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_TISSUE_LAYER:X]&lt;br /&gt;
   [PLUS_TISSUE_LAYER:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:X]&lt;br /&gt;
[CUT_ENTITY:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INTERACTION:X]&lt;br /&gt;
[CUT_INTERACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ITEM:X]&lt;br /&gt;
[CUT_ITEM:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_WORD:X]&lt;br /&gt;
[CUT_WORD:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_TRANSLATION:X]&lt;br /&gt;
[CUT_TRANSLATION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:X]&lt;br /&gt;
[CUT_SYMBOL:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INORGANIC:X] &lt;br /&gt;
[CUT_INORGANIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_PLANT:X]&lt;br /&gt;
[CUT_PLANT:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_MATERIAL:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_GROWTH:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_REACTION:X]&lt;br /&gt;
[CUT_REACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_MUSIC:X]&lt;br /&gt;
[CUT_MUSIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SOUND:X]&lt;br /&gt;
[CUT_SOUND:X]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that the {{token|SELECT_SYMBOL|e}} [[entity token]] is separate from the ``[SELECT_SYMBOL]`` [[language token]].&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[:Category:Modding_Examples]]''&lt;br /&gt;
&lt;br /&gt;
The Hydling below was made by Mysteryguye (and annotated, updated and separated into blocks by Putnam), to act as an example creature.&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
 [CREATURE:HYDLING]&lt;br /&gt;
 	[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]&lt;br /&gt;
 	This is the description that shows up in-game when viewing the creature.&lt;br /&gt;
&lt;br /&gt;
 	[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as &amp;quot;hydlings&amp;quot; in the neighbors screen.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE_NAME:hydling:hydlings:hydlish]&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green &amp;quot;=&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[PETVALUE:40][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_ROAMING] Will spawn outdoors, wandering around.&lt;br /&gt;
&lt;br /&gt;
 	[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.&lt;br /&gt;
&lt;br /&gt;
 	[BONECARN] Can eat meat and bones only--no vegetables.&lt;br /&gt;
&lt;br /&gt;
 	[PREFSTRING:loyalty] Dwarves will like it for its loyalty.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_PREDATOR] Will attack rather than flee.&lt;br /&gt;
&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
&lt;br /&gt;
 	Has a lower body, upper body, 4 legs, a tail, fourteen eyes, fourteen ears, seven noses, two lungs, a heart, guts, a pancreas etc., and 7 heads with all that goes with those.&lt;br /&gt;
&lt;br /&gt;
 	[BODYGLOSS:PAW] Feet will be called &amp;quot;paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.&lt;br /&gt;
&lt;br /&gt;
 	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
 	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.&lt;br /&gt;
&lt;br /&gt;
 	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
 		[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what-have-you into their correct placement, so that you don't have people punching out eyes from behind.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...&lt;br /&gt;
 	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons...&lt;br /&gt;
 	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] ...And ligaments can be defined.&lt;br /&gt;
&lt;br /&gt;
 	[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.&lt;br /&gt;
 	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.&lt;br /&gt;
&lt;br /&gt;
 	[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.&lt;br /&gt;
 	[GETS_INFECTIONS_FROM_ROT] And from necrosis.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.&lt;br /&gt;
 	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...&lt;br /&gt;
 	[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...&lt;br /&gt;
 	[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.&lt;br /&gt;
&lt;br /&gt;
 	[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.&lt;br /&gt;
&lt;br /&gt;
 	[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.&lt;br /&gt;
 		[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as &amp;quot;Hurl fireball&amp;quot;.&lt;br /&gt;
 		[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.&lt;br /&gt;
 		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.&lt;br /&gt;
 		[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.&lt;br /&gt;
 		[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.&lt;br /&gt;
 		[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.&lt;br /&gt;
 		[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...&lt;br /&gt;
 		[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.&lt;br /&gt;
 		[ATTACK_SKILL:BITE] Attack uses the BITE skill.&lt;br /&gt;
 		[ATTACK_VERB:nom:noms] &amp;quot;The Hydling noms the Elf in the left first toe, tearing the muscle!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an EDGE attack.&lt;br /&gt;
 		[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.&lt;br /&gt;
 		[ATTACK_FLAG_CANLATCH] Attack can latch on.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.&lt;br /&gt;
                [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.&lt;br /&gt;
 		[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.&lt;br /&gt;
 		[ATTACK_VERB:slice:slices] &amp;quot;You slice the Elf in the left foot and the severed part sails off in an arc!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Uses the whole nail.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] The whole nail goes in.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an edge attack.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
&lt;br /&gt;
 	[CHILD:1] Hydling will become an adult at 1 year old.&lt;br /&gt;
&lt;br /&gt;
 	[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as &amp;quot;hydies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[DIURNAL] Is active during the daytime.&lt;br /&gt;
&lt;br /&gt;
 	[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph&lt;br /&gt;
 	[SWIMS_INNATE]Swims innately.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:FEMALE] Defines a caste called FEMALE.&lt;br /&gt;
 		[FEMALE] FEMALE caste is female.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:MALE] As above, but with male.&lt;br /&gt;
 		[MALE] See above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{catbox|Modding}}&lt;br /&gt;
&lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Token]]&lt;br /&gt;
* [[Modding pitfalls]]&lt;br /&gt;
* [[Cheating]]&lt;br /&gt;
* Bay 12 Guide: https://bay12games.com/dwarves/modding_guide.html&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Modding]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=314479</id>
		<title>Modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Modding&amp;diff=314479"/>
		<updated>2026-01-27T11:03:51Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Resource Overview */ it's noooot quite right to call it the &amp;quot;SDL2 repository&amp;quot;, since it's the entire, like, renderer and input section of the game's code, including how it actually places tiles&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{For/see|a list of Dwarf Fortress mods|[[List of mods]]}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Modding''', or creating [[mod]]s, refers to modifying the behavior of the base game (vanilla). ''Dwarf Fortress'' is remarkably moddable.&lt;br /&gt;
&lt;br /&gt;
== Resource Overview==&lt;br /&gt;
[[File:modding_icon.png|120px|right]]This section serves as a portal to all modding-related pages on the wiki. &lt;br /&gt;
&lt;br /&gt;
; Using Mods:&lt;br /&gt;
* [[Mod#Downloading mods|Downloading mods]]&lt;br /&gt;
* [[Mod#Enabling/installing mods|Enabling mods in-game]]&lt;br /&gt;
&lt;br /&gt;
; Guides and references:&lt;br /&gt;
* [[Modding guide|DF RAWs modding guide]]&lt;br /&gt;
* [[Modding pitfalls]] for troubleshooting&lt;br /&gt;
&lt;br /&gt;
* [[Mod#Mod format|Mod format]] and [[Game folders and files]]&lt;br /&gt;
* [https://github.com/Putnam3145/DF-Raws/tree/master Official DFRaws repository] and [https://github.com/DF-Wiki/DFRawFunctions Wiki mirror]&lt;br /&gt;
* [[Mod#Publishing on Steam Workshop|Publish on Steam Workshop]]&lt;br /&gt;
* [[Character table]]&lt;br /&gt;
* [[String dump]]&lt;br /&gt;
&lt;br /&gt;
* [https://github.com/Putnam3145/Dwarf-Fortress--libgraphics-- Source code for Dwarf Fortress's graphics/input/sound]&lt;br /&gt;
* [https://docs.dfhack.org/en/latest/docs/guides/modding-guide.html#dfhack-modding-guide DFHack modding guide]&lt;br /&gt;
* [[Memory hacking]], [[Main:Offset Finding Methods|Offset Finding Methods]]&lt;br /&gt;
&lt;br /&gt;
; Where to get help?&lt;br /&gt;
* The official [http://www.bay12forums.com/smf/index.php?board=13.0 modding subforum] on the [[Bay 12 Forums]].&lt;br /&gt;
* [https://discord.com/channels/329272032778780672/629902895138996264 #modding-discussion] and [https://discord.com/channels/329272032778780672/1069640085718450218 #modding-technical] channels on [[Kitfox Games]]' Discord.&lt;br /&gt;
* [https://docs.dfhack.org/en/stable/docs/Introduction.html#getting-help DFHack questions] &lt;br /&gt;
&lt;br /&gt;
; Modding tools&lt;br /&gt;
* There are several specialized [[Utilities#Modding tools|utilities]] that assist in modding efforts. There is [http://www.bay12forums.com/smf/index.php?topic=28829.0 a longer list of them] on the [[Bay 12 Forums]].&lt;br /&gt;
:*[https://putnam3145.github.io/helper Material Helper] by [[User:Putnam3145]], for calculating [[Material definition token|material properties]].&lt;br /&gt;
:*[https://jose96xd.github.io/DF_Tools/index.html DF Tools] by [[User:Jose96xd]], a collection of web tools.&lt;br /&gt;
:*[https://dffd.bay12games.com/file.php?id=1738 DFLang] (by Igfig) and [https://dffd.bay12games.com/file.php?id=7174 LangCreate] (by Talvieno) for generating [[Language token|translations]].&lt;br /&gt;
:*[http://www.bay12forums.com/smf/index.php?topic=158930.0 Dwarf Portrait] by Rose, for visualizing unit [[Body token|bodies]].&lt;br /&gt;
* Text editors are used in all areas of modding. Use a good text editor to edit files and search into multiple files (like the free [https://notepad-plus-plus.org/ Notepad++] for example) or more advanced editors capable of highlighting and formatting the displayed text (like [[Utilities#DF RAW Language server|DF RAW Language server]])&lt;br /&gt;
* Image editors are needed for doing custom graphics. [https://www.getpaint.net/ Paint.NET], Photoshop and GIMP are the most used, but whatever supports the .png format will work.&lt;br /&gt;
&lt;br /&gt;
=== Documentation===&lt;br /&gt;
; [[Raw file]]s&lt;br /&gt;
&lt;br /&gt;
These object files, stored in &amp;lt;code&amp;gt;/data/vanilla/*/objects/&amp;lt;/code&amp;gt;, define various specifics of game items, materials, and creatures, and can be changed using mods to alter how the game behaves. These are text based and can be edited with any text editor, however, editing the vanilla raw files is now discouraged.&lt;br /&gt;
&lt;br /&gt;
See [[Token|Token reference]] - It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found here.&lt;br /&gt;
&lt;br /&gt;
; [[Graphics|Graphics files]]:&lt;br /&gt;
&lt;br /&gt;
The `/data/art/` subfolder of Dwarf Fortress is used to store user-customizable [[tileset]]s while mods can include their own [[Graphics#Premium Graphics|graphics files]].&lt;br /&gt;
&lt;br /&gt;
; [[Reaction]]s:&lt;br /&gt;
&lt;br /&gt;
; [[Language token|Language]] and [[Speech file]]:&lt;br /&gt;
&lt;br /&gt;
; [[Audio|Sound and Music files]]:&lt;br /&gt;
&lt;br /&gt;
All sound and music files used by ''Dwarf Fortress'' are stored in the [https://en.wikipedia.org/wiki/Ogg .ogg] format within the &amp;lt;code&amp;gt;/data/sound/&amp;lt;/code&amp;gt; subfolders. Mods can load new audio files. You can also change some of the definitions of when certain musical cues are played, using available [[music token]]s and [[sound token]]s in the raw files.&lt;br /&gt;
&lt;br /&gt;
An example mod by [[User:Putnam3145]] is available on [https://github.com/Putnam3145/dwarf-fortress-example-sound-mod Github].&lt;br /&gt;
&lt;br /&gt;
; [[Lua scripting]]:&lt;br /&gt;
&lt;br /&gt;
An experimental feature used for procedural generation.&lt;br /&gt;
&lt;br /&gt;
=== Best practice ===&lt;br /&gt;
The current best practice is to not modify the original raw files, since most modifications can be made via mods. Mods can add new objects, add tokens to existing objects, and cut objects entirely. You should prefer ``SELECT`` over ``CUT``, and prefer ``CUT`` over unloading ([[Mod info token|conflicting with]]) vanilla raws.&lt;br /&gt;
&lt;br /&gt;
== Guide ==&lt;br /&gt;
This is intended to be a guide to inform those new to ''Dwarf Fortress'' modding on what elements of the game can be modified, and how. After reading through this guide, a user should be capable of editing creatures, entities, materials ''et al'', and creating their own.&lt;br /&gt;
&lt;br /&gt;
Generally, breaking stuff is fine - nothing that can be changed will affect the DF executable, and new additions can be easily removed.&lt;br /&gt;
&lt;br /&gt;
This guide is based on [[40d:Modding guide|Teldin's guide]], originally created for version 0.27.176.39c. Per wiki tradition, it has been updated through all the major releases since then; hopefully it reflects current knowledge.&lt;br /&gt;
&lt;br /&gt;
=== Token reference ===&lt;br /&gt;
It's always good to refer to tokens on the wiki. Even experienced modders have to look up tokens! A list of articles about tokens can be found [[Token|here]].&lt;br /&gt;
&lt;br /&gt;
=== Basics of DF modding ===&lt;br /&gt;
To make a mod, one must put a folder into the &amp;lt;code&amp;gt;/mods/&amp;lt;/code&amp;gt; directory in the game's AppData [[File|folder]] or the portable directory. When a mod is first installed, it is copied to &amp;lt;code&amp;gt;/data/installed_mods/&amp;lt;/code&amp;gt; and the game loads all data from the installed copy. Changes are NOT immediately propagated from &amp;lt;code&amp;gt;/mods/&amp;lt;/code&amp;gt; to &amp;lt;code&amp;gt;/data/installed_mods/&amp;lt;/code&amp;gt;. You can create a new installed copy by deleting the old copy or by incrementing the [[Mod info token|version info]] - see [[modding pitfalls]] for more information. The vast majority of modifications to the game can be done via this method.&lt;br /&gt;
&lt;br /&gt;
Your mod folder must contain a file named &amp;quot;info.txt&amp;quot; and subfolders depending on what your mod includes. The majority of mods will want to have an ``objects/`` folder, which can define most kinds of [[Raw file|game content]], and a ``graphics/`` folder, to add [[graphics]].&lt;br /&gt;
&lt;br /&gt;
 [[File:Folder-orange.svg|20px|link=]] Mod Name&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Graphics|graphics]]&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Raw file|objects]]&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Lua scripting|scripts]]&lt;br /&gt;
  ├ &amp;amp;emsp;[[File:Lua-Logo.svg|20px|link=]] init.lua&lt;br /&gt;
  ├ [[File:Folder.svg|20px|link=]] [[Audio|sound]]&lt;br /&gt;
  ├ [[File:Text-x-generic.svg|20px|link=]] [[info.txt]]&lt;br /&gt;
  └ [[File:Picture icon.png|20px|link=]] preview.png&lt;br /&gt;
&lt;br /&gt;
The [[info.txt]] is formatted like so:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[ID:my_first_mod]&lt;br /&gt;
[NUMERIC_VERSION:1]&lt;br /&gt;
[DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[EARLIEST_COMPATIBLE_NUMERIC_VERSION:1]&lt;br /&gt;
[EARLIEST_COMPATIBLE_DISPLAYED_VERSION:1.0.0]&lt;br /&gt;
[AUTHOR:Your Name Here]&lt;br /&gt;
[NAME:My First Mod]&lt;br /&gt;
[DESCRIPTION:A cool mod I made!]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A mod should have all of these. There are a [[mod info token|few more tokens]], but the above are the important ones.&lt;br /&gt;
&lt;br /&gt;
Most of the game's vanilla content is in the same format as mods. Many text files can be found in the subfolders of the &amp;lt;code&amp;gt;/data/vanilla&amp;lt;/code&amp;gt; folder - these are the [[raw file|raw files]], and using them as a basis for modification is quite easy. For now, we will take a look at one of the existing files. For example, if you open &amp;lt;code&amp;gt;/data/vanilla/vanilla_creatures/objects/creature_standard.txt&amp;lt;/code&amp;gt;, it should look something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 creature_standard&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:CREATURE]&lt;br /&gt;
 &lt;br /&gt;
 [CREATURE:DWARF]&lt;br /&gt;
     [DESCRIPTION:A short, sturdy creature fond of drink and industry.]&lt;br /&gt;
     [NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CASTE_NAME:dwarf:dwarves:dwarven]&lt;br /&gt;
     [CREATURE_TILE:1][COLOR:3:0:0]&lt;br /&gt;
     [CREATURE_SOLDIER_TILE:2]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
As you can see, each file comprises a header string stating the file name, a second header stating the type of object data it contains, followed by the contents of the file itself. These are all necessary elements of the file, and without them, the file will be ignored by the game. &lt;br /&gt;
&lt;br /&gt;
'''In other words, to be recognized by the game, a raw file must have all of the following:'''&lt;br /&gt;
&lt;br /&gt;
# A filename that refers to the type of objects contained therein. '''Creature files must start with creature_, entity files must start with entity_, and so on.'''&lt;br /&gt;
# The filename on the first line of the file.&lt;br /&gt;
# ``[OBJECT:type]``, where &amp;quot;type&amp;quot; is replaced with the relevant object type.&lt;br /&gt;
&lt;br /&gt;
Below the headers, there begins a list of entries. Each entry is made up of its own header (in this case, ``[CREATURE:DWARF]``), again stating the type of object, and then the object's unique identifier - if an identifier isn't unique, the game will mess up and you'll get some serious, and potentially very trippy, errors. ([[Duplicated raws|For example...]])  Below that, we have the body of the entry, which determines the entry's specific properties.&lt;br /&gt;
&lt;br /&gt;
The body of an entry is made up of a series of &amp;quot;tokens&amp;quot;, which are essentially flags that can be added or removed to affect the entry's attributes. Most of these effects are hardcoded: for example, it's possible to make a creature only eat meat with the {{token|CARNIVOROUS}} token, but it's impossible to create your own token detailing a specific diet for the creature.&lt;br /&gt;
&lt;br /&gt;
Before we continue, a few key things to remember when modding the raw files:&lt;br /&gt;
&lt;br /&gt;
* Try to avoid modifying the existing raw files when possible. You should make a mod instead!&lt;br /&gt;
* When adding files, token identifiers are all you need to include to ensure proper references are maintained.  The game searches through all loaded raw files by tokens.&lt;br /&gt;
** For example, you can add a new pair of leather boots and not even have to add it to a file named ``item_shoes.txt``, but rather your own file, say ``item_shoes_new.txt``.&lt;br /&gt;
** All objects must have a unique token identifier. Adding a consistent prefix or suffix to your mod's objects (ie: ``[ITEM_SHOES:ITEM_SHOES_BOOTS_NEW]``) greatly reduces the chance that another mod uses the same token. If two mods define objects with the same token without cutting the other, then they will be incompatible due to [[duplicated raws]].&lt;br /&gt;
* When a new world is generated, the mods included are &amp;quot;baked in&amp;quot; and cannot be modified except to be updated—for this, the game checks that the mod used by the save is of a compatible {{token|NUMERIC_VERSION|modinfo}}.&lt;br /&gt;
* There's nothing stopping you from just copying an existing creature/entity/whatever, changing the identifier, and modifying it. This can save you a lot of time, especially when it comes to entities.&lt;br /&gt;
&lt;br /&gt;
=== Modifying the vanilla objects ===&lt;br /&gt;
&lt;br /&gt;
You should not modify the vanilla raws where they originally are if you can help it. Instead, patch them using the patching functions provided with ''Dwarf Fortress'' since v50.01.&lt;br /&gt;
&lt;br /&gt;
There are two patching functions: ``SELECT`` and ``CUT``. When ``SELECT`` is used, it lets you make changes to an object without needing the entire entry to be present in your mod file. When ``CUT`` is used, it forces the game to not use that object, even though it is still found in the vanilla raws (or in any other mods earlier in the load order). Both of these functions take the form of tokens. These functions are not universally applicable to any token found in any entry, just the following list of base objects:&lt;br /&gt;
&lt;br /&gt;
* [[Creature token|CREATURE]]&lt;br /&gt;
* [[Entity token|ENTITY]]&lt;br /&gt;
* [[Interaction token|INTERACTION]]&lt;br /&gt;
* [[Item definition token|ITEM]]&lt;br /&gt;
* [[Language token|WORD, TRANSLATION, SYMBOL]]&lt;br /&gt;
* [[Inorganic material definition token|INORGANIC]]&lt;br /&gt;
* [[Plant token|PLANT]]&lt;br /&gt;
* [[Audio|MUSIC, SOUND]]&lt;br /&gt;
* [[Reaction token|REACTION]]&lt;br /&gt;
&lt;br /&gt;
The syntax required for these functions is: ``[&amp;lt;function&amp;gt;_&amp;lt;object&amp;gt;:&amp;lt;specific object being affected&amp;gt;]``. For instance, ``[CUT_PLANT:MUSHROOM_HELMET_PLUMP]`` cuts the plump helmet object originally defined in the vanilla file ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/plant_standard.txt plant_standard.txt]``, so the game will not use that object at all. However, ``[SELECT_ITEM_HELM:ITEM_HELM_HELM]`` does not select the helm object from the vanilla file ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/item_helm.txt item_helm.txt]``, even though that's how the object appears in that file, because there is no ``[SELECT_ITEM_HELM]`` token. Instead, the helm would be selected with ``[SELECT_ITEM:ITEM_HELM_HELM]``.&lt;br /&gt;
&lt;br /&gt;
For example, if you wanted to mod beards onto dwarven women while also removing elephants from the game:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
creature_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:DWARF] starts editing DWARF from the end of the entry&lt;br /&gt;
    [SELECT_CASTE:FEMALE]&lt;br /&gt;
        [BODY_DETAIL_PLAN:FACIAL_HAIR_TISSUE_LAYERS]&lt;br /&gt;
&lt;br /&gt;
[CUT_CREATURE:ELEPHANT] removes the ELEPHANT creature&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Or, say, add your own reaction and building to dwarves:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
entity_mypatch&lt;br /&gt;
&lt;br /&gt;
[OBJECT:ENTITY]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:MOUNTAIN]&lt;br /&gt;
    [PERMITTED_REACTION:MY_REACTION]&lt;br /&gt;
    [PERMITTED_BUILDING:MY_BUILDING]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And in any of these, one can add the token ``[LOG_CURRENT_ENTRY]`` somewhere under one of the objects of the file, which logs the full contents of the object in question to ``logs\current_entry.txt``. This can be useful to make sure that the patch is doing what you think it is. For instance if ``[LOG_CURRENT_ENTRY]`` were added on the next line after ``[CREATURE:DWARF]`` in your mod file, then the dwarf object would be the object detailed in the log entry.&lt;br /&gt;
&lt;br /&gt;
Note that it is not possible to remove an existing token from most objects using ``SELECT`` or ``CUT`` alone. Creatures can make use of {{token|CV_REMOVE_TAG|cv}}; for other objects, it is currently necessary to ``CUT`` the entire object and redefine it.&lt;br /&gt;
&lt;br /&gt;
...Speaking of, let's move on to modifying and adding entities.&lt;br /&gt;
&lt;br /&gt;
=== Modding civilizations (entities) ===&lt;br /&gt;
&lt;br /&gt;
Entities - the objects that determine how civilizations work - are stored in &amp;lt;code&amp;gt;[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/entity_default.txt vanilla_entities/objects/entity_default.txt]&amp;lt;/code&amp;gt; (though, like all other files, you may add more). They follow the same format as any other raw file:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 entity_default&lt;br /&gt;
 &lt;br /&gt;
 [OBJECT:ENTITY]&lt;br /&gt;
 &lt;br /&gt;
 [ENTITY:ENTITYNAME]&lt;br /&gt;
     [CREATURE:CREATURETYPE]&lt;br /&gt;
     [TRANSLATION:LANGUAGETYPE]&lt;br /&gt;
     [BIOME_SUPPORT:BIOMETOKEN:FREQUENCY]&lt;br /&gt;
     ...[OTHER TAGS]...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of the time, it doesn't matter which order these tokens are in or where they're placed so long as they're below the ``[ENTITY:]`` identifier, but there are some important exceptions in the case of other files, especially creatures, which can contain a lot of &amp;quot;nested&amp;quot; tokens.&lt;br /&gt;
&lt;br /&gt;
{{token|CREATURE|e}} links the civilization with a specific creature defined in a creature file. This is the creature that'll be making up the entity's population, and, therefore, the creature you'll be playing as in fortress or adventure mode if the entity is a playable one. For example, if you wanted to do something silly, you could switch the {{token|CREATURE|e|DWARF}} entry in ``entity_default.txt`` with {{token|CREATURE|e|ELF}} and you would be marching elves around in fortress mode, although they would still use dwarven technology, [[Dwarven language|language]] and [[name]]s and so forth. Oh, and before you get any funny ideas - it ''is'' possible to define more than one creature for a civ, but that won't work in quite the way you probably expect; it will pick only one of the defined creatures at random to use for the civ. Later on, in the creature section, you'll learn about castes, which will provide a much more viable alternative, so try to bear with us until then.&lt;br /&gt;
&lt;br /&gt;
{{token|TRANSLATION|e}} defines the language file that the entity will be using, which will determine what their native words are for things. This doesn't determine which words they use for naming things, only the way those words are spelled. The default language files are ``HUMAN``, ``DWARF``, ``ELF``, and ``GOBLIN``, as well as the generated ``GEN_DIVINE`` and ``GEN_IDENTITY``.{{version|51.06-Lua}}&lt;br /&gt;
&lt;br /&gt;
{{token|BIOME_SUPPORT|e}} defines the [[Biome token|biomes]] that civs will attempt to settle in. The ``FREQUENCY`` value determines the likelihood of them building there, but also raises an important point: most of the values you'll be setting for things are relative to each other. If one were to type:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:1]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This would have very much the same effect as:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BIOME_SUPPORT:ANY_FOREST:5]&lt;br /&gt;
 [BIOME_SUPPORT:SAVANNA:10]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This holds true for a lot of values throughout the files, excluding when it simply doesn't make sense, such as in materials. For more information, see [[entity token]]s. &lt;br /&gt;
&lt;br /&gt;
Besides those mentioned, some fundamental ones are the {{token|SITE_CONTROLLABLE|e}} token, which lets you control the civ in fortress mode, and the {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} token, which allows you to play a civ native (non-outsider) in adventure mode. Other tokens that you should pay attention to are {{token|START_BIOME|e}} and the ones regarding sites, but in general, you can just run through the aforementioned list and add or remove what you want.&lt;br /&gt;
&lt;br /&gt;
Also see the creature-level {{token|OUTSIDER_CONTROLLABLE}} token, which allows you to play in adventure mode as an outsider.&lt;br /&gt;
&lt;br /&gt;
By default, the game chooses a {{token|SITE_CONTROLLABLE|e}} civ (and therefore a species if there is more than one) at random when starting a fortress mode game. The group selection section on the embark screen lists all available civs and their primary creature.&lt;br /&gt;
&lt;br /&gt;
You can also attempt to discern the civ yourself by the names it uses - this is the realm of [[Language#language_SYM|symbols]], collections of words centered around a specific concept. The civ will use words from whatever symbols are selected for it for various things. This association might be a little confusing at first, so, let's refer to the &amp;quot;MOUNTAIN&amp;quot; entity:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:WAR:NAME_WAR]&lt;br /&gt;
 [SUBSELECT_SYMBOL:WAR:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:BATTLE:NAME_BATTLE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:BATTLE:VIOLENT]&lt;br /&gt;
 [SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
 [SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Here, we can see that dwarves will generally name their wars first after words in the &amp;quot;NAME_WAR&amp;quot; symbol group, and then, after words in the &amp;quot;[[language_SYM.txt/Violent|VIOLENT]]&amp;quot; symbol group. This might, for example, result in a war being named &amp;quot;The War of Carnage&amp;quot;. The symbols used for the other types of conflict are arrayed in a similar fashion. It would be trivial to replace the instances of [[language_SYM.txt/Violent|VIOLENT]] with, say, [[language_SYM.txt/Peace|PEACE]] and end up with a battle called &amp;quot;The Clash of Calm&amp;quot; or something.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:ROAD:NAME_ROAD]&lt;br /&gt;
 [SELECT_SYMBOL:TUNNEL:NAME_TUNNEL]&lt;br /&gt;
 [SELECT_SYMBOL:BRIDGE:NAME_BRIDGE]&lt;br /&gt;
 [SELECT_SYMBOL:WALL:NAME_WALL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The above applies here. Dwarves are fond of naming their roads and tunnels after... roads and tunnels.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:ARTIFICE]&lt;br /&gt;
 [SELECT_SYMBOL:REMAINING:EARTH]&lt;br /&gt;
 [CULL_SYMBOL:ALL:DOMESTIC]&lt;br /&gt;
 [CULL_SYMBOL:ALL:SUBORDINATE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:EVIL]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UNTOWARD]&lt;br /&gt;
 [CULL_SYMBOL:ALL:FLOWERY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATIVE]&lt;br /&gt;
 [CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
 [CULL_SYMBOL:ALL:NEGATOR]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This section deals with everything else. The things that haven't already been dealt with (hence the ``REMAINING``) - such as site names, kingdom names, the names of individuals, and such - will have names from the [[language_SYM.txt/Artifice|ARTIFICE]] and [[language_SYM.txt/Peace|PEACE]] symbol groups. After that, the dwarf entity is told to cull all inappropriate symbols - this applies to everything (hence the ``ALL``) so if the game happens to choose a symbol associated with, say, [[language_SYM.txt/Evil|EVIL]] for one of the battles, it'll scrap that name and try again. This sort of thing adds a lot of flavour to DF's entities and can account for a lot of a civ's perceived personality.&lt;br /&gt;
&lt;br /&gt;
Another basic thing to note: any entity token that's dealing with weapons, armor, clothing, etc., will state the items that the civ can build natively, not necessarily the ones they can wear or use. For example, you could create a species with no clothes specified, but then rob a clothes shop in adventurer mode and wear everything you want, or give them weapons that are too large to wield and they could sell them, but not use them. &lt;br /&gt;
&lt;br /&gt;
An easy method of creating a civilization is just to copy-paste a similar one to the bottom of an entity file and edit things to your liking. Remember to always change the civ's ``[ENTITY:]`` identifier! This can be anything, so long as it's not already existing.&lt;br /&gt;
&lt;br /&gt;
At the end of some of the default entries you'll find a list of positions, both ones that'll directly affect you in fort mode (such as nobles) and ones that'll primarily affect worldgen and adventure mode. A list of the tokens applicable to positions can be found [[position token|here]]; they don't require a great deal of explanation, but that can be found in [[Advanced Entity Position Mechanics]].&lt;br /&gt;
&lt;br /&gt;
==== Trade ====&lt;br /&gt;
The following [[entity token]]s affect the appearance of [[trading]] [[caravan]]s:&lt;br /&gt;
&lt;br /&gt;
* {{token|ACTIVE_SEASON|e}} - Defines the seasons when an entity may visit your fortress.&lt;br /&gt;
* ``[[Entity token#PROGRESS_TRIGGER_POPULATION|[PROGRESS_TRIGGER_*]]]`` - Defines the triggers which control when an entity will become interested in your fortress.&lt;br /&gt;
* {{token|COMMON_DOMESTIC_PACK|e}} - Allows the civilization to use domestic pack animals. If an entity lacks pack animals (or ability to pull wagons), it will be unable to send caravans (showing as {{DFtext|No Trade|6:1}} at the [[embark]] screen), unless it has domesticated any suitable animal species or is forced to use a non-suitable creature by the {{token|ANIMAL|e}} definition {{token|ALWAYS_WAGON_PULLER|e}} on creature, caste or class.&lt;br /&gt;
* {{token|COMMON_DOMESTIC_PULL|e}} - Allows the civilization to use domestic animals to pull [[wagon]]s, assuming their ``[[Ethic#KILL_PLANT|[ETHIC:KILL_PLANT]]]`` permits them to use wagons in the first place.&lt;br /&gt;
* {{token|MERCHANT_BODYGUARDS|e}} - Caravan will be guarded by [[soldier]]s.&lt;br /&gt;
&lt;br /&gt;
=== Modding creatures ===&lt;br /&gt;
&lt;br /&gt;
Creature modding is great fun – you can change nearly any aspect of a creature, or make your own completely from scratch.&lt;br /&gt;
&lt;br /&gt;
Modding creatures is very similar to modding civs: it's just a matter of editing, adding, or removing tokens, enclosed in square brackets underneath the creature's ``[CREATURE:]`` header. The creature entries contain all of the information about each and every non-random creature in the game, from animals to dwarves to goblins to even caravan wagons. A lot of the creature tokens are fairly self-explanatory; you can find a list of such tokens [[creature token|here]]. But before you start creating your own creatures, you'll want to learn how the tissues system works.&lt;br /&gt;
&lt;br /&gt;
==== Creature materials and tissues ====&lt;br /&gt;
&lt;br /&gt;
In the most basic sense, a creature is a series of body parts. These parts are defined in their own file, and we'll talk about them later, as a specific aspect of how creatures work, which throws off a lot of prospective modders, is the relationship between body parts, tissues, and materials. We're going to show you part of the [[bronze colossus/raw|creature entry]] for a [[bronze colossus]] (bear with us):&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [TISSUE:BRONZE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
At the top, we can see the {{token|BODY}} token, followed by a list of body parts. As you've probably guessed, these parts make up the physical form of the colossus. But the colossus has to be made out of something - it has to have tissues, and those tissues also have to be made out of something - in this case, bronze.&lt;br /&gt;
&lt;br /&gt;
Below the {{token|BODY}} token you'll see a {{token|TISSUE}} token, followed by an identifier, much like the others we've seen. The {{token|TISSUE}} block is determining how the tissue works, and which purposes it'll serve. As the colossus is just going to be made out of this one tissue, this tissue needs to act like bone, muscle, and everything else combined, hence the {{token|MUSCULAR|tissue}}, {{token|FUNCTIONAL|tissue}} and {{token|STRUCTURAL|tissue}} tokens. The tissue also references a material - ``[INORGANIC:BRONZE]`` - the properties of which are declared in the [[Inorganic material definition token|inorganic materials]] file ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_metal.txt inorganic_metal.txt]``, and the tissue is subsequently made out of this material. With us so far?&lt;br /&gt;
&lt;br /&gt;
Below the tissue definition is the {{token|TISSUE_LAYER}} line. {{token|TISSUE_LAYER}} allows you to control where each tissue is applied. Its first argument defines if it's to search by body part category (``BY_CATEGORY``), body part type (``BY_TYPE``), or look for a specific part (``BY_TOKEN``). That's followed by the parts argument itself, which is in this case ``ALL`` (so the game's looking for parts in all categories, which is to say, every body part). This is followed by the tissue to be applied, &amp;quot;BRONZE&amp;quot;. So the {{token|TISSUE_LAYER}} token is telling the game to select all body parts in every category and make them out of the tissue &amp;quot;BRONZE&amp;quot;. The colossus is now made of [[bronze]].&lt;br /&gt;
&lt;br /&gt;
By now, you're probably thinking &amp;quot;Wow, if this was for a creature made out of however many tissues, this would be amazingly longwinded!&amp;quot; and you're right. Luckily, there are two methods by which we can speed things up a lot.&lt;br /&gt;
&lt;br /&gt;
Firstly, there are material and tissue templates. Let's say you were going to make a lot of creatures out of bronze, and you didn't want to have to copy and paste the bronze tissue all over the place. Instead, you create a tissue template. This goes, as you've probably guessed, in a tissue template file.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [TISSUE_TEMPLATE:BRONZE_TEMPLATE]&lt;br /&gt;
     [TISSUE_NAME:bronze:bronze]&lt;br /&gt;
     [TISSUE_MATERIAL:INORGANIC:BRONZE]&lt;br /&gt;
     [MUSCULAR]&lt;br /&gt;
     [FUNCTIONAL]&lt;br /&gt;
     [STRUCTURAL]&lt;br /&gt;
     [RELATIVE_THICKNESS:1]&lt;br /&gt;
     [CONNECTS]&lt;br /&gt;
     [TISSUE_SHAPE:LAYER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Now, instead of applying the tissue to each and every bronze creature you're making, you can just refer to the template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 ...&lt;br /&gt;
 [BODY:HUMANOID:2EYES:2EARS:NOSE:HUMANOID_JOINTS:5FINGERS:5TOES]&lt;br /&gt;
 [NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
 [USE_TISSUE_TEMPLATE:BRONZE:BRONZE_TEMPLATE]&lt;br /&gt;
 [TISSUE_LAYER:BY_CATEGORY:ALL:BRONZE]&lt;br /&gt;
 ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Material templates work in the same way, but refer to materials instead of tissues.&lt;br /&gt;
&lt;br /&gt;
However, if we're looking at something like a dwarf, even with the templates, editing can get very slow indeed:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BONE:BONE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:CARTILAGE:CARTILAGE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HAIR:HAIR_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:TOOTH:TOOTH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:NERVE:NERVE_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:BRAIN:BRAIN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LUNG:LUNG_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:HEART:HEART_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:LIVER:LIVER_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:GUT:GUT_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:STOMACH:STOMACH_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:PANCREAS:PANCREAS_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:SPLEEN:SPLEEN_TEMPLATE]&lt;br /&gt;
     [USE_MATERIAL_TEMPLATE:KIDNEY:KIDNEY_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:FAT:FAT_TEMPLATE]&lt;br /&gt;
     [USE_TISSUE_TEMPLATE:MUSCLE:MUSCLE_TEMPLATE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is where [[Body detail plan token|body detail plans]], which have their own file, and are designed to help automate some of the more common processes in creature creation, come in. The first entry in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/b_detail_plan_default.txt b_detail_plan_default.txt]`` does exactly what we've been trying to do above: it takes all the common materials and shoves them into one plan, which can be referenced with a single token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Much easier. But what about the {{token|TISSUE_LAYER}} tokens? Will we have to type out all of those manually? Nope, detail plans have that covered as well. It's possible to place variable arguments into a detail plan. For example:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_UPPER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:BODY_LOWER:ARG3:50:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:ARM_UPPER:ARG4:25:ARG3:25:ARG2:5:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
     [BP_LAYERS:BY_CATEGORY:NOSE:ARG5:4:ARG1:1]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First, an argument is placed in the plan (``ARG1``, ``ARG2`` etc.), followed by the thickness of the tissue that will be inserted in place of the argument. So when we reference the &amp;quot;VERTEBRATE_TISSUE_LAYERS&amp;quot; plan, we'll be able to do something like this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
``ARG1`` in the detail plan is replaced by &amp;quot;SKIN&amp;quot;, the first tissue we entered. ``ARG2`` is replaced by &amp;quot;FAT&amp;quot;, ``ARG3`` by &amp;quot;MUSCLE&amp;quot;, ``ARG4`` by &amp;quot;BONE&amp;quot;, and ``ARG5`` by &amp;quot;CARTILAGE&amp;quot;. Hence, our creature's body part designated as {{token|CATEGORY|body|BODY}} is made up of &amp;quot;SKIN&amp;quot; with thickness 1, &amp;quot;FAT&amp;quot; with thickness 5, and &amp;quot;MUSCLE&amp;quot; with thickness 50. Its nose is made up of &amp;quot;SKIN&amp;quot; (thickness 1) and &amp;quot;CARTILAGE&amp;quot; (thickness 4).&lt;br /&gt;
&lt;br /&gt;
Things left out of the body plans aside, our dwarf's entire body, material, tissue and tissue layer tokens have been boiled down to this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This can save you a lot of time and space if you're making lots of changes common to many creatures. In general, if you're making a creature that's fleshy or chitinous, there are detail plans already included in the game to help you out. You should only have to resort to declaring tissues individually (like our bronze colossus) if you're doing something really out-of-the-ordinary.&lt;br /&gt;
&lt;br /&gt;
Another great thing about templates (and so, detail plans) is that they can be modified after being declared. Let's say we wanted our dwarves to be perpetually on fire (don't ask). We leave the body stuff declared normally:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [BODY:HUMANOID:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:&lt;br /&gt;
     THROAT:NECK:SPINE:BRAIN:SKULL:5FINGERS:5TOES:MOUTH:FACIAL_FEATURES:TEETH:RIBCAGE]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
     [BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
     [BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We then, in our own mod, select the appropriate material:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
We don't want them burning to death, so we'll need to stop that from happening:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
[SELECT_CREATURE:DWARF]&lt;br /&gt;
     [SELECT_MATERIAL:SKIN]&lt;br /&gt;
         [MAT_FIXED_TEMP:10600]&lt;br /&gt;
     [SELECT_MATERIAL:ALL]&lt;br /&gt;
         [HEATDAM_POINT:NONE]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that this makes use of DF's built-in temperature scale - you can read more about that [[Temperature|on this page]]. We're also referencing [[material definition token]]s, which we haven't gone over yet - we'll talk about making your own materials later.&lt;br /&gt;
&lt;br /&gt;
==== Creature castes ====&lt;br /&gt;
&lt;br /&gt;
Another potentially extremely powerful part of the creature raws, is the '''caste system.''' The caste system handles both true biological castes and lesser variations, such as sexes.&lt;br /&gt;
&lt;br /&gt;
To understand the true potential of the caste system, we only need to take a look at the raws for antmen, found in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/creature_subterranean.txt creature_subterrenean.txt]``:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
     ...&lt;br /&gt;
     [CASTE:WORKER]&lt;br /&gt;
         [CASTE_NAME:worker ant woman:worker ant women:worker ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:10000]&lt;br /&gt;
     [CASTE:SOLDIER]&lt;br /&gt;
         [CASTE_NAME:soldier ant woman:soldier ant women:soldier ant woman]&lt;br /&gt;
         Female, but non-breeding.&lt;br /&gt;
         [POP_RATIO:1000]&lt;br /&gt;
     [CASTE:DRONE]&lt;br /&gt;
         [MALE]&lt;br /&gt;
         [CASTE_NAME:drone ant man:drone ant men:drone ant man]&lt;br /&gt;
         [POP_RATIO:5]&lt;br /&gt;
     [CASTE:QUEEN]&lt;br /&gt;
         [FEMALE]&lt;br /&gt;
         [CASTE_NAME:queen ant woman:queen ant women:queen ant woman]&lt;br /&gt;
         [POP_RATIO:1]&lt;br /&gt;
     [SELECT_CASTE:WORKER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:SOLDIER]&lt;br /&gt;
      [SELECT_ADDITIONAL_CASTE:QUEEN]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
     [SELECT_CASTE:DRONE]&lt;br /&gt;
         [BODY:HUMANOID_4ARMS:2EYES:HEART:GUTS:BRAIN:MOUTH:2WINGS]&lt;br /&gt;
         [BODYGLOSS:INSECT_UPPERBODY:INSECT_LOWERBODY]&lt;br /&gt;
         [FLIER]&lt;br /&gt;
     [SELECT_CASTE:ALL]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
         [BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
         [BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
         [BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
         [ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
             [ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
             [ATTACK_VERB:punch:punches]&lt;br /&gt;
     ...&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It's evident that the process of creating and editing castes is comparable to the modifications we were making to tissues and materials earlier: A caste is declared, and modifications to the base creature are made. Declared castes can be selected and subsequently modified, again, just like tissues and materials.&lt;br /&gt;
&lt;br /&gt;
In this case, each caste is declared, given its own name, and a {{token|POP_RATIO}}, which determines how commonly a birth results in that caste - for every 10000 workers born, there'll be an average of 1000 soldiers, 5 drones and one queen. You've probably also noticed that the &amp;quot;DRONE&amp;quot; and &amp;quot;QUEEN&amp;quot; castes have the {{token|MALE}} and {{token|FEMALE}} tokens respectively - these tokens determine how breeding works. A creature without both a {{token|MALE}} caste and a {{token|FEMALE}} caste will be unable to breed (no asexually reproducing creatures yet, unfortunately). As they lack {{token|FEMALE}}, the workers and soldiers are unable to breed with the male drones.&lt;br /&gt;
&lt;br /&gt;
After this, there are some modifications to bodyparts. In this case, the drones have wings and the {{token|FLIER}} token, which the other castes lack. It's entirely possible for creatures of different castes to have completely different body structures, even to the extent that they don't resemble each other at all. If you read the section of this guide that dealt with entities, you may remember a passing mention of multi-creature civilisations and how they don't quite work as you may think they would. The castes system is your workaround. You could create a caste that is, for all intents and purposes, a human, and another caste of the same creature that acts exactly like a giant cave spider, put the creature in a civ, and get a human-spider civ. The only flaw in this approach is that the castes will interbreed and produce offspring of either caste.&lt;br /&gt;
&lt;br /&gt;
That's the most complex components of creature creation out of the way. You should find the rest trivial by comparison.&lt;br /&gt;
&lt;br /&gt;
=== Modding items ===&lt;br /&gt;
&lt;br /&gt;
Items are fairly simple to deal with. By default, each item type is contained in its own file; this may help make browsing for a specific item easier, but from a purely technical point of view, it's possible to throw all items into one file. Unfortunately, [[Item definition token]]s don't seem to be especially well-documented (at least not as well as the other object types), but you should be able to figure out most things by way of our explanations and your assumptions.&lt;br /&gt;
&lt;br /&gt;
Let's look at the entry for, of course, the thong:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_PANTS:ITEM_PANTS_THONG]&lt;br /&gt;
 [NAME:thong:thongs]&lt;br /&gt;
 [LAYER:UNDER]&lt;br /&gt;
 [COVERAGE:25]&lt;br /&gt;
 [LAYER_SIZE:10]&lt;br /&gt;
 [LAYER_PERMIT:30]&lt;br /&gt;
 [MATERIAL_SIZE:1]&lt;br /&gt;
 [SOFT]&lt;br /&gt;
 [LEATHER]&lt;br /&gt;
 [STRUCTURAL_ELASTICITY_WOVEN_THREAD]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Most of these are pretty obvious if one compares them to the other entries in the file. There's a layer for the item, determining where it's worn; a coverage value to determine how well it protects you from cold and other things; a size token to determine how much it counts for when it's under something else; a layer permit token to determine how much can be worn under it; and a material size token to determine how much raw material it takes to make it.&lt;br /&gt;
&lt;br /&gt;
Now, if you wanted to mod these to turn them into metal thongs (ouch!), you would simply have to add {{token|METAL|armor}} to it somewhere. Simple! These tokens work by tying into material properties - some materials are designated as suitable for making hard items, some for soft, etc..&lt;br /&gt;
&lt;br /&gt;
Weapons involve a little more detail:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [ITEM_WEAPON:ITEM_WEAPON_SWORD_2H]&lt;br /&gt;
 [NAME:two-handed sword:two-handed swords]&lt;br /&gt;
 [SIZE:900]&lt;br /&gt;
 [SKILL:SWORD]&lt;br /&gt;
 [TWO_HANDED:67500]&lt;br /&gt;
 [MINIMUM_SIZE:62500]&lt;br /&gt;
 [MATERIAL_SIZE:5]&lt;br /&gt;
 [ATTACK:EDGE:100000:8000:slash:slashes:NO_SUB:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:EDGE:50:4000:stab:stabs:NO_SUB:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100000:8000:slap:slaps:flat:1250]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 [ATTACK:BLUNT:100:1000:strike:strikes:pommel:1000]&lt;br /&gt;
 	[ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{token|SIZE|wp}} determines how heavy the weapon is. This has a substantial effect on weapon effectiveness. {{token|SKILL|wp}} determines which skill is used in using the weapon; a list of skills can be found [[skill token|on this page]]. {{token|MINIMUM_SIZE|wp}} determines the minimum size a creature must be before the weapon can be wielded, while {{token|TWO_HANDED|wp}} determines how large a creature must be in order to wield the weapon with one hand.&lt;br /&gt;
&lt;br /&gt;
Attacks take a little more explanation. The first value determines the contact area of the weapon's attack; this should be high for slashing weapons and low for bludgeoning, piercing and poking ones. The second value determines how deep the weapon penetrates - for ``BLUNT`` attacks this value is ignored as they're not supposed to penetrate anyway, but in the case of ``EDGE`` attacks it should generally be lower for slashing attacks and higher for stabbing attacks.&lt;br /&gt;
&lt;br /&gt;
Following these are the nouns and verb used; they should be self-explanatory. Finally, we have the velocity modifier, which has a multiplying effect on the weapon's size for the purposes of determining how powerful it is in combat. But more accurate it describe distribution of momentum across length of weapon. So &amp;quot;STAB&amp;quot; perfomed with only muscular power and modifier is x1 (1000). &amp;quot;SLASH&amp;quot; performed with some rotating momentum of cutting edge, but sword is pretty balanced thru it's length and modifier is just x1.25 (1250). Axes, hammers and maces have more unbalanced mass distribution and weapon mass concentrated far from grasp, so higher modifiers.&lt;br /&gt;
&lt;br /&gt;
{{token|ATTACK_PREPARE_AND_RECOVER|weapon}} determines number of game frames to perform these actions. In vanilla, all attacks except [[whip|lashing]] use 3:3.&lt;br /&gt;
&lt;br /&gt;
Other, more miscellaneous items are generally simple and shouldn't require any further explanation.&lt;br /&gt;
&lt;br /&gt;
Once you've made an item, you just add it to the civ entry so a civilization can actually craft it, and it's done.&lt;br /&gt;
&lt;br /&gt;
=== Modding language files ===&lt;br /&gt;
{{main|Language token}}&lt;br /&gt;
&lt;br /&gt;
Let's say you added a whole new species.  Sure, you could just swipe one of the existing translation files and steal their language for your species, but that's the lazy way!  If you want to create a whole new language, it is very simple.&lt;br /&gt;
&lt;br /&gt;
First, you'd need a whole new &amp;quot;language_NAME.txt&amp;quot; file, such as &amp;quot;language_LIZARDMAN.txt&amp;quot;, along with &amp;quot;language_LIZARDMAN&amp;quot; at the top of the file, followed by ``[OBJECT:LANGUAGE]`` and ``[TRANSLATION:LIZARDMAN]``.  After that, it's just a matter of copy-pasting one of the existing language lists and editing the finished 'translated' word.  That's it! Then just add the translation link to your civ in entity_default.txt and it'll be added to the game on worldgen. &lt;br /&gt;
&lt;br /&gt;
All raw files use [[Character table|Code Page 437]] encoding, and you should make sure you are editing these files in that format. As many text editors default to UTF-8, some characters with diacritical marks may fail to show properly. Saving one of the default language raw files in this state will overwrite these characters with the Unicode question mark, which will corrupt the file. To fix this  replace the file with a clean one downloaded from the distributed version of DF.&lt;br /&gt;
&lt;br /&gt;
(Note that the name of the file doesn't actually matter; but it's typical to name the file after a creature if it's exclusive to their civilization.)&lt;br /&gt;
&lt;br /&gt;
=== Modding body parts ===&lt;br /&gt;
&lt;br /&gt;
Imagine you have this fantastic idea for a multi-tentacled winged spider-monster. Sounds great! But in order to make this a reality you may need to create a new set of body parts for it. That's no problem! Making body parts is easy, though it may look complicated at first. &lt;br /&gt;
&lt;br /&gt;
All of the default body definitions are located in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/body_default.txt body_default.txt]`` and then linked to a creature in the creature's entry. We've talked about how bodyparts make up creatures earlier, in the creature section. You can mix and match them in the creature entry and it makes no difference, as long as they're there: each body part will link itself to the appropriate connection automatically when the creature is first created.&lt;br /&gt;
&lt;br /&gt;
Body parts work by sections: you can add as many sections as you want to a body part definition, but generally you should keep it fairly low for ease of use. Each body section entry is in the, very simple, format:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BODYNAME]&lt;br /&gt;
 [BP:TOKENID:name][TOKENSGOHERE][DEFAULT_RELSIZE:][CATEGORY:WHATEVER]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The most important tokens are {{token|CONTYPE|body}} and {{token|CON|body}}: {{token|CONTYPE|body}} means the body part in question is connected to a certain ''type'' of body part, while {{token|CON|body}} means it's connected to a ''specific'' one. &amp;quot;TOKENID&amp;quot; is yet another identifier, which should be unique, as it's referenced every time something uses {{token|CON|body}} or ``BY_TOKEN``. {{token|DEFAULT_RELSIZE|body}} defines, of course, what the body part's size is in relation to the other parts. {{token|CATEGORY|body}} defines a category for the part, which can be unique or shared with other parts. This is referenced whenever ``BY_CATEGORY`` is used.&lt;br /&gt;
&lt;br /&gt;
A list of body part tokens can be found [[body token|here]].&lt;br /&gt;
&lt;br /&gt;
Let's take a simple example, a head:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:BASIC_HEAD]&lt;br /&gt;
 [BP:HD:head:STP][CONTYPE:UPPERBODY][HEAD][CATEGORY:HEAD]&lt;br /&gt;
 [DEFAULT_RELSIZE:300]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
It connects directly to an upper body.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:2EYES]&lt;br /&gt;
     [BP:REYE:right eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][RIGHT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
     [BP:LEYE:left eye:STP][CONTYPE:HEAD][SIGHT][EMBEDDED][SMALL][LEFT][CATEGORY:EYE]&lt;br /&gt;
         [DEFAULT_RELSIZE:5]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These are a pair of eyes, connecting to the head.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [BODY:HUMANOID]&lt;br /&gt;
     [BP:UB:upper body:upper bodies][UPPERBODY][CATEGORY:BODY_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:LB:lower body:lower bodies][CON:UB][LOWERBODY][CATEGORY:BODY_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:1000]&lt;br /&gt;
     [BP:HD:head:STP][CON:UB][HEAD][CATEGORY:HEAD]&lt;br /&gt;
         [DEFAULT_RELSIZE:300]&lt;br /&gt;
     [BP:RUA:right upper arm:STP][CON:UB][LIMB][RIGHT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LUA:left upper arm:STP][CON:UB][LIMB][LEFT][CATEGORY:ARM_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RLA:right lower arm:STP][CON:RUA][LIMB][RIGHT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:LLA:left lower arm:STP][CON:LUA][LIMB][LEFT][CATEGORY:ARM_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:200]&lt;br /&gt;
     [BP:RH:right hand:STP][CON:RLA][GRASP][RIGHT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:LH:left hand:STP][CON:LLA][GRASP][LEFT][CATEGORY:HAND]&lt;br /&gt;
         [DEFAULT_RELSIZE:80]&lt;br /&gt;
     [BP:RUL:right upper leg:STP][CON:LB][LIMB][RIGHT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:LUL:left upper leg:STP][CON:LB][LIMB][LEFT][CATEGORY:LEG_UPPER]&lt;br /&gt;
         [DEFAULT_RELSIZE:500]&lt;br /&gt;
     [BP:RLL:right lower leg:STP][CON:RUL][LIMB][RIGHT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:LLL:left lower leg:STP][CON:LUL][LIMB][LEFT][CATEGORY:LEG_LOWER]&lt;br /&gt;
         [DEFAULT_RELSIZE:400]&lt;br /&gt;
     [BP:RF:right foot:right feet][CON:RLL][STANCE][RIGHT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
     [BP:LF:left foot:left feet][CON:LLL][STANCE][LEFT][CATEGORY:FOOT]&lt;br /&gt;
         [DEFAULT_RELSIZE:120]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
An entire humanoid body. The foot bone's connected to the ankle bone...&lt;br /&gt;
&lt;br /&gt;
``[[Bodygloss|[BODYGLOSS]]]`` entries, which you can sometimes find applied to creature entries, are simply replacement words for specific part name strings in a creature. For example, you'll find the bodygloss definition ``[BODYGLOSS:CLAW_HAND:hand:claw]`` in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/body_default.txt body_default.txt]``; you can then use this in a creature via ``[BODYGLOSS:CLAW_HAND]`` and it'll replace all instances of &amp;quot;hand&amp;quot; with &amp;quot;claw&amp;quot; in that creature. Be warned, however—if you were to, say make a bodygloss ``[BODYGLOSS:EARSTALK:ear:stalk:ears:stalk]``, it would not only change &amp;quot;ear&amp;quot; and &amp;quot;ears&amp;quot; to &amp;quot;stalk&amp;quot; and &amp;quot;stalks&amp;quot;, it would also change &amp;quot;h'''ear'''t&amp;quot; to &amp;quot;h'''stalk'''t&amp;quot;! For all intents and purposes the body part will still function as the proper part, though.&lt;br /&gt;
&lt;br /&gt;
=== Modding plants ===&lt;br /&gt;
&lt;br /&gt;
Plants are, again, not unlike creatures. With what you've learned so far in regard to tokens and the materials system, running through the notes included in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/plant_standard.txt plant_standard.txt]`` should explain most things. Here's the list of [[Plant token]]s.&lt;br /&gt;
&lt;br /&gt;
Below is the [[plump helmet]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:MUSHROOM_HELMET_PLUMP]&lt;br /&gt;
 	[NAME:plump helmet][NAME_PLURAL:plump helmets][ADJ:plump helmet]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[PICKED_TILE:6][PICKED_COLOR:5:0:0]&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
		[STATE_COLOR:ALL:AMETHYST]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
 &lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:58]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:58]&lt;br /&gt;
 	[SHRUB_COLOR:5:0:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:0:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Let's look at this line by line:&amp;lt;br&amp;gt;&lt;br /&gt;
First, we define its file name. In this case it's &amp;quot;MUSHROOM_HELMET_PLUMP&amp;quot;. Next we define its in-game name, &amp;quot;plump helmet&amp;quot; and its adjective for if you were to craft with its materials (e.g. {{DFtext|plump helmet plant earrings}}).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the structure and material of the plant. It references &amp;quot;STRUCTURAL_PLANT_TEMPLATE&amp;quot; in the first line, so if you were to say, add wings to the template, the plump helmet plant would be winged. This is for the plant itself, not the end plump helmets.&lt;br /&gt;
&lt;br /&gt;
After that we get our edible tokens. These say that [[vermin]] can eat the plant, and it can be eaten raw or cooked by your dwarves. So if you wanted a plant that vermin would leave alone, you'd remove the {{token|EDIBLE_VERMIN|md}} token.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Next, {{token|PICKED_TILE|p|6}} is the character (6, or ♠) shown when the crop is harvested. See [[Main:Character table|character table]] for a table of usable tiles. {{token|PICKED_COLOR|p|5:0:0}} is the [[color]] used for the crop's tile when harvested. It's in a ``&amp;lt;foreground&amp;gt;:&amp;lt;background&amp;gt;:&amp;lt;brightness&amp;gt;`` format, resulting in a purple spade: {{Tile|♠|5:0}}&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[PICKED_TILE:6][PICKED_COLOR:5:0:0]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{token|GROWDUR|p|300}} is how long it takes for your crop to grow. There are 1008 growdur units in a [[Time|season]]. You can calculate this value [https://jose96xd.github.io/DF_Tools/Modules/TimeConverter.html here].&amp;lt;br&amp;gt;&lt;br /&gt;
{{token|VALUE|p|2}} is the [[item value]] of the harvested plant (default 1). &lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[GROWDUR:300][VALUE:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This defines the plant's alcohol states. {{token|STATE_NAME_ADJ|ALL_SOLID|md}} is the frozen name, followed is the actual drink name, and then its boiling name. Drinks can evaporate and freeze in Scorching or Freezing [[Temperature|climates]], respectively.&lt;br /&gt;
&lt;br /&gt;
{{token|DISPLAY_COLOR|md}} is ASCII color, and {{token|STATE_COLOR|md}} is a [[Color#Color tokens|named color]] linked to a graphical [[palette]].&lt;br /&gt;
&lt;br /&gt;
{{token|EDIBLE_RAW|md}} and {{token|EDIBLE_COOKED|md}} are saying you can drink the alcohol raw or cooked.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
 		[STATE_NAME_ADJ:ALL_SOLID:frozen dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:LIQUID:dwarven wine]&lt;br /&gt;
 		[STATE_NAME_ADJ:GAS:boiling dwarven wine]&lt;br /&gt;
		[STATE_COLOR:ALL:AMETHYST]&lt;br /&gt;
 		[MATERIAL_VALUE:2]&lt;br /&gt;
 		[DISPLAY_COLOR:5:0:0]&lt;br /&gt;
 		[EDIBLE_RAW]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 		[PREFIX:NONE]&lt;br /&gt;
 	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
After that we get our seed template:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
 		[MATERIAL_VALUE:1]&lt;br /&gt;
 		[EDIBLE_VERMIN]&lt;br /&gt;
 		[EDIBLE_COOKED]&lt;br /&gt;
 	[SEED:plump helmet spawn:plump helmet spawn:4:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
And all this says is that the seeds may be eaten by vermin or cooked. Then it gives the name of our plant's seed, its plural name, its foreground, background, and brightness colors, followed by its seed material; said material should have {{token|SEED_MAT|p}} to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
And finally for the last chunk we have this:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[SPRING][SUMMER][AUTUMN][WINTER]&lt;br /&gt;
 	[FREQUENCY:100]&lt;br /&gt;
 	[CLUSTERSIZE:5]&lt;br /&gt;
 	[PREFSTRING:rounded tops]&lt;br /&gt;
 	[WET][DRY]&lt;br /&gt;
 	[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
 	[UNDERGROUND_DEPTH:1:3]&lt;br /&gt;
 	[SHRUB_TILE:58]&lt;br /&gt;
 	[DEAD_SHRUB_TILE:58]&lt;br /&gt;
 	[SHRUB_COLOR:5:0:0]&lt;br /&gt;
 	[DEAD_SHRUB_COLOR:0:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
First we define what season(s) the plant may grow in, then we define how frequently this plant is generated in a particular area, followed by how many harvested crop items may come from 1 plant. {{token|PREFSTRING|p}} is what your dwarves [[Preference|like]] about the plant, which in this case is the rounded tops. {{token|WET|p}}{{token|DRY|p}} are the conditions under which the plant can grow. Wet means it can grow close to water, dry means it can grow away from water. This does not mean you can grow the plant on dry stone however. It is just for natural spawning of the plant.&amp;lt;br&amp;gt;&lt;br /&gt;
{{token|BIOME|p}} is what [[Biome token|biome]] the plant grows in. {{token|UNDERGROUND_DEPTH:Minimum:Maximum|p}} Is the highest and lowest cavern levels that the plant can appear in if its biome is subterranean. Dwarven civilizations will only export (via the embark screen or caravans) things that are available at depth 1. Defaults to ``0:0`` (surface only).&amp;lt;br&amp;gt;&lt;br /&gt;
Lastly, {{token|SHRUB_TILE|p}} is the character used for the naturally spawning [[shrub]] of this plant, {{token|DEAD_SHRUB|p}} is the dead shrub character. {{token|SHRUB_COLOR|p}} Is the shrub's color, and {{token|DEAD_SHRUB_COLOR|p}} is, of course, the dead shrub's color.&lt;br /&gt;
&lt;br /&gt;
Plump helmet shrubs look like {{Tile|:|5:0}}.&lt;br /&gt;
&lt;br /&gt;
While this may or may not look like a lot of tokens, it's very easy. Just copy an existing plant and edit it to your new plant.&amp;lt;br&amp;gt;&lt;br /&gt;
For the rest of the tokens, see [[plant token]].&lt;br /&gt;
&lt;br /&gt;
==== Trees ====&lt;br /&gt;
&lt;br /&gt;
[[Tree]]s are another kind of plant that can be modded. Being plants, they use many of the same tokens as edible crops, but differ in having a few tree-specific tokens.&lt;br /&gt;
&lt;br /&gt;
Below is the [[apple|apple tree]] raw description:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [PLANT:APPLE] malus sieversii&lt;br /&gt;
  	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
  	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
  	[TRUNK_PERIOD:10]&lt;br /&gt;
  	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
  	[BRANCH_DENSITY:50]&lt;br /&gt;
  	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
  	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
  	[BRANCH_RADIUS:2]&lt;br /&gt;
  	[TRUNK_BRANCHING:2]&lt;br /&gt;
  	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
  	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
  	[ROOT_DENSITY:5]&lt;br /&gt;
  	[ROOT_RADIUS:3]&lt;br /&gt;
  	[STANDARD_TILE_NAMES]&lt;br /&gt;
  	[PREFSTRING:fruit]&lt;br /&gt;
  	[DRY]&lt;br /&gt;
  	[BIOME:ANY_TEMPERATE]&lt;br /&gt;
  	[SAPLING]&lt;br /&gt;
  	[GROWTH:LEAVES]&lt;br /&gt;
  		[GROWTH_NAME:apple leaf:apple leaves]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_HOST_TILE:SAPLING]&lt;br /&gt;
  		[GROWTH_TIMING:0:300000]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:2:0:0:0:209999:1]&lt;br /&gt;
  		[GROWTH_PRINT:0:6:6:0:1:210000:239999:1] autumn color&lt;br /&gt;
  		[GROWTH_PRINT:0:6:4:0:1:240000:269999:1]&lt;br /&gt;
 		[GROWTH_PRINT:0:6:4:0:0:270000:300000:1]&lt;br /&gt;
   		[GROWTH_DROPS_OFF]&lt;br /&gt;
  	[GROWTH:FLOWERS]&lt;br /&gt;
  		[GROWTH_NAME:apple flower:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FLOWER]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:60000:119999]&lt;br /&gt;
  		[GROWTH_PRINT:5:5:5:0:1:60000:119999:2]&lt;br /&gt;
 	[GROWTH:FRUIT]&lt;br /&gt;
  		[GROWTH_NAME:apple:STP]&lt;br /&gt;
  		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
  		[GROWTH_DENSITY:1000]&lt;br /&gt;
  		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
   		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
  		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
  		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
  		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The first lines are the same as the ones we saw being used in the plump helmets, defining the plant object, giving it a name, and setting up the basic materials.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 [PLANT:APPLE] malus sieversii&lt;br /&gt;
 	[NAME:apple tree][NAME_PLURAL:apple trees][ADJ:apple tree]&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Adding the token {{token|DISPLAY_COLOR|md}} (ASCII) / {{token|STATE_COLOR|md}} ([[graphics]]) directly after {{token|USE_MATERIAL_TEMPLATE|plant}} would allow us to change the color of the tree.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
        	[DISPLAY_COLOR:1:0:0]&lt;br /&gt;
 	[BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
would give us a {{DFtext|dark blue|1:0}} apple tree. This method is used by the game by [[birch|birches]] and [[spore tree|various]] [[nether-cap|underground]] [[blood thorn|trees]].&lt;br /&gt;
&lt;br /&gt;
Next come the definitions of various other materials used by the tree:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
        [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]&lt;br /&gt;
  		[STATE_NAME:ALL_SOLID:apple wood]&lt;br /&gt;
  		[STATE_ADJ:ALL_SOLID:apple wood]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  		[SOLID_DENSITY:745] *** http://www.csudh.edu/oliver/chemdata/woods.htm&lt;br /&gt;
  		[STATE_COLOR:ALL_SOLID:CHOCOLATE] *** http://www.forestryforum.com/board/index.php/topic,61009.0.html&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:DRINK:PLANT_ALCOHOL_TEMPLATE]&lt;br /&gt;
    		[STATE_NAME_ADJ:ALL_SOLID:frozen apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:LIQUID:apple cider]&lt;br /&gt;
  		[STATE_NAME_ADJ:GAS:boiling apple cider]&lt;br /&gt;
  		[MATERIAL_VALUE:2]&lt;br /&gt;
  		[DISPLAY_COLOR:6:0:0]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
    		[EDIBLE_COOKED]&lt;br /&gt;
  		[PREFIX:NONE]&lt;br /&gt;
  	[DRINK:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:LEAF:LEAF_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:GREEN]&lt;br /&gt;
  		[DISPLAY_COLOR:2:0:0]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FLOWER:FLOWER_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:ROSE]&lt;br /&gt;
  		[DISPLAY_COLOR:5:0:1]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:FRUIT:FRUIT_TEMPLATE]&lt;br /&gt;
  		[STATE_COLOR:ALL:RUST]&lt;br /&gt;
  		[DISPLAY_COLOR:4:0:0]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  		[EDIBLE_RAW]&lt;br /&gt;
  		[EDIBLE_COOKED]&lt;br /&gt;
  		[STOCKPILE_PLANT_GROWTH]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:DRINK_MAT:LOCAL_PLANT_MAT:DRINK]&lt;br /&gt;
  		[MATERIAL_REACTION_PRODUCT:SEED_MAT:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
  	[USE_MATERIAL_TEMPLATE:SEED:SEED_TEMPLATE]&lt;br /&gt;
  		[MATERIAL_VALUE:1]&lt;br /&gt;
  		[EDIBLE_VERMIN]&lt;br /&gt;
  	[SEED:apple seed:apple seeds:0:0:1:LOCAL_PLANT_MAT:SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
From them, we get to know what the parts of the tree can be used for, as well as how they will appear when separated from the tree. Any alterations that can be done to materials normally can be done here, such as changing the value or adding a [[syndrome]].&lt;br /&gt;
&lt;br /&gt;
 	[TREE:LOCAL_PLANT_MAT:WOOD][TREE_TILE:5]&lt;br /&gt;
&lt;br /&gt;
{{token|TREE|p}} is what turns your plant object into an actual tree. The following argument describes what material the harvested logs should be made of. If ``NONE``, the felled tree will give no logs. {{token|TREE_TILE|p}} is the tile the tree shows up as on the world map, in this case {{Tile|♣|2:1}}.&lt;br /&gt;
&lt;br /&gt;
Note that all vanilla trees (that give logs) use the &amp;quot;WOOD&amp;quot; material defined above as the argument for {{token|TREE|p}}, as opposed to the &amp;quot;STRUCTURAL&amp;quot; material. Thus, any changes to the properties of the wood harvested should be done to the &amp;quot;WOOD&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
The following tokens decide the dimensions of the tree, and how it grows.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
    [TRUNK_PERIOD:10]&lt;br /&gt;
 	[HEAVY_BRANCH_DENSITY:25]&lt;br /&gt;
 	[BRANCH_DENSITY:50]&lt;br /&gt;
 	[MAX_TRUNK_HEIGHT:3]&lt;br /&gt;
 	[HEAVY_BRANCH_RADIUS:1]&lt;br /&gt;
 	[BRANCH_RADIUS:2]&lt;br /&gt;
 	[TRUNK_BRANCHING:2]&lt;br /&gt;
 	[MAX_TRUNK_DIAMETER:1]&lt;br /&gt;
 	[TRUNK_WIDTH_PERIOD:200]&lt;br /&gt;
 	[ROOT_DENSITY:5]&lt;br /&gt;
 	[ROOT_RADIUS:3]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{token|TRUNK_PERIOD|p}} and {{token|TRUNK_WIDTH_PERIOD|p}} determine how long it takes for the trunk to grow one tile taller respectively wider, in years. {{token|MAX_TRUNK_HEIGHT|p|3}} and {{token|MAX_TRUNK_DIAMETER|p|1}} determine the maximum value the above can reach. {{token|TRUNK_BRANCHING|p}} decides how &amp;quot;curvy&amp;quot; the tree is, with {{token|TRUNK_BRANCHING|p|0}} meaning the tree is entirely straight. &lt;br /&gt;
&lt;br /&gt;
{{token|HEAVY_BRANCH_DENSITY|p|25}},  {{token|HEAVY_BRANCH_RADIUS|p|1}}, {{token|BRANCH_DENSITY|p|50}}, {{token|BRANCH_RADIUS|p|2}}, {{token|ROOT_DENSITY|p|5}}, and {{token|ROOT_RADIUS|p|3}} determine the density (how many are there, integer ranging 0-100) and radius (in tiles) away from the trunk, of heavy branches, normal branches and roots respectively.&lt;br /&gt;
&lt;br /&gt;
{{token|STANDARD_TILE_NAMES|p}} makes the tree use standard names for the trunk, branches etc. Otherwise custom ones can be used. (see [[Plant_token|full plant token list]])&lt;br /&gt;
&lt;br /&gt;
{{token|SAPLING|p}} ensures saplings of this tree are called &amp;quot;[tree name] sapling&amp;quot;, instead of the standard &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Lastly, we are introduced to the {{token|GROWTH|p}} token. {{token|GROWTH|p}} defines growths growing on a plant, in this case our apple tree. Apple trees have three growths: leaves, flowers and fruits.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  [GROWTH:FRUIT]&lt;br /&gt;
 		[GROWTH_NAME:apple:STP]&lt;br /&gt;
 		[GROWTH_ITEM:PLANT_GROWTH:NONE:LOCAL_PLANT_MAT:FRUIT]&lt;br /&gt;
 		[GROWTH_DENSITY:1000]&lt;br /&gt;
 		[GROWTH_HOST_TILE:BRANCHES_AND_TWIGS]&lt;br /&gt;
  		[GROWTH_TIMING:120000:200000]&lt;br /&gt;
 		[GROWTH_DROPS_OFF_NO_CLOUD]&lt;br /&gt;
 		[GROWTH_PRINT:'%':'%':4:0:0:120000:200000:3]&lt;br /&gt;
 		[GROWTH_HAS_SEED]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
First comes the name of the growth. Then, with {{token|GROWTH_ITEM|p}}, what kind of growth it is, in this case a {{token|PLANT_GROWTH|i}} made out of the local &amp;quot;FRUIT&amp;quot; material. {{token|GROWTH_DENSITY|p}} says how densely the growth grows, and {{token|GROWTH_HOST_TILE|p}} where on the tree it grows. {{token|GROWTH_TIMING|p}} decides when the growth appears, in [[Time|annual ticks]]. The growth then drops off, leaving no clouds (items to be picked up by your dwarves). {{token|GROWTH_PRINT|p}} sets it to look like {{Tile|%|4:0}}, and {{token|GROWTH_HAS_SEED|p}} implies that eating this growth will leave you with a seed.&lt;br /&gt;
&lt;br /&gt;
=== Workshops ===&lt;br /&gt;
&lt;br /&gt;
Workshops are raw-designed pretty differently from everything else in the game, being buildable structures rather than items or methods to gain items. However, they are fairly simple. For example, here's the raw for the [[soap maker's workshop]]:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
[BUILDING_WORKSHOP:SOAP_MAKER]&lt;br /&gt;
	[NAME:Soap Maker's Workshop]&lt;br /&gt;
	[NAME_COLOR:7:0:1]&lt;br /&gt;
	[DIM:3:3]&lt;br /&gt;
	[WORK_LOCATION:2:2]&lt;br /&gt;
	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
	[BUILD_KEY:CUSTOM_SHIFT_P]&lt;br /&gt;
	[BLOCK:1:0:0:0] workbenches no longer block&lt;br /&gt;
	[BLOCK:2:0:0:0]&lt;br /&gt;
	[BLOCK:3:0:0:0]&lt;br /&gt;
	[TILE:0:1:' ':' ':150]&lt;br /&gt;
	[TILE:0:2:' ':' ':'/']&lt;br /&gt;
	[TILE:0:3:'-':' ':' ']&lt;br /&gt;
	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:0:3:6:0:0:0:0:0:0:0:0]&lt;br /&gt;
	[TILE:1:1:' ':' ':'=']&lt;br /&gt;
	[TILE:1:2:'-':' ':8]&lt;br /&gt;
	[TILE:1:3:' ':' ':150]&lt;br /&gt;
	[COLOR:1:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:2:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:1:3:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[TILE:2:1:'-':' ':8]&lt;br /&gt;
	[TILE:2:2:' ':' ':8]&lt;br /&gt;
	[TILE:2:3:' ':150:' ']&lt;br /&gt;
	[COLOR:2:1:6:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:2:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
	[COLOR:2:3:0:0:0:6:0:0:0:0:0]&lt;br /&gt;
	[TILE:3:1:150:' ':8]&lt;br /&gt;
	[TILE:3:2:' ':' ':8]&lt;br /&gt;
	[TILE:3:3:' ':240:' ']&lt;br /&gt;
	[COLOR:3:1:6:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:2:0:0:0:0:0:0:6:7:0]&lt;br /&gt;
	[COLOR:3:3:0:0:0:7:0:1:0:0:0]&lt;br /&gt;
	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
A line-by-line breakdown:&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[NAME:Soap Maker's Workshop]&lt;br /&gt;
 	[NAME_COLOR:7:0:1]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These define the name of the workshop ({{DFtext|Soap Maker's Workshop|7:1}}) and [[color]] of the workshop's name when examined.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[DIM:3:3]&lt;br /&gt;
 	[WORK_LOCATION:2:2]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{token|DIM|b}} refers to how large the workshop will be, in this case 3 wide, 3 tall. {{token|WORK_LOCATION|b}} tells where the creature using it (usually a dwarf) will work, numbered from the top right--in this case, ``2:2``, or the middle. Multiple work locations can be defined, even outside the dim.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_LABOR:SOAP_MAKER]&lt;br /&gt;
 	[BUILD_KEY:CUSTOM_SHIFT_S]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
These refer to the worker required to build it ([[Soaper|soap maker]]) and the key used to build it in the workshop menu (capital {{k|S}}).&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
  	[BLOCK:1:0:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
This is a bit more complex, and is where we get to the meaty part of workshop making--the tiles' properties. {{token|BLOCK|b}} refers to which tiles will be untraversable--1 means blocked, 0 means unblocked. The first number refers to row, and the next 3 refer to column, so 1:0:0:0 means that, on the first row, all tiles will be unblocked. This is the case for all vanilla workshops, as of now.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TILE:0:1:' ':' ':150]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
The {{token|TILE|b}} token tells which tile will go where. note, however, that there are 5 entries here instead of 4. The first number, in this case, refers to build stage, numbered from 0 to 3; 3 or 1 is fully built (depending on whether there are stages), 0 is just placed, and 2 is always an intermediate stage, while 1 is usually an intermediate stage. Whether 1 is an intermediate stage or not depends on if there are a 2 and 3 stage; if 2 and 3 exist, 1 will be intermediate. The second number and beyond are similar to {{token|BLOCK|b}}; however, instead of 1s and 0s, you must input tiles. The tiles themselves can be given in quotes (as in ' ') or given as a number, which can be looked up [[Tilesets|here]]. Here, we have 150, which is û.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[COLOR:0:1:0:0:0:0:0:0:6:0:0]&lt;br /&gt;
 	...&lt;br /&gt;
}}&lt;br /&gt;
{{token|COLOR|b}} is as {{token|TILE|b}}, but with colors instead of tiles; however, colors are made up of 3 numbers each or MAT. MAT refers to the color of the material used to make it; the 3 numbers refer to ``&amp;lt;foreground&amp;gt;:&amp;lt;background&amp;gt;:&amp;lt;foreground brightness&amp;gt;``, and can be looked up [[Color|here]]. For example, ``4:2:1`` will give you bright red with a dark green background ({{Raw tile|☻|4:2:1}}).&lt;br /&gt;
&lt;br /&gt;
For the first row (``0:1``) our colors are [``0:0:0``, ``0:0:0``, ``6:0:0``]. Combining tile and color, this is our result:&lt;br /&gt;
{{Tile| |0:0}}{{Tile| |0:0}}{{Tile| |0:0}}{{Tile| |0:0}}{{Tile|û|6:0}}&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[BUILD_ITEM:1:BUCKET:NONE:NONE:NONE][EMPTY][CAN_USE_ARTIFACT]&lt;br /&gt;
 	[BUILD_ITEM:1:NONE:NONE:NONE:NONE][BUILDMAT][WORTHLESS_STONE_ONLY][CAN_USE_ARTIFACT]&lt;br /&gt;
}}&lt;br /&gt;
These refer to items required to build the building. These are in the same format as [[Reaction|reaction reagents and products]]:&lt;br /&gt;
``&amp;lt;quantity&amp;gt;:&amp;lt;[[Item token|item]]&amp;gt;:&amp;lt;item subtype&amp;gt;:&amp;lt;[[Material token|material]]&amp;gt;:&amp;lt;material subtype&amp;gt;``.&lt;br /&gt;
&lt;br /&gt;
You'll learn more about those on the article about [[Reaction|reactions]], though. The second {{token|BUILD_ITEM|b}} is special— it uses modifiers exclusively to determine its requirements.&lt;br /&gt;
&lt;br /&gt;
{{token|BUILDMAT|b}} refers to [[wood]] logs, wood [[block]]s, [[stone]] boulders, and stone blocks; {{token|WORTHLESS_STONE_ONLY|b}} means it can't use economic stone; {{token|CAN_USE_ARTIFACT|b}} means that it... can use artifacts. {{token|EMPTY|b}}, in the bucket's case, means that the bucket must be empty.&lt;br /&gt;
&lt;br /&gt;
{{code|&lt;br /&gt;
 	[TOOLTIP:Use tallow (rendered fat) or oil here with lye to make soap.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
This is the text in the tooltip shown when the building is highlighted by the mouse in the workshops list.&lt;br /&gt;
&lt;br /&gt;
More can be seen at the [[Building token|building tokens]] article, including links to graphical editors for assembling workshop tile visuals.&lt;br /&gt;
&lt;br /&gt;
=== Reactions ===&lt;br /&gt;
&lt;br /&gt;
Reactions are the crafting recipes used in [[workshop]]s, and by the [[adventurer mode|adventurer]]. By adding new reactions you can make new items available, or enable you to get items or materials in new ways. The reactions can also be given to entities, in which case they will make use of them during both world gen and play; making a reaction that creates [[steel]] directly from [[plant fiber]]s could allow the elves to craft steel, and arrive clad in it in a [[siege]].&lt;br /&gt;
&lt;br /&gt;
Not all crafting jobs are custom reactions. Reactions are explicitly defined in raws, such as those for [[ceramic industry|pottery]] and [[Metal#Alloys 2|alloy]] making.&lt;br /&gt;
&lt;br /&gt;
An in-depth guide for reactions is available [[Reactions|here]].&lt;br /&gt;
&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&lt;br /&gt;
As we've seen when talking about creatures, materials are vital. Materials can be defined in three forms: material templates, organic materials local to creatures and plants, and inorganic materials such as stone or metal.&lt;br /&gt;
&lt;br /&gt;
Let's take a look at &amp;quot;METAL_TEMPLATE&amp;quot; in ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_metal.txt material_template_default.txt]``. It's evident that most of the basic properties of metals are already defined in the template - it goes red and melts at a high enough temperature, it's heavy, and (as noted by the very bottom token) is a metal. We already know just how useful templates can be to creatures, and the same applies to other materials.&lt;br /&gt;
&lt;br /&gt;
Now let's take a look at ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_metal.txt inorganic_metal.txt]``. You can see that the metals here refer to the templates, and, just like we did with creatures, then modify the properties of that template and expand upon it.&lt;br /&gt;
&lt;br /&gt;
Finally, let's look at ``[https://github.com/DF-Wiki/DFRawFunctions/blob/master/raws/v50/inorganic_stone_mineral.txt inorganic_stone_mineral.txt]``. Here we can see that in addition to the changes made to the template, there are also {{token|ENVIRONMENT|im}} tokens - these tell the game where to place these minerals during worldgen.&lt;br /&gt;
&lt;br /&gt;
[[material definition token|Here's a list of material tokens]]. It should also help you out with any modifications you want to make regarding those creature modifications we were making a while back. See, it all ties together in the end. The beauty of the current materials system is that there's actually very little difference between, say, [[leather]] and [[iron]] - they're fundamentally the same thing regardless of the item type, just with different properties.&lt;br /&gt;
&lt;br /&gt;
== Selecting and Cutting ==&lt;br /&gt;
&lt;br /&gt;
[[#Modifying the vanilla objects|As explained above]], existing raws can be altered with the use of ``SELECT``, and can also be culled with ``CUT`` for more granular control, compared to simply unloading vanilla content in the mod loader. Token behavior when multiple tokens are added depends on the individual token, such as adding to or overwriting the past value. Removing tags from an object without cutting and recreating the object in question is typically impossible, except for creature object tags removed and/or replaced with the use of [[creature variation token]]s.&lt;br /&gt;
&lt;br /&gt;
The syntax for selecting and cutting objects is as follows:&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
Substitute X for the desired object. A CUT does not need a SELECT prior, this is simply a list of available options.&lt;br /&gt;
Functions that apply only to local sub-objects are indented. In order to edit these, the base object must be currently being defined or have been selected prior.&lt;br /&gt;
&lt;br /&gt;
[SELECT_CREATURE:X]&lt;br /&gt;
[CUT_CREATURE:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_CASTE:X]&lt;br /&gt;
   [SELECT_ADDITIONAL_CASTE:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_MATERIAL:X]&lt;br /&gt;
   [PLUS_MATERIAL:X]&lt;br /&gt;
   [REMOVE_MATERIAL:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_TISSUE:X]&lt;br /&gt;
   [REMOVE_TISSUE:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_TISSUE_LAYER:X]&lt;br /&gt;
   [PLUS_TISSUE_LAYER:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ENTITY:X]&lt;br /&gt;
[CUT_ENTITY:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INTERACTION:X]&lt;br /&gt;
[CUT_INTERACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_ITEM:X]&lt;br /&gt;
[CUT_ITEM:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_WORD:X]&lt;br /&gt;
[CUT_WORD:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_TRANSLATION:X]&lt;br /&gt;
[CUT_TRANSLATION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:X]&lt;br /&gt;
[CUT_SYMBOL:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_INORGANIC:X] &lt;br /&gt;
[CUT_INORGANIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_PLANT:X]&lt;br /&gt;
[CUT_PLANT:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_MATERIAL:X]&lt;br /&gt;
&lt;br /&gt;
   [SELECT_GROWTH:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_REACTION:X]&lt;br /&gt;
[CUT_REACTION:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_MUSIC:X]&lt;br /&gt;
[CUT_MUSIC:X]&lt;br /&gt;
&lt;br /&gt;
[SELECT_SOUND:X]&lt;br /&gt;
[CUT_SOUND:X]&lt;br /&gt;
&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Note that the {{token|SELECT_SYMBOL|e}} [[entity token]] is separate from the ``[SELECT_SYMBOL]`` [[language token]].&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[:Category:Modding_Examples]]''&lt;br /&gt;
&lt;br /&gt;
The Hydling below was made by Mysteryguye (and annotated, updated and separated into blocks by Putnam), to act as an example creature.&lt;br /&gt;
&lt;br /&gt;
{{code|code=&lt;br /&gt;
 [CREATURE:HYDLING]&lt;br /&gt;
 	[DESCRIPTION:A seven-headed small hairy thing, about the size of a dog. It is very loyal to its masters, and will promptly disembowel any enemy straying too close.]&lt;br /&gt;
 	This is the description that shows up in-game when viewing the creature.&lt;br /&gt;
&lt;br /&gt;
 	[NAME:hydling:hydlings:hydlish] If there were a civ made of hydlings, it would appear as &amp;quot;hydlings&amp;quot; in the neighbors screen.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE_NAME:hydling:hydlings:hydlish]&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_TILE:'='][COLOR:2:0:1] Will appear as a light green &amp;quot;=&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[PETVALUE:40][NATURAL] Creature is known to be naturally occurring by the game. Will cost 40 embark points to buy.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_ROAMING] Will spawn outdoors, wandering around.&lt;br /&gt;
&lt;br /&gt;
 	[COMMON_DOMESTIC][TRAINABLE][PET] Can be bought on embark as a pet, war animal, or hunting animal.&lt;br /&gt;
&lt;br /&gt;
 	[BONECARN] Can eat meat and bones only--no vegetables.&lt;br /&gt;
&lt;br /&gt;
 	[PREFSTRING:loyalty] Dwarves will like it for its loyalty.&lt;br /&gt;
&lt;br /&gt;
 	[LARGE_PREDATOR] Will attack rather than flee.&lt;br /&gt;
&lt;br /&gt;
 	[BODY:BASIC_2PARTBODY:7HEADNECKS:BASIC_FRONTLEGS:BASIC_REARLEGS:TAIL:2EYES:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:SPINE:BRAIN:SKULL:3TOES_FQ_REG:3TOES_RQ_REG:MOUTH:TONGUE:GENERIC_TEETH_WITH_FANGS:RIBCAGE]&lt;br /&gt;
&lt;br /&gt;
 	Has a lower body, upper body, 4 legs, a tail, fourteen eyes, fourteen ears, seven noses, two lungs, a heart, guts, a pancreas etc., and 7 heads with all that goes with those.&lt;br /&gt;
&lt;br /&gt;
 	[BODYGLOSS:PAW] Feet will be called &amp;quot;paws&amp;quot;&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_MATERIALS] Declares the standard materials that most creatures' tissues are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_TISSUES] This declares the tissues that the creature's tissue layers are made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] And this describes the tissue layers that the creature is made of.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR] Creature will be covered with a layer of fur.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE] And it'll have nails.&lt;br /&gt;
&lt;br /&gt;
 	[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
&lt;br /&gt;
 	[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT] On the toe, specifically.&lt;br /&gt;
&lt;br /&gt;
 	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 	 [PLUS_TISSUE_LAYER:SKIN:BY_CATEGORY:THROAT]&lt;br /&gt;
 		[TL_MAJOR_ARTERIES] Heart and throat--called above--will cause heavy bleeding if ruptured.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS] Places eyes, ears and what-have-you into their correct placement, so that you don't have people punching out eyes from behind.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS] Sets the ribcage as being around lungs and heart.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE] Defines sinew so that...&lt;br /&gt;
 	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200] Tendons...&lt;br /&gt;
 	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200] ...And ligaments can be defined.&lt;br /&gt;
&lt;br /&gt;
 	[HAS_NERVES] Creature has nerves, and as such can be disabled by severing them.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE] Defines the material BLOOD using the template BLOOD_TEMPLATE.&lt;br /&gt;
 	[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID] Defines the creature's BLOOD as being made of the above-defined BLOOD material in a LIQUID state.&lt;br /&gt;
&lt;br /&gt;
 	[CREATURE_CLASS:GENERAL_POISON] Creature can be affected by syndromes that affect GENERAL_POISON.&lt;br /&gt;
&lt;br /&gt;
 	[GETS_WOUND_INFECTIONS] Pretty much self-explanatory. Creature can get infected from wounds.&lt;br /&gt;
 	[GETS_INFECTIONS_FROM_ROT] And from necrosis.&lt;br /&gt;
&lt;br /&gt;
 	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE] Defines PUS using PUS_TEMPLATE.&lt;br /&gt;
 	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID] Defines PUS as being made of PUS.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_SIZE:0:0:1000] Creature will be 1000 cubic centimeters at birth...&lt;br /&gt;
 	[BODY_SIZE:1:0:12500] 12500 cubic centimeters at 1 year old...&lt;br /&gt;
 	[BODY_SIZE:2:0:30000] and 30000 cubic centimeters at 2.&lt;br /&gt;
&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110] Creature can be anywhere from 90% to 110% as long as others.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] As above, but with height.&lt;br /&gt;
 	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110] As above, but with broadness. This puts the minimum size of the creature (when fully grown) at 21870 and the maximum size at 39930.&lt;br /&gt;
&lt;br /&gt;
 	[MAXAGE:20:30] Creature will die of old age between the ages of 20 and 30, no later than 30, no sooner than 20.&lt;br /&gt;
&lt;br /&gt;
 	[CAN_DO_INTERACTION:MATERIAL_EMISSION] Creature can use the MATERIAL_EMISSION interaction.&lt;br /&gt;
 		[CDI:ADV_NAME:Hurl fireball] In adventurer mode, the MATERIAL_EMISSION interaction will appear as &amp;quot;Hurl fireball&amp;quot;.&lt;br /&gt;
 		[CDI:USAGE_HINT:ATTACK] Creature will use MATERIAL_EMISSION when it's attacking, on creatures that it's attacking.&lt;br /&gt;
 		[CDI:BP_REQUIRED:BY_CATEGORY:HEAD] Creature must have at least one HEAD to use MATERIAL_EMISSION.&lt;br /&gt;
 		[CDI:FLOW:FIREBALL] The MATERIAL_EMISSION will shoot a fireball.&lt;br /&gt;
 		[CDI:TARGET:C:LINE_OF_SIGHT] The target for the emission--a location--must be within the line of sight of the Hydling.&lt;br /&gt;
 		[CDI:TARGET_RANGE:C:15] And must be, at most, 15 tiles away.&lt;br /&gt;
 		[CDI:MAX_TARGET_NUMBER:C:1] The hydling can only shoot at one target at a time...&lt;br /&gt;
 		[CDI:WAIT_PERIOD:30] and only every 30 ticks (3 tenths of a second at 100 FPS)&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH] Defines a BITE attack that uses teeth.&lt;br /&gt;
 		[ATTACK_SKILL:BITE] Attack uses the BITE skill.&lt;br /&gt;
 		[ATTACK_VERB:nom:noms] &amp;quot;The Hydling noms the Elf in the left first toe, tearing the muscle!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Will use all of the tooth. Note that this can be more than 100.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] Will sink the tooth all the way in. This can also be more than 100.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an EDGE attack.&lt;br /&gt;
 		[ATTACK_PRIORITY:MAIN] Attack is of priority MAIN. Other option is SECOND.&lt;br /&gt;
 		[ATTACK_FLAG_CANLATCH] Attack can latch on.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3] Takes 3 ticks to wind up attack and 3 to recover from it.&lt;br /&gt;
                [ATTACK_FLAG_INDEPENDENT_MULTIATTACK] Can use each head independently.&lt;br /&gt;
&lt;br /&gt;
 	[ATTACK:SCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL] As above, but for nail instead of teeth.&lt;br /&gt;
 		[ATTACK_SKILL:STANCE_STRIKE] Uses the kicking skill.&lt;br /&gt;
 		[ATTACK_VERB:slice:slices] &amp;quot;You slice the Elf in the left foot and the severed part sails off in an arc!&amp;quot;&lt;br /&gt;
 		[ATTACK_CONTACT_PERC:100] Uses the whole nail.&lt;br /&gt;
 		[ATTACK_PENETRATION_PERC:100] The whole nail goes in.&lt;br /&gt;
 		[ATTACK_FLAG_EDGE] Attack is an edge attack.&lt;br /&gt;
                [ATTACK_PREPARE_AND_RECOVER:3:3]&lt;br /&gt;
 		[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
&lt;br /&gt;
 	[CHILD:1] Hydling will become an adult at 1 year old.&lt;br /&gt;
&lt;br /&gt;
 	[GENERAL_CHILD_NAME:hydie:hydies] Children will appear as &amp;quot;hydies&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
 	[DIURNAL] Is active during the daytime.&lt;br /&gt;
&lt;br /&gt;
 	[HOMEOTHERM:10070] Has a body temperature of 102 Fahrenheit.&lt;br /&gt;
&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_QUADRUPED_GAITS:900:730:561:351:1900:2900] Can run at 25 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_SWIMMING_GAITS:3512:2634:1756:878:4900:6900] Can swim at 10 kph&lt;br /&gt;
 	[APPLY_CREATURE_VARIATION:STANDARD_CRAWLING_GAITS:6561:6115:5683:1755:7456:8567] Can crawl at 5 kph&lt;br /&gt;
 	[SWIMS_INNATE]Swims innately.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:FEMALE] Defines a caste called FEMALE.&lt;br /&gt;
 		[FEMALE] FEMALE caste is female.&lt;br /&gt;
&lt;br /&gt;
 	[CASTE:MALE] As above, but with male.&lt;br /&gt;
 		[MALE] See above.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
{{catbox|Modding}}&lt;br /&gt;
&lt;br /&gt;
* [[Raw file]]&lt;br /&gt;
* [[Token]]&lt;br /&gt;
* [[Modding pitfalls]]&lt;br /&gt;
* [[Cheating]]&lt;br /&gt;
* Bay 12 Guide: https://bay12games.com/dwarves/modding_guide.html&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Modding]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Info.txt_tokens&amp;diff=314143</id>
		<title>Template:Info.txt tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Info.txt_tokens&amp;diff=314143"/>
		<updated>2026-01-15T00:41:56Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Info.txt Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Info.txt Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#DCCF99&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ID}}&lt;br /&gt;
| id&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The ID of the mod. This should be unique, with no two mods sharing the same ID. IDs starting with &amp;quot;vanilla_&amp;quot; are reserved for vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMERIC_VERSION}}&lt;br /&gt;
| integer&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| An '''integer''' version number for the mod. Must be greater than or equal to EARLIEST_COMPATIBLE_NUMERIC_VERSION. &amp;quot;Integer&amp;quot; here means 0, 1, 2, and so on. Negatives are allowed. Anything that is not an integer will not work; 0.2 will be read as &amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DISPLAYED_VERSION}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The version of the mod, as displayed in-game. This is only a display, and will have no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EARLIEST_COMPATIBLE_NUMERIC_VERSION}}&lt;br /&gt;
| integer&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The earliest compatible numeric version of the mod. Installed mods are automatically updated, if a later compatible version is available. '''This must be at most the same as NUMERIC_VERSION, and doing otherwise will result in an error.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EARLIEST_COMPATIBLE_DISPLAYED_VERSION}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The earliest compatible numeric version, as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AUTHOR}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required{{verify}}}}&lt;br /&gt;
| The name of the author (usually you).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required{{verify}}}}&lt;br /&gt;
| The name of the mod.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| A description of the mod, shown in the mod loading screen.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is also loaded.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID_BEFORE_ME}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is earlier in the mod load list.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID_AFTER_ME}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is later in the mod load list.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONFLICTS_WITH_ID}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used if mod with given ID is also loaded.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Info.txt_tokens&amp;diff=314142</id>
		<title>Template:Info.txt tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Info.txt_tokens&amp;diff=314142"/>
		<updated>2026-01-15T00:37:47Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Info.txt Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Info.txt Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#DCCF99&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ID}}&lt;br /&gt;
| id&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The ID of the mod. This should be unique, with no two mods sharing the same ID. IDs starting with &amp;quot;vanilla_&amp;quot; are reserved for vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMERIC_VERSION}}&lt;br /&gt;
| integer&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| An '''integer''' version number for the mod. Must be greater than or equal to EARLIEST_COMPATIBLE_NUMERIC_VERSION. &amp;quot;Integer&amp;quot; here means 0, 1, 2, and so on. Negatives are allowed. Anything that is not an integer will not work; 0.2 will be read as &amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DISPLAYED_VERSION}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The version of the mod, as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EARLIEST_COMPATIBLE_NUMERIC_VERSION}}&lt;br /&gt;
| integer&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The earliest compatible numeric version of the mod. Installed mods are automatically updated, if a later compatible version is available. '''This must be at most the same as NUMERIC_VERSION, and doing otherwise will result in an error.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EARLIEST_COMPATIBLE_DISPLAYED_VERSION}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The earliest compatible numeric version, as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AUTHOR}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required{{verify}}}}&lt;br /&gt;
| The name of the author (usually you).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required{{verify}}}}&lt;br /&gt;
| The name of the mod.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| A description of the mod, shown in the mod loading screen.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is also loaded.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID_BEFORE_ME}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is earlier in the mod load list.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID_AFTER_ME}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is later in the mod load list.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONFLICTS_WITH_ID}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used if mod with given ID is also loaded.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:Info.txt_tokens&amp;diff=314141</id>
		<title>Template:Info.txt tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:Info.txt_tokens&amp;diff=314141"/>
		<updated>2026-01-15T00:36:39Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Info.txt Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Info.txt Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#DCCF99&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Usage&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ID}}&lt;br /&gt;
| id&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The ID of the mod. This should be unique, with no two mods sharing the same ID. IDs starting with &amp;quot;vanilla_&amp;quot; are reserved for vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NUMERIC_VERSION}}&lt;br /&gt;
| integer&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| An '''integer''' version number for the mod. Must be greater than or equal to EARLIEST_COMPATIBLE_NUMERIC_VERSION. &amp;quot;Integer&amp;quot; here means 0, 1, 2, and so on. Negatives are allowed. Anything that is not an integer will not work; 0.2 will be read as &amp;quot;0&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DISPLAYED_VERSION}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The version of the mod, as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EARLIEST_COMPATIBLE_NUMERIC_VERSION}}&lt;br /&gt;
| integer&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The earliest compatible numeric version of the mod. Installed mods are automatically updated, if a later compatible version is available.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EARLIEST_COMPATIBLE_DISPLAYED_VERSION}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required}}&lt;br /&gt;
| The earliest compatible numeric version, as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AUTHOR}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required{{verify}}}}&lt;br /&gt;
| The name of the author (usually you).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| string&lt;br /&gt;
| {{tc|red|Required{{verify}}}}&lt;br /&gt;
| The name of the mod.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| A description of the mod, shown in the mod loading screen.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is also loaded.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID_BEFORE_ME}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is earlier in the mod load list.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REQUIRES_ID_AFTER_ME}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used unless mod with given ID is later in the mod load list.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONFLICTS_WITH_ID}}&lt;br /&gt;
| string&lt;br /&gt;
| &lt;br /&gt;
| Mod cannot be used if mod with given ID is also loaded.&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Turkey&amp;diff=311776</id>
		<title>Turkey</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Turkey&amp;diff=311776"/>
		<updated>2025-11-28T05:28:45Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: Pathfinding is not and has never been the main cause of units slowing down FPS, line of sight checks are&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=turkey_sprites.png&lt;br /&gt;
|contrib=no&lt;br /&gt;
|bone=6&lt;br /&gt;
|meat=9&lt;br /&gt;
|fat=9&lt;br /&gt;
|intestine=1&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=hide&lt;br /&gt;
|wiki=Turkey_(bird)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Turkeys''' are a species of [[domestic animal|domesticated]] [[creature]] who can be brought on [[embark]] or found in the wild, inhabiting [[temperate]] [[wetland]]s. Males are called ''turkey gobblers'', females are called ''turkey hens'' and hatchlings are called ''poults''.&lt;br /&gt;
&lt;br /&gt;
[[Domestic animal#Comparison of domestic poultry|Compared]] to other domestic poultry, turkeys are the largest in size, being a better [[food]] source than the likes of [[chicken]]s. Turkeys take two years to reach their full weight, while the slightly smaller [[blue peafowl]] and [[goose|geese]] take only one year. They lay the most [[egg]]s in average out of all domestic birds (12, compared to the average 10 eggs of the [[duck]] and 9 of the [[guineafowl]]), making them the best domestic birds for [[egg production]]. Having both genders of turkey around allows one to breed them fairly quickly, though [[framerate]] can be negatively impacted by [[catsplosion#Birdsplosion|plentifully]]-peeping poults. As with other tame animals, if many turkeys are confined in a small area, they can become [[overcrowding|overcrowded]] and start fights. Since poults need no food, and have no practical utility until mature, they are generally best [[cage]]d, where they cannot eat FPS by doing line-of-sight checks until they are ready for egg laying or [[Butcher|slaughter]]. Putting a couple in a cage in the [[dining hall]] gives dwarves who like turkeys happy thoughts, as well.&lt;br /&gt;
&lt;br /&gt;
Wild turkeys can be captured with [[cage]] [[trap]]s. [[Animal trainer|Training]] them will render them completely tame.&lt;br /&gt;
&lt;br /&gt;
Some [[Dwarf|dwarves]] [[Preferences|like]] turkeys for their ''wattle'', their ''snood'' and their ''gobble''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Wild turkey eastern us.jpg|thumb|400px|center|Admired for its ''gobble''.]]&lt;br /&gt;
&lt;br /&gt;
{{Gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_value&amp;diff=311765</id>
		<title>Personality value</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_value&amp;diff=311765"/>
		<updated>2025-11-27T21:16:19Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:personality_v50_preview.png|thumb|262px|right|Randomly generated personality of a [[miner]].]]&lt;br /&gt;
&lt;br /&gt;
'''Personality values''', as distinct from [[attributes]] and [[mannerism]]s, can be found for a creature in the second sub-tab of the &amp;quot;Personality&amp;quot; tab of its character sheet. In general, these do not have as important a gameplay effect as attributes, at least for skill rolls, but they have a major effect on how a dwarf reacts emotionally to various circumstances, which can have [[mental breakdown|rippling effects.]]&lt;br /&gt;
&lt;br /&gt;
These describe a creature's beliefs; examples include things like [[#TRADITION|tradition]] (&amp;quot;He/she holds the maintenance of tradition as one of the highest ideals&amp;quot;), [[#COOPERATION|cooperation]] (&amp;quot;...is thoroughly disgusted by cooperation&amp;quot;), and [[#SACRIFICE|sacrifice]] (&amp;quot;...believes that those who sacrifice for others should be deeply respected&amp;quot;). Values can conflict with [[personality facet|facets]], but this doesn't mean they are incompatible. For instance, it's possible a dwarf will deeply value [[#ROMANCE|romance]], even though one of their personality facets prevents him/her from [[Personality facet#LOVE_PROPENSITY|forming romantic bonds]]. This particular combination would show up in the &amp;quot;Traits&amp;quot; sub-tab of the &amp;quot;Personality&amp;quot; tab of the creature's character screen as &amp;quot;S/he never falls in love or develops positive feelings toward anything, and s/he is bothered by this since s/he sees romance as one of the highest ideals&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
S/he {{DFtext|personally values romance, finds maintaining decorum a silly, fumbling waste of time, values tranquility and a peaceful day and doesn't care about art one way or another.|3:1}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
Each value has a range from −50 to 50. The value triggers a report (except for the -10 to +10 range, which does not) on the &amp;quot;Values&amp;quot; sub-tab of the &amp;quot;Personality&amp;quot; tab of a creature's character sheet, depending on where it falls in any of seven levels:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value range !! Values in range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Values are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas of fairness and sacrifice in utter disdain. If an individual person's values differ significantly from their civilization's values, then that value gets highlighted in cyan in the traits tab. Values, along with traits, dictate [[need]]s and the frequency with which they need to be fulfilled before the focus of the dwarf/adventurer is negatively impacted.&lt;br /&gt;
&lt;br /&gt;
Values can also be changed through successful arguments – in adventure mode, this can be used to change the core values of your adventurer (and, consequently, some of their needs). Since they can argue for values they don't actually hold, you can convince a person of a value you ''want'' your adventurer to hold, get into ''another'' argument over said value, and acquiesce to that (new) position. Note that traits cannot be changed in this way, although they may be subject to changing due to events that happen in your character's adventures.{{verify}} In fortress mode, some [[Memory (thought)|memories]] have the potential to change values over time.&lt;br /&gt;
&lt;br /&gt;
For a creature to have values, it needs the ability to [[Learning|learn]] or [[Speaking|speak]]. Certain values can conflict with personality traits.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable anchortable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot;| Value !! Description !! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|LAW}}&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the LAW value can be placed here with the greater/less than signs removed. ##### --&amp;gt; &lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|LOYALTY}}&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the LOYALTY value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|FAMILY}}&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the FAMILY value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|FRIENDSHIP}}&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to LEISURE_TIME?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|POWER}}&lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to HARMONY and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorrent and would have all masters toppled&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|TRUTH}}&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost ||! rowspan=2 | cannot learn Flatterer &amp;lt;br&amp;gt; (unless overridden by extreme FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty || can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; cannot learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth ||! rowspan=4 | can learn Flatterer &amp;lt;br&amp;gt; (subject to FRIENDLINESS) &amp;lt;br&amp;gt; can learn Liar&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|CUNNING}}&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the CUNNING value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|ELOQUENCE}}&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals ||! rowspan=5 | can learn Persuader &amp;lt;br&amp;gt; (subject to ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers ||! rowspan=2 | cannot learn Persuader &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|FAIRNESS}}&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the FAIRNESS value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|DECORUM}}&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the DECORUM value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|TRADITION}}&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals ||rowspan=3 | Gets a happy [[thought]] when speaking to the [[Champion]]&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition ||rowspan=3 | Gets an unhappy [[thought]] when speaking to the [[Champion]]&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|ARTWORK}}&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the ARTWORK value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|COOPERATION}}&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals ||! rowspan=7 | Low cooperation may inhibit [[guildhall]] demonstrations. &amp;lt;!-- source: lucidess 2024-01-02 df-channel of kitfox discord --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|INDEPENDENCE}}&lt;br /&gt;
| +41 to +50 || believes that freedom and independence are completely non-negotiable and would fight to defend them ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the INDEPENDENCE value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|STOICISM}}&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive ||! rowspan=2 | cannot learn Consoler &amp;lt;br&amp;gt; (unless overridden by extreme SWAYED_BY_EMOTIONS, CRUELTY, or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining ||! rowspan=5 | can learn Consoler &amp;lt;br&amp;gt; (subject to SWAYED_BY_EMOTIONS, CRUELTY, and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|INTROSPECTION}}&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect ||! rowspan=7 | Those who value introspection will enjoy [[library|libraries]] and reading and writing [[book]]s. &amp;lt;!-- sources: warrensenpai 2023-08-27 df-questions channel of kitfox discord &amp;amp; nicky_6643 2023-07-17 df-discussion channel of kitfox discord --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|SELF_CONTROL}}&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals ||! rowspan=7 | A dwarf with high self control can go longer without [[alcohol]]. &amp;lt;!-- source: lucidess 2024-02-12 df-questions channel of kitfox discord --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|TRANQUILITY}}&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and HARMONY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|HARMONY}}&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder ||! rowspan=2 | cannot learn Intimidator &amp;lt;br&amp;gt; (unless overridden by extreme ASSERTIVENESS or DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence ||! rowspan=5 | can learn Intimidator &amp;lt;br&amp;gt; (subject to POWER and TRANQUILITY, subject to ASSERTIVENESS and DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|MERRIMENT}}&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party ||! rowspan=5 | can learn Comedian &amp;lt;br&amp;gt; (subject to HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers ||! rowspan=2 | cannot learn Comedian &amp;lt;br&amp;gt; (unless overriden by extreme HUMOR)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|CRAFTSMANSHIP}}&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the CRAFTSMANSHIP value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|MARTIAL_PROWESS}}&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the MARTIAL-PROWESS value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|SKILL}}&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the SKILL value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|HARD_WORK}}&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the HARD-WORK value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|SACRIFICE}}&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the SACRIFICE value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|COMPETITION}}&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important and would encourage it wherever possible ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the COMPETITION value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|PERSEVERANCE}}&amp;lt;br /&amp;gt;&amp;lt;small&amp;gt;(not to be confused with the [[Personality facet#PERSEVERANCE|PERSEVERANCE facet]])&amp;lt;/small&amp;gt;&lt;br /&gt;
| +41 to +50 || believes that perseverance is one of the greatest qualities somebody can have ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the PERSEVERANCE value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverance in the face of adversity as bull-headed and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks there is something deeply wrong with people that persevere through adversity&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the notion that one would persevere through adversity completely abhorrent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|LEISURE_TIME}}&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time ||! rowspan=5 | maybe can learn Conversationalist? &amp;lt;br&amp;gt; (maybe subject to FRIENDSHIP?, subject to GREGARIOUSNESS and BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living ||! rowspan=2 | maybe cannot learn Conversationalist? &amp;lt;br&amp;gt; (unless overridden by extreme GREGARIOUSNESS or BASHFUL)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|COMMERCE}}&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the COMMERCE value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|ROMANCE}}&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals ||! rowspan=7 | &amp;lt;!-- ##### Any insight you want to add about the ROMANCE value can be placed here with the greater/less than signs removed. ##### --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|NATURE}}&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization ||! rowspan=2 | Receives [[Thought|unhappy thought]] when slaughtering/caging animals and felling trees.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a deep respect for animals, plants and the natural world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values nature&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about nature one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds nature somewhat disturbing ||! rowspan=3 | Receives [[Thought|happy thought]] when slaughtering/caging animals and felling trees, always gets annoyed when rained on.{{version|0.42.01}}&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || has a deep dislike of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || would just as soon have nature and the great outdoors burned to ashes and converted into a great mining pit&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#2AFCD2&amp;quot; | {{text anchor|PEACE}}&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs ||! rowspan=5 | can learn Pacifier &amp;lt;br&amp;gt; (subject to DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general ||! rowspan=2 | cannot learn Pacifier &amp;lt;br&amp;gt; (unless overridden by extreme DISCORD)&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 style=&amp;quot;background-color:#28EDC5&amp;quot; | {{text anchor|KNOWLEDGE}}&lt;br /&gt;
| +41 to +50 || finds the quest for knowledge to be of the very highest value ||! rowspan=7 | Low knowledge will prevent the ability to become a [[scholar]]. &amp;lt;!-- source: scholar dfwiki article --&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views the pursuit of knowledge as deeply important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values knowledge&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see the attainment of knowledge as important&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of knowledge to be a waste of effort&lt;br /&gt;
|-s&lt;br /&gt;
| −40 to −26 || thinks the quest for knowledge is a delusional fantasy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the attainment and preservation of knowledge as an offensive enterprise engaged in by arrogant fools&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=311704</id>
		<title>Weapon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Weapon&amp;diff=311704"/>
		<updated>2025-11-22T07:02:42Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Bugs */ It's not really a bug so much as mildly unexpected behavior--the alternative is &amp;quot;it's completely inscrutable which of your dwarves can equip which weapons&amp;quot;, which isn't really a good situation.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
:''This page deals entirely with manufactured weapons. For natural weapons, see [[Natural weapon]].''&lt;br /&gt;
[[File:weapons_sprites_preview.png|right]]A '''weapon''', in the sense described on this page, is any [[item]] specifically designed to be wielded in [[combat]] against others. In [[fortress mode]], weapons can be made at a [[metalsmith's forge]] (all metal weapons, including [[crossbow]]s, and [[bolt]]s in stacks of 25) using a single bar of metal*, a [[bowyer's workshop]] ([[wood|wooden]] and [[bone]] crossbows and bolts in stacks of 25 or 5 respectively) with a single [[log]] or [[bone]], or at a [[craftsdwarf's workshop]] (obsidian short swords* only) with one stone of obsidian plus one log.&lt;br /&gt;
&lt;br /&gt;
: (* No &amp;quot;wooden handle&amp;quot; is required for most non-wooden weapons. The unique [[obsidian]] option for [[short sword]]s is the sole exception to this. Any metal weapons, including short swords made from metal, need no wood for their production.)&lt;br /&gt;
Graphically, each weapon's color palette will change according to the material used to make them.&lt;br /&gt;
&lt;br /&gt;
Many creatures with a humanoid form ([[giant]], [[magma man|magma men]], [[animal people]], etc.), or even some non-humanoid creatures with hands can also wield weapons, which can be seen in the items tab after clicking on a creature, although their sprite will not reflect this. This is because only dwarves, humans, elves, goblins and kobolds currently have dedicated sprites to resemble what they're wearing and wielding.&lt;br /&gt;
&lt;br /&gt;
== Basics ==&lt;br /&gt;
=== Native vs. foreign ===&lt;br /&gt;
In fortress mode, weapons can be split into two categories: those that you can produce, and those that you can't. [[Weaponsmith]]s can produce seven types of native weapons at a [[metalsmith's forge]], but there are also fourteen foreign weapons that can be found in the hands of enemy combatants, or bought from trading caravans (note, however, that due to bugs, several foreign weapons currently are effectively unusable by dwarves).  These may use skills your dwarves are unfamiliar with, it is impossible to buy them in bulk, and they are of variable quality and material. Like all weapons, they tend to be expensive as trade goods, and may be worth using if you can secure a high-quality specimen (see [[#Quality and strange moods|Quality]] below). Since they are common for other nations, it is important to understand their properties when you have to fight enemies wielding them.&lt;br /&gt;
&lt;br /&gt;
=== Types of weapons ===&lt;br /&gt;
{{main|Attack types}}&lt;br /&gt;
Mechanically, all weapon attacks are separated into &amp;quot;edge&amp;quot; and &amp;quot;blunt&amp;quot; types, although these can be further split into four practical categories:&lt;br /&gt;
*Slashing&lt;br /&gt;
*Piercing&lt;br /&gt;
*Crushing&lt;br /&gt;
*Ranged&lt;br /&gt;
&lt;br /&gt;
(Weapons that are native to dwarven culture, that dwarves can create for themselves, are listed first, with ''foreign weapons'', types that must be looted off dead enemies or traded for, listed in parentheses and italics. Dwarves can use many types of foreign weapons, but finding a good-[[quality]] one is rare.)&lt;br /&gt;
&lt;br /&gt;
====Slashing weapons====&lt;br /&gt;
* [[battle axe]]s, [[short sword]]s ''(also [[scimitar]]s, [[scourge]]s, [[great axe]]s, [[halberd]]s, [[long sword]]s and [[two-handed sword]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force along a sharp edge, allowing them to cut gashes in or to completely sever body parts. Severing is most likely when the body part's thickness is smaller than the weapon's contact edge. They make the quickest work of unarmored opponents who are not tremendously large. They are far less effective against armored targets, however, as armor will usually prevent the cutting, converting strikes into weaker blunt damage. An advantage of severing parts is that they cannot be targetted again, allowing dwarves to better focus on more vital parts.&lt;br /&gt;
&lt;br /&gt;
'''Short swords''' are, generally speaking, less effective than axes. Although categorized as a &amp;quot;slashing&amp;quot; weapon, analysis of combat statistics shows that short swords also deliver piercing and bludgeoning blows (the latter from the butt-end of the handle). However, they do all of these less effectively than other weapons in those categories, making them the &amp;quot;Jack of all trades, master of none&amp;quot; weapon. However, if going against heavily armored opponents, they do have that occasional piercing attack as an advantage over axes, if only that.  Also, if [[obsidian]] is available (along with spare wood), obsidian short swords can be produced outside of the usual metal industry chain of production.&lt;br /&gt;
&lt;br /&gt;
====Crushing weapons====&lt;br /&gt;
* [[war hammer]]s, [[mace]]s, training weapon attacks (see below), melee attacks with [[crossbow]]s ''(also  [[flail]]s, [[maul]]s, [[whip]]s)''&lt;br /&gt;
&lt;br /&gt;
Also known as &amp;quot;blunt&amp;quot; or &amp;quot;bludgeoning&amp;quot; weapons, these work by concentrating their force behind a tiny, blunt point, (notably, war hammers have half the contact area of spears), smashing right through armor and breaking bones beneath their blows. As broken bones cause extreme pain, living creatures that can feel it will often &amp;quot;give in&amp;quot; to it and fall unconscious very quickly. Attacks against such helpless targets will always result in perfectly accurate and perfectly square strikes to the head, which will usually cause fatal brain injury. Nevertheless, blunt weapons are still slower to kill unarmored enemies than slashing weapons are.&lt;br /&gt;
&lt;br /&gt;
====Piercing weapons====&lt;br /&gt;
* [[spear]]s, [[pick]]s, [[crossbow]] bolts ''(also [[dagger]]s, [[Pike (weapon)|pikes]], [[morningstar]], [[arrow]]s and [[blowdart]]s)''&lt;br /&gt;
&lt;br /&gt;
These work by concentrating their force at a point, allowing them to punch through armor and damage internal organs. They often get stuck in the opponent, forcing their wielder to spend valuable time pulling the weapon back out between uses. &lt;br /&gt;
&lt;br /&gt;
====Ranged weapons====&lt;br /&gt;
* [[crossbow]]s ''(also [[bow]]s and [[blowgun]]s)''&lt;br /&gt;
&lt;br /&gt;
These are effectively lightweight piercing weapons which work from a distance. When opponents engage the user in melee, the users are then forced to wield these weapons as melee weapons. Ranged weapons depend on shoot force and the material composition of the ammunition to deal damage. Best used against light to medium armored targets. All ranged ammunition deals &amp;quot;edged&amp;quot; damage. Wielding any of these as melee weapons is not recommended.&lt;br /&gt;
&lt;br /&gt;
====Training weapons====&lt;br /&gt;
&lt;br /&gt;
There exists one more umbrella category of weapon: the so-called &amp;quot;'''training weapon'''&amp;quot;. Training weapons are wooden, and are made at a [[carpenter's workshop]]. Training axes, spears, and short swords can be constructed in fortress mode. They all do blunt impact damage, but only a tiny amount due to the poor [[material science|material properties]] of wood for a combat weapon. While every weapon is actually safe to use in [[Training|sparring]], the primary purpose of training weapons in fortress mode is to allow your dwarves to start training before you have a working metal industry. They can also be used during live combat exercises (beating upon a disarmed goblin, etc.) to extend the training session's length. Finally, they may be issued to the guards to reduce the lethality of a [[justice|criminal beating]].&lt;br /&gt;
&lt;br /&gt;
=== Weapon skill ===&lt;br /&gt;
{{main|Combat skill#Weapon skill}}&lt;br /&gt;
Every type of weapon has its own associated [[military]] [[skill]]. The higher a dwarf is in his skill with a weapon, the better he will be able to use it in combat, connecting hammer blows to more advantageous sweet spots and sending spears right through enemy hearts and lungs with greater accuracy. The higher the weapon skill, the better at fighting the dwarf will be.&lt;br /&gt;
&lt;br /&gt;
Once a dwarf has reached &amp;quot;Great&amp;quot; skill in a certain weapon, they become '''[weapon] lords''' for that specific weapon. They will love fighting and will no longer complain about long patrol duties. Weapon skill is trained in fighting enemies in combat, demonstrations, and combat drills, but if you leave your dwarves shield-less, a [[danger room]] will train their skill very, very quickly. Note that this does not quite work for marksdwarves - danger rooming ranged weapons increases their melee skill, increasing their hammerdwarf skill, although [[Cross-training|this may be the point]].&lt;br /&gt;
&lt;br /&gt;
=== Attachment ===&lt;br /&gt;
A dwarf that has used a particular weapon for a long time will grow [[Attachment|attached]] to it, equipping it whenever their uniform allows them to. This is fine if they are wielding a ☼steel mace☼, but a major problem if they are wielding what is meant to be a training weapon (be it a wooden axe or a copper spear). You can avoid this pitfall by not using training weapons and not forging weapons until you have real weaponsmithing underway. These events generate [[announcement]]s. If a dwarf does become attached, you can easily force him to relinquish the weapon by assigning a 'specific weapon' instead in his equipment view.&lt;br /&gt;
&lt;br /&gt;
In addition, dwarves that reach a certain number or level of kills, or train long enough with a weapon, will name it. This prompts a major announcement.  The weapon in question may have no kills associated with it (legendary dwarves occasionally name their weapons while training with them).  Once named, the weapon will appear in the artifact list, albeit in blue.  It is unknown if named weapons perform better than unnamed weapons.  Dwarves may also become attached to shields and name them in the same way.&lt;br /&gt;
&lt;br /&gt;
=== Quality and strange moods ===&lt;br /&gt;
The [[quality]] of a weapon has a significant impact on its combat performance, as well as its [[value]].&lt;br /&gt;
&lt;br /&gt;
{{:Item quality/Table}}&lt;br /&gt;
&lt;br /&gt;
Weaponsmithing is a [[moodable]] profession, which means that you can get [[artifact]] weapons.  Artifact weapons have a 3x combat bonus and can be made out of a wide range of materials; ordinarily a [[hippo]] [[bone]] spear is impossible, but a moody dwarf can create one with a stack of hippo bone. Artifact weapons made of totally inappropriate materials are inferior to regular ones made of weapons-grade metal, although the exact balance is still under discussion. As with other moodable skills, a dwarf who creates an artifact using the weaponsmith skill stands a [[Strange mood#Skills_and_workshops|high chance]] of becoming a legendary weaponsmith.&lt;br /&gt;
&lt;br /&gt;
=== Weapons as tools ===&lt;br /&gt;
[[Hunter]]s use crossbows, [[wood cutter]]s use [[battle axe]]s, and [[miner]]s use [[pick]]s. They must be in possession of these items to do their jobs, and it's as simple as that.&lt;br /&gt;
&lt;br /&gt;
Hunters gain [[marksdwarf]] skill from hunting, but wood cutters do not gain [[axedwarf]] weapon skill from cutting trees. Miners gain [[mining]] skill, which is not considered a military skill, but is used as a weapon skill when fighting with a pick. A dwarf using a weapon as a tool will not use the same tool as a military weapon, instead dropping their tool to pick up another for military use.{{bug|1451}} Dwarves may carry only one weapon as a tool at a time; for example, woodcutters/hunters will drop their axes then go and pick up crossbows every time they begin hunting.&lt;br /&gt;
&lt;br /&gt;
=== Ammunition ===&lt;br /&gt;
:''Main article: [[Ammunition]]''&lt;br /&gt;
&lt;br /&gt;
[[Crossbow]]s and other ranged weapons require [[ammunition]] (in the case of the crossbow, [[bolt]]s). This ammunition is carried in a [[quiver]] in packs of about 25, and when they run out they will switch to using their ranged weapons as crude hammers. It's often a good idea to try to get them to retreat once they run out of ammo &amp;amp;mdash; crossbows are meant for shooting, not bashing.&lt;br /&gt;
&lt;br /&gt;
=== Secondary weapons ===&lt;br /&gt;
Although it sounds like a cool idea, equipping a marksdwarf with a backup short sword &amp;quot;just in case&amp;quot; doesn't often work, as dwarves are just as quick to run up to their foes and start bashing them with a crossbow as they are to draw their swords and do it properly.&lt;br /&gt;
&lt;br /&gt;
=== &amp;quot;Best&amp;quot; weapon choices ===&lt;br /&gt;
To put it simply, the combat system behind ''Dwarf Fortress'' is ''very'' complicated. It's not just a question of ''&amp;quot;What is the weapon with the biggest number?&amp;quot;'' - no such thing here. If you want technical specifics, that's addressed in the bottom half of this article (and elsewhere), but for now, from both study of the formulae and observed behavior, there are some patterns for what weapons seem to work &amp;quot;best&amp;quot; against certain targets, and what don't, and (basically) why.&lt;br /&gt;
&lt;br /&gt;
''Dwarf Fortress'' combat is rarely &amp;quot;one-shot&amp;quot;, nor is it a long process of whittling away a huge pile of &amp;quot;hit points&amp;quot; (which do not exist in DF). Your best tactic is to try to quickly cripple or stun an opponent, so that you can then deliver a killing blow against a (momentarily) defenseless target, and then move on to the next opponent. The recommended weapons are chosen with this in mind.&lt;br /&gt;
&lt;br /&gt;
==== Superior metal rule ====&lt;br /&gt;
As a general rule, if a weapon slashes or pierces, it wants to be made from a &amp;quot;better&amp;quot; metal than the [[armor]] it's trying to penetrate. If it is, it goes through more easily; if it is equal, it has some problems, and if it's inferior, it has some real problems. That does '''not''' mean that a copper spear can't hurt a superior-metal-clad target - just understand that the odds drop compared to weapons of equal metal, and, similarly, superior weapons start to ignore armor of inferior metal.&lt;br /&gt;
&lt;br /&gt;
Also, note that this effectively works in steps - copper is weak against bronze/iron targets, but feeble against steel.&lt;br /&gt;
&lt;br /&gt;
(Note: In this section, if 2 metals are equivalent to each other, they will be placed together in parentheses for ease of comparison.)&lt;br /&gt;
&lt;br /&gt;
* [[steel]], the clear best*&lt;br /&gt;
* ([[bronze]] or [[iron]]), very respectable, roughly equivalent** to each other&lt;br /&gt;
* [[copper]], a distant third&lt;br /&gt;
* [[silver]], a ''very'' distant last (included only because silver is listed to make slashing/piercing weapons)&lt;br /&gt;
&lt;br /&gt;
: (* There is also [[adamantine]], which is late game only, in a different league from the rest. That is not the subject of a &amp;quot;basic&amp;quot; discussion.)&lt;br /&gt;
: (** There are some &amp;quot;X weapon vs Y armor&amp;quot; situations where iron is slightly better, but a couple where bronze is actually better than iron - but each is a very specific case. &amp;quot;Roughly equivalent&amp;quot; is a good rule of thumb.)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks (for dwarves, [[crossbow]]s, but also bows and arrows for enemies) are also piercing, and suffer even more from the &amp;quot;superior metal&amp;quot; rule, especially since everything except adamantine has essentially equal density when it comes to bolts due to their max velocity and force. It can be very disheartening to see all those cheap bolts bounce off their armored targets when it matters most.&lt;br /&gt;
&lt;br /&gt;
Note that [[Attack_types#Blunt_weapons|blunt]] weapons, such as [[mace]]s or [[war hammer]]s, do '''''not''''' follow this rule. For them, generally speaking, &amp;quot;heavier is better&amp;quot;, so [[density|denser]] metals, such as silver, perform well, although the hardness of steel makes it another strong performer. In terms of which is actually better, it depends on the skill level of the dwarf swinging the weapon. Unskilled dwarves are much better off using steel because of its lower weight; silver tires them out far too quickly. This means blunt weapons made of steel are good for militias, or any squad that doesn't do much dedicated training. For more skilled dwarves, however, silver's weight tends to tire the wielder out much slower now, and the extra damage per hit makes it better than steel in this case. This means that if you have a squad that trains for most of the year, they will make much better use of a silver blunt weapon than a steel one. For the other weapons-grade metals, they are all a close third to these and are perfectly serviceable, as the small differences in density do not matter that much. Rare heavy artifact blunt weapons from [[gold]] or, better, [[platinum]], do only slightly more damage (despite being 273% the density of steel, platinum only gets about 1% more momentum), but with the greater weight comes a greater risk of tiring out the wielder in a long fight.[http://www.bay12forums.com/smf/index.php?topic=181479]&lt;br /&gt;
&lt;br /&gt;
==== vs. unarmored ====&lt;br /&gt;
This includes most wild [[animal]]s, [[siege]]-mounts, [[thief|thieves]], [[kobold]]s, etc. Leather/bone armor helps against animal attacks, not against metal weapons.&lt;br /&gt;
&lt;br /&gt;
It may also include some [[semi-megabeast]]s and [[megabeast]]s, depending on specifics.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: any sharp weapon&lt;br /&gt;
&lt;br /&gt;
Most unarmored creatures are biological beings much larger than dwarf, a situation where spear excels at reaching the vitals. Axes have 60% the penetration and swords 40% of the penetration of spears, but much larger areas, which leads to much more bleeding and more chance of pulping. In theory, all edged weapons follow the &amp;quot;superior metal&amp;quot; rule, but, against unarmored targets, skin and bone will always lose to ''any'' edged metal weapon - even silver!  (However, see &amp;quot;vs. undead&amp;quot;, below.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons can break bones, which stuns the target and allows a killing blow, but removing a limb is obviously better. War hammers break bones more easily than maces, causing pain, though maces achieve total pulping blows sooner. However, unless you're facing small enemies even the best blunt weapon is going to lose to the worst sharp weapon.&lt;br /&gt;
&lt;br /&gt;
Crossbows can hit a vital organ, knee or guts if lucky, but otherwise are slow to cripple and may get off only 2-3 shots before melee combat begins. They are, however, excellent for chasing down fleeing targets, making them ideal against various thieves/wildlife.&lt;br /&gt;
&lt;br /&gt;
And the bonus lesson here is... armor your military.&lt;br /&gt;
&lt;br /&gt;
==== vs. [[armor]]ed ====&lt;br /&gt;
&lt;br /&gt;
Usually showing up only during a [[siege]] or [[ambush]]. [[Quality]] has a significant effect, but copper chain pieces have much less stopping power than bronze/iron plate pieces.&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: steel spear&lt;br /&gt;
* other choices: any steel sharp weapon, any warhammer or pick&lt;br /&gt;
&lt;br /&gt;
Your typical goblin or human sieges will never have steel. Even when undead have it, the coverage is only partial.&lt;br /&gt;
&lt;br /&gt;
Steel spears are the only edged weapon that can consistently pierce armor. Unless held by an extremely strong dwarf or made of adamantine, a sword will have difficulty getting through a breastplate, and an axe '''never''' will.&lt;br /&gt;
&lt;br /&gt;
Steel swords have biggest variety of attacks, allowing them to both stab organs and remove limbs. Picks have the velocity of a blunt weapon with the edge of a sharp weapon, giving them extra punch. Functionally, having &amp;quot;superior metal&amp;quot; will make the battle much like removing enemy armor.  &lt;br /&gt;
&lt;br /&gt;
(Note also that piercing weapons have a chance to get stuck in an opponent, which can lead to [[wrestling]] to get the weapon out, or to apply more punishment.)&lt;br /&gt;
&lt;br /&gt;
Blunt weapons work on flexible chain just as well as against an unarmored opponent, and can deform solid armor (which is everything &amp;quot;not chain&amp;quot;) to land a killing blow. Warhammers are superior to maces in penetrating solid, &amp;quot;non-chain&amp;quot; armor and breaking bones.&lt;br /&gt;
&lt;br /&gt;
Slashing weapons really suffer here, and especially so against non-chain targets. It's critical that they be superior metal if you want any chance of them having much reliable effect against heavy armor. A lucky blow can still take a limb, but often slashing blows just do little more than anger the target, even with steel.&lt;br /&gt;
&lt;br /&gt;
Crossbows suffer doubly from superior metal issues against chain, and it only gets worse against plate &amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf/index.php?topic=160814.msg7192083#msg7192083 3]&amp;lt;/sup&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== vs. [[undead]] ====&lt;br /&gt;
&lt;br /&gt;
* recommended weapon: mace or war hammer if you want to have a single corpse, axe if you want efficiency.&lt;br /&gt;
* other choices: sword will do a fine job.&lt;br /&gt;
&lt;br /&gt;
u/MrNorrelDoesHisPart:&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Maces did indeed perform the best in terms of creating the smallest number of additional reanimated opponents. They always scored perfectly and thus don’t have a margin of error. Axes produced the largest number of additional reanimated opponents, and spears produced relatively few reanimated body parts...(However) Axes and spears tie for fastest and maces come a distant third. Although it is true that an axe is much messier than a mace, it seems that an axe’s greater killing ability more than compensates for this problem. Maces thus appear to be the best choice when cleanliness is a priority but the worst choice when combat efficiency is important.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
*Newest Dwarven [https://www.reddit.com/r/dwarffortress/comments/11bh54h/combat_science_iii_fighting_the_undead/ !!Science!!] shows that while axe create a messy pile of reanimated corpse, the axe generally takes only 1/3 the time to kill all the reanimated bits. Therefore without considering the extra hauling labor, battle axe is the superior solution to reanimated corpse.&lt;br /&gt;
&lt;br /&gt;
War hammers can be preferable to maces when fighting living enemies that you don't want to resurrect. Killing a living enemy with a war hammer will usually result in a mangled corpse just like in the case of maces, but a war hammer will deal more damage due to its superior ability to penetrate outer layers and damage internal organs and bones, as well as better ability to stun enemies. An axe can still kill unarmored living creatures faster, but it will cut off limbs and head which can later resurrect. Resurrected body parts are often easy to kill, even for unarmed dwarves (although sometimes they are significantly stronger, such as a resurrected neck killing multiple dwarves), but can generate job cancellation spam and unhappy thoughts from being attacked by the dead. Also, resurrected body parts may need to be killed many times before they are mangled, even when using maces or war hammers.&lt;br /&gt;
&lt;br /&gt;
==== vs. Undead megabeast and other large fleshy creatures ====&lt;br /&gt;
&lt;br /&gt;
** recommended weapon if has access to steel: large army with steel spears.&lt;br /&gt;
** recommended weapon if has access to adamantine: adamantine axe.&lt;br /&gt;
** unrecomended weapon: anything inferior than steel.&lt;br /&gt;
&lt;br /&gt;
The result varies between axe, spear and sword. When a squad of 4 armored dwarves fight an undead cyclops with metal inferior to adamantine, only the ones armed with steel spears have a chance of winning. The squads with axe, mace and sword stand no fighting chance.&lt;br /&gt;
&lt;br /&gt;
With an adamantine weapon, however, axe and sword outperforms spear. Even one grandmaster axedwarf with an adamantine axe stands a chance to defeat the undead cyclops.&lt;br /&gt;
&lt;br /&gt;
==== vs. others ====&lt;br /&gt;
This category consists of the rare &amp;quot;not like anything else&amp;quot; creature, the type you get when you breach the [[cavern]]s or [[magma]] (or deeper), or once your fortress is large enough to get their attention.   &lt;br /&gt;
&lt;br /&gt;
* recommended weapon: (varies) &lt;br /&gt;
* other choices: any steel axe (depending), crossbow (from behind fortifications), whip&lt;br /&gt;
&lt;br /&gt;
There are many different types here, and no one approach works for all.  Some are merely gigantic but (more or less) &amp;quot;normal&amp;quot;, but many are non-organic, and most enjoy the &amp;quot;[[No Pain|don't feel pain]]&amp;quot; tag, including [[titan]]s, [[forgotten beast]]s, [[bronze colossus]]es, [[Iron man|iron men]], and [[HFS|hidden fun stuff]]. Many of these enemies ''have'' no internal organs while being huge, weakening the effectiveness of pain and pierce. Some are still flesh and blood, and they're functionally like unarmored wildlife, but some are made from some material that may be very difficult to slash at.* In the worst case of being made of steel, it leaves chipping away at the target until they collapse from cumulative damage, which means either penetrating a LOT of armor (warhammer or ideally whip) or breaking everything (mace). Some few megabeasts are metal (e.g. [[bronze colossus]]), and the &amp;quot;superior metal&amp;quot; rule goes ''strongly'' in effect there - use steel sharp weapons for them, though whip would be best if you don't have those.&lt;br /&gt;
&lt;br /&gt;
(* although a forgotten beast made of, for instance, &amp;quot;mud&amp;quot; is laughably easy to kill)&lt;br /&gt;
&lt;br /&gt;
Ranged attacks are useful for taking care of the ones who are unapproachable themselves while being incredibly fragile. And at the very least, you're at less risk when raining down bolts from above, even if it won't do much damage.&lt;br /&gt;
&lt;br /&gt;
==== Final verdict ====&lt;br /&gt;
Now, all that said, overall, if you had to choose one &amp;quot;least worst&amp;quot; weapon, it would probably have to be... the &amp;lt;/u&amp;gt;steel short sword&amp;lt;/u&amp;gt;. It has no true counters, no enemy it cannot ever defeat - while axes falls to iron men and copper armor and maces/hammers/spears falls to big creatures. If you cannot get steel, a second option would be the goblin-made whip, which is still somewhat effective against bronze colossuses and big beasts, and maces and hammers will always be effective no matter what they're made of.&lt;br /&gt;
&lt;br /&gt;
Outside that, for edged/piercing weapons (axe, spear, bolts, and sword) against unarmored (and non-&amp;quot;unusual&amp;quot; targets) any metal will be overpowered, easily cutting/chopping/piercing all equally. Soft targets aside, make edged/piercing weapons out of the best metal you can (steel &amp;gt; iron &amp;gt; bronze &amp;gt; copper &amp;gt; silver) for use against armor, if/when you meet that. Crushing weapons (in order: hammer, mace, and crossbow in melee) can be any metal, steel being quite a bit better for untrained dwarves, and silver being the best for trained dwarves. If you want to add megabeasts into the consideration, go with steel to be safe, for any weapon type.&lt;br /&gt;
&lt;br /&gt;
= Technical =&lt;br /&gt;
From here down, there are tables of values pulled from the raws, some technical analyses, a few statistical observations, and some solid and speculative inferences and conclusions.&lt;br /&gt;
&lt;br /&gt;
Insert obligatory &amp;quot;math warning&amp;quot; here.&lt;br /&gt;
&lt;br /&gt;
== Weapons ==&lt;br /&gt;
=== Native weapons ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Hands&amp;lt;br&amp;gt;Used&lt;br /&gt;
! [[Weaponsmith|Metal]]&lt;br /&gt;
! [[Bowyer|Wood]]&lt;br /&gt;
! [[Bowyer|Bone]]&lt;br /&gt;
! [[Stone crafter|Obsidian]]&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[battle axe|Battle Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:battle_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Edge || 40000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 40000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| [[File:crossbow_sprite.png]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Hammer&lt;br /&gt;
| two&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| [[File:mace_sprite.png]]&lt;br /&gt;
| 800&lt;br /&gt;
| Bash || Blunt || 20 || (200) || 2.0×&lt;br /&gt;
| Mace&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| [[Pick]] (foreign)&lt;br /&gt;
| [[File:pickaxe_sprite.png]]&lt;br /&gt;
| 500&lt;br /&gt;
| Strike || Edge || 100 || 4000 || 2.0×&lt;br /&gt;
| Mining&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[short sword|Short Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:short_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Yes&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Spear]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:spear_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Edge || 20 || 10000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| one&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Yes&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| No&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| [[File:war_hammer_sprite.png]]&lt;br /&gt;
| 400&lt;br /&gt;
| Bash || Blunt || 10 || (200) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| one&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Note that although the [[pick]] is a foreign weapon, it can be produced by dwarves and is therefore considered native.{{bug|680}}&lt;br /&gt;
&lt;br /&gt;
=== Details ===&lt;br /&gt;
*If you find your dwarves wearing more than one weapon – or any unwanted [[armor]], for that matter – one way to get rid of them is to dump the weapon from their {{k|v}}-{{k|i}} inventory screen. This does not always work, as they might re-equip the item. Another option is to remove any weapons and/or shields listed on their military equip screen. This too does not always work. At least &amp;quot;left-handedness&amp;quot; seems to not pose a problem. If you cancel the work by {{k|v}}-{{k|p}} and selecting a job that needs a tool they will sometimes put it back in the pile. Example: Miners use picks, cancel their mining job and they will put the pick away AFTER you ordered it to be dumped. &lt;br /&gt;
* Using weapons is much more effective than unarmed combat – an untrained swordsdwarf with an [[iron]] weapon can defeat a grand master [[wrestler]], provided neither is wearing armor. Larger weapons tend to do more damage due to the [[Material science#Attack Momentum|momentum formula]]&lt;br /&gt;
* The size for a weapon is its volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;.&lt;br /&gt;
* Attacks of type EDGE will either slice or pierce their target, depending on the contact area and penetration depth, while BLUNT attacks tend to damage internal organs without necessarily causing significant damage to outer layers.&lt;br /&gt;
* The contact area represents the area of contact of the weapon, and the penetration determines how deep the attack goes (and is apparently ignored entirely for BLUNT attacks – indicated by numbers in parentheses). The game does not distinguish between &amp;quot;piercing&amp;quot; and &amp;quot;slashing&amp;quot; attacks, despite this page using those terms often--the only difference is that piercing weapons have small contact area and slashing ones have large contact area. Penetration tends to be the same between either, but large contact area makes it much more difficult for weapons to get through armor--armor that a spear can barely pierce would require '''400 times''' as much momentum for an axe to pierce.&lt;br /&gt;
* The velocity is a direct multiplier on the attack's [[Material science#Attack Momentum|momentum]] - for example, war hammers have a 2x velocity multiplier, presumably to model the fact that the hammer's mass is concentrated at the tip which, when combined with a long handle, permits swinging it harder than a weapon whose mass is evenly distributed (such as a sword).&lt;br /&gt;
* Crossbows can be made of metal, wood, and bone. Metal crossbows are made by a [[weaponsmith]] at a [[forge]], while wood and bone crossbows are made by a [[bowyer]] at a [[bowyer's workshop]]. The material of a crossbow does not affect its firing ability, only its melee damage. A dwarf's marksmanship skill is only affected by the core [[item quality|quality]] of the bow. This may be a consideration when deciding which dwarf you want outfitting your marksdwarves: a [[experience|legendary]] bowyer is a better choice than a proficient weaponsmith.&lt;br /&gt;
* Dwarves will never select a pick for a weapon if allowed &amp;quot;individual choice.&amp;quot; You must specify picks as part of their uniform, or on the individual equip screen, if you wish to utilize them as weapons.&lt;br /&gt;
&lt;br /&gt;
=== Training weapons ===&lt;br /&gt;
All [[training weapon]]s must be made of [[wood]] at the [[carpenter's workshop]].&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Training Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:training_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 800&lt;br /&gt;
| Hack || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 30000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Training Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:training_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Blunt || 50 || (2000) || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Training Spear&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:training_spear_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 400&lt;br /&gt;
| Stab || Blunt || 200 || (10000) || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Spear&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Foreign weapons ===&lt;br /&gt;
Using any multi-grasp weapon in a single hand (i.e. with a shield in the other hand) without being of the proper size/broadness (which dwarves in Fortress Mode almost never are), gives you a disability to hit - do not equip two-handed swords with a shield, for instance. '''The game will not stop you from doing this''', so be wary about it.&lt;br /&gt;
&lt;br /&gt;
In Adventurer Mode, however, if your character passes the one-handed check for single-handing a multi-grasp weapon, it is possible to wield a two-handed sword, or any multi-grasp weapon, in one hand without penalty (allowing for the simultaneous use of a shield). For example, if you create a human character, and manage to spawn into a world with a &amp;quot;broad body&amp;quot; or a &amp;quot;tall body&amp;quot; in the character description, you will be able to single-hand any multi-grasp weapon (and will be forced to, much like you are forced to single-hand any single-grasp weapon), which allows for the simultaneous, disability-free use of a shield, thus making your damage and defensive capabilities much higher than they would be with a single-grasp weapon and shield.  Note that upping Strength to Superior (and eventually Superhuman) will make all attacks more likely to deal extra damage, making cutting off the limbs of your enemies much easier.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Graphic&lt;br /&gt;
! Size&lt;br /&gt;
! Attack&lt;br /&gt;
! [[Attack type]]&lt;br /&gt;
! Contact Area&lt;br /&gt;
! Penetration&lt;br /&gt;
! Velocity&lt;br /&gt;
! Skill Used&lt;br /&gt;
! Used by&lt;br /&gt;
! Hands Used (average human)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Two-handed sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:two_handed_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 900&lt;br /&gt;
| Slash || Edge || 100000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 4000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 100000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| [[File:blowgun_sprite.png]]&lt;br /&gt;
| 150&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| Subterranean [[animal people]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| [[File:bow_sprite.png]]&lt;br /&gt;
| 300&lt;br /&gt;
| Bash || Blunt || 10000 || (4000) || 1.25×&lt;br /&gt;
| Sword&lt;br /&gt;
| [[Elf]], [[Goblin]], [[Human]], [[Kobold]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| [[File:flail_sprite.png]]&lt;br /&gt;
| 500&lt;br /&gt;
| Bash || Blunt || 200 || (4000) || 2.5×&lt;br /&gt;
| Mace&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[great axe|Great Axe]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:great_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1300&lt;br /&gt;
| Hack || Edge || 60000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (8000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Halberd]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:halberd_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 1200&lt;br /&gt;
| Slash || Edge || 20000 || 8000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Multi-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 20000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Dagger]] (Large)&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[File:dagger_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 200&lt;br /&gt;
| Slash || Edge || 1000 || 800 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| [[Goblin]], [[Kobold]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 5 || 1000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 20 || (600) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[long sword|Long Sword]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[FIle:long_sword_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 700&lt;br /&gt;
| Slash || Edge || 60000 || 6000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Elf]], [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 3000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 60000 || (6000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 100 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| [[File:maul_sprite.png]]&lt;br /&gt;
| 1300&lt;br /&gt;
| Bash || Blunt || 100 || (6000) || 2.0×&lt;br /&gt;
| Hammer&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Multi-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Morningstar]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:morningstar_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 500&lt;br /&gt;
| Bash || Edge || 10 || 500 || 2.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Mace&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[pike (weapon)|Pike]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:pike_weapon_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 800&lt;br /&gt;
| Stab || Edge || 20 || 12000 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Pike&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Multigrasp&lt;br /&gt;
|-&lt;br /&gt;
| Shaft bash || Blunt || 10000 || (6000) || 1.25×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Scimitar]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[File:scimitar_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| 300&lt;br /&gt;
| Slash || Edge || 20000 || 4000 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Sword&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| [[Goblin]], [[Human]]&lt;br /&gt;
|rowspan=&amp;quot;4&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 50 || 2000 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Flat slap || Blunt || 20000 || (4000) || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Pommel strike || Blunt || 50 || (1000) || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| [[File:scourge_sprite.png]]&lt;br /&gt;
| 300&lt;br /&gt;
| Lash || Edge || 10 || 50 || 2.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| [[File:whip_sprite.png]]&lt;br /&gt;
| 100&lt;br /&gt;
| Lash || Blunt || 1 || (10) || 5.0×&lt;br /&gt;
| Whip&lt;br /&gt;
| [[Goblin]], [[Human]]&lt;br /&gt;
| Single-grasp&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Stone axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:stone_axe_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 400&lt;br /&gt;
| Hack || Edge || 800 || 400 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Player in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Slap|| Blunt || 800|| 400 || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20|| 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Carving knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:carving_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 800 || 600 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 4 || 800 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15|| 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Boning knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:boning_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 50&lt;br /&gt;
| Slash || Edge || 500 || 300 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 2 || 400 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 10 || 200 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Slicing knife&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:slicing_knife_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 150&lt;br /&gt;
| Slash || Edge || 900 || 700|| 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Stab || Edge || 3 || 900 || 1.0×&lt;br /&gt;
|-&lt;br /&gt;
| Strike|| Blunt || 15 || 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Meat cleaver&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;|[[File:meat_cleaver_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| 300&lt;br /&gt;
| Hack|| Edge || 800 || 400 || 1.25×&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Axe&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Clap || Blunt || 800 || 400 || 1.25×&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 20 || 400 || 1.0×&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Carving fork&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| [[File:carving_fork_sprite.png]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| 150&lt;br /&gt;
| Stab|| Edge || 1 || 100 || 1.0×&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Dagger&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Non-warrior NPCs in [[adventurer mode]]&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot;| Single-grasp&lt;br /&gt;
|-&lt;br /&gt;
| Strike || Blunt || 15 || 400 || 1.0×&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special variations===&lt;br /&gt;
Some rare entities have their own [[divine equipment|procedurally generated variations]] of weapons. Currently, these weapons are produced by copying the default properties of the &amp;quot;base&amp;quot; weapon, and adding an adjective (&amp;quot;bulky&amp;quot;, &amp;quot;large-headed&amp;quot;, &amp;quot;branching&amp;quot;, etc.) or renaming the weapon altogether (&amp;quot;blade&amp;quot;, &amp;quot;curved sword&amp;quot;). Dwarves in [[strange mood]]s which select from all weapons with a certain tag may produce one of these procedurally generated weapons. Since they retain the properties of their base items, these weapons should be as usable as a standard weapon of the base type.&lt;br /&gt;
&lt;br /&gt;
== Size ==&lt;br /&gt;
&lt;br /&gt;
Weapons have a minimum size to use at all, and a minimum size to use one-handed. Adult dwarves vary in size between 33750 and 93750 (average 60000) based on their height and broadness.  Unfortunately, this is currently bugged in fortress mode.{{Bug|0005812}}  'One-handed' vs. 'two-handed' checks are performed correctly, but 'can wield' vs. 'can't wield' ignores height and broadness modifiers.  So dwarves in fortress mode will never equip two-handed swords, great axes, halberds, mauls, or pikes. Other weapons have a minimum wielding size of less than 60000, and are wielded one-handed if the individual dwarf is large enough.  See [http://www.bay12forums.com/smf/index.php?topic=119068.msg3790913#msg3790913 this] forum post.&lt;br /&gt;
&lt;br /&gt;
The following table shows approximately how many dwarves ''should be'' able to use each weapon one- or two-handed (see [http://www.bay12forums.com/smf/index.php?topic=101379.msg3029579#msg3029579 this forum post] for details), with all fractional numbers being approximate. While there are seven categories each for height and broadness, the number used is chosen randomly from within each category.&lt;br /&gt;
&lt;br /&gt;
Note that there are other factors (such as fat and muscle mass) affecting dwarf size, and e.g. [[DFHack]] {{k|Alt}}+{{k|I}} will take them into account, but (at least in adventure mode) only base height and broadness appear to determine weapon wieldability.&lt;br /&gt;
&lt;br /&gt;
Additionally, even if a creature is large enough to wield a weapon with one hand/appendage, it is still possible to wield it with both/more through [[Wrestling#Bugs|wrestling]] by first lodging it into a target, then grabbing it with a free hand/appendage, and then pulling it free.&lt;br /&gt;
&lt;br /&gt;
Where the size checking bug affects weapon wielding for dwarves, correct approximate figures are given in brackets.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot; border=&amp;quot;border&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Type&lt;br /&gt;
! Min Size&lt;br /&gt;
(Two-Handed)&lt;br /&gt;
! Min Size&lt;br /&gt;
(One-Handed)&lt;br /&gt;
! Dwarves&lt;br /&gt;
Can't Wield&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
Two-Handed&lt;br /&gt;
! Dwarves Wield&lt;br /&gt;
One-Handed&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[battle axe|Battle Axe]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Crossbow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Mace]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Pick]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[short sword|Short Sword]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Spear]]&lt;br /&gt;
| 5000&lt;br /&gt;
| 47500&lt;br /&gt;
| -&lt;br /&gt;
| 11/49&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[war hammer|War Hammer]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Axe&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Sword&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49 &lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| Training Spear&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[two-handed sword|2H Sword]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Blowgun]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Bow]] (Melee)&lt;br /&gt;
| 15000&lt;br /&gt;
| 0&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Flail]]&lt;br /&gt;
| 42500&lt;br /&gt;
| 47500&lt;br /&gt;
| 1/49 (0)&lt;br /&gt;
| 10/49 (11/49)&lt;br /&gt;
| 38/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[great axe|Great Axe]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Halberd]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Dagger]] (Large)&lt;br /&gt;
| 5000&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[long sword|Long Sword]]&lt;br /&gt;
| 52500&lt;br /&gt;
| 57500&lt;br /&gt;
| 11/49 (0)&lt;br /&gt;
| 7/49 (18/49)&lt;br /&gt;
| 31/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Maul]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Morningstar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[pike (weapon)|Pike]]&lt;br /&gt;
| 62500&lt;br /&gt;
| 77500&lt;br /&gt;
| 32/49 (ALL)&lt;br /&gt;
| 14/49 (0)&lt;br /&gt;
| 3/49 (0)&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scimitar]]&lt;br /&gt;
| 32500&lt;br /&gt;
| 37500&lt;br /&gt;
| -&lt;br /&gt;
| 1/49&lt;br /&gt;
| 48/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Scourge]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|- valign=&amp;quot;top&amp;quot;&lt;br /&gt;
| [[Whip]]&lt;br /&gt;
| 22500&lt;br /&gt;
| 27500&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| 49/49&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material==&lt;br /&gt;
&lt;br /&gt;
Weapons and armor (with a few exceptions) can only be forged from weapon-grade metals (adamantine, steel, iron, silver, bronze, bismuth bronze, copper, and divine metal), wood, or bone. The exceptions include obsidian short-swords and items created during a strange mood.&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Adamantine|color={{Tile|/|3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=&amp;lt;br/&amp;gt;|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5000|impactfracture=5000|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Divine metal|notes= &amp;lt;br/&amp;gt;|soliddensity=1.0|val=300|impactyield=1000|impactfracture=2000|impactelasticity=0|shearyield=1000|shearfracture=2000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Steel|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[Pig iron]] + [[flux]] stone + [[fuel]] '''!'''|notes= |soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1505|impactfracture=2520|impactelasticity=940|shearyield=430|shearfracture=720|shearelasticity=215&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bismuth bronze|color={{Tile|/|6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Tin]] + 1 [[Bismuth]] '''!'''|notes= |soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bronze|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes= |soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=602|impactfracture=843|impactelasticity=547|shearyield=172|shearfracture=241|shearelasticity=156&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Iron|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Hematite]], [[Limonite]], [[Magnetite]]|notes= |soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=542|impactfracture=1080|impactelasticity=319|shearyield=155|shearfracture=310|shearelasticity=189&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Copper|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Native copper]], [[Malachite]], [[Tetrahedrite]]|notes= |soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=245|impactfracture=770|impactelasticity=175|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Silver|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native silver]], [[Horn silver]],&amp;lt;br /&amp;gt;[[Galena]] (50%), [[Tetrahedrite]] (20%) |notes= |soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=350|impactfracture=595|impactelasticity=350|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Platinum|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes= Only available as artifact weapons.|soliddensity=21.4|mp=13182|val=40|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=350|impactfracture=700|impactelasticity=152|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Bone|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Wood|color={{Tile|/|6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Trees|notes= |soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=1000|shearyield=40|shearfracture=40|shearelasticity=1000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Shell|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Only available as artifact weapons.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=200|impactfracture=200|impactelasticity=100|shearyield=115|shearfracture=130|shearelasticity=100&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Leather|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Creatures|notes= Material data added for comparison.|soliddensity=0.50|mp=NONE(burn at 10250)|val=1|valinc=+?, +?,&amp;lt;br /&amp;gt;+?, +?|impactyield=10|impactfracture=10|impactelasticity=50000|shearyield=25|shearfracture=25|shearelasticity=50000&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Obsidian|color={{Tile|/|0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Lava|notes= Only available for Short Swords.|soliddensity=2.67|mp=13600|val=3|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=35|shearfracture=35|shearelasticity=114&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Crystal glass|color={{Tile|/|7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=10|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Clear glass|color={{Tile|/|3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=5|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.31 material metal table row|name=Green glass|color={{Tile|/|2:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=Sand|notes= Only available as trap components.|soliddensity=2.6|mp=13600|val=2|valinc=+0|impactyield=1000|impactfracture=1000|impactelasticity=2222|shearyield=33|shearfracture=33|shearelasticity=113&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the combat properties of weapons and armor made from this metal:&lt;br /&gt;
**'''Density''': Used in conjunction with other factors - heavier weapons (higher numbers) hit with a bit more force, very light weapons tend to have less penetration.  Value shown here is g/cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
**'''Impact yield''': Used for blunt-force combat; ''higher'' is better for blunt weapons, but ''lower'' is better for armor. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact fracture''': Used for blunt-force combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Impact elasticity''' (or '''strain at yield'''): Used for blunt-force combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
**'''Shear yield''': Used for cutting calculations in combat; ''higher'' is better. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear fracture''': Used for cutting calculations in combat; ''higher'' is better. This is the most important indicator of edged strength. This is the raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
**'''Shear elasticity''' (or '''strain at yield'''): Used for cutting calculations in combat; ''lower'' is better. This is the raw value.&lt;br /&gt;
&lt;br /&gt;
*General Term Explanations (from Wikipedia)&lt;br /&gt;
**'''Yield Strength''' - The stress at which material strain changes from elastic deformation to plastic deformation, causing it to deform permanently.&lt;br /&gt;
**'''Fracture Strength''' - The stress coordinate on the stress-strain curve at the point of rupture.&lt;br /&gt;
**'''Stress''' - Force per area = F/A&lt;br /&gt;
**'''Strain''' - Deformation of a solid due to stress = Stress/Young's Modulus&lt;br /&gt;
&lt;br /&gt;
=== Explanation ===&lt;br /&gt;
* '''Yield Strength''' is the amount of stress required to permanently deform (bend) a material (plastic deformation).&lt;br /&gt;
* '''Fracture Strength''' is the amount of stress required to permanently break (rupture) a material.&lt;br /&gt;
* '''Elasticity''' or '''Strain at yield''' is the amount of deformation (bending) that occurs at the yield point.&lt;br /&gt;
&lt;br /&gt;
=== Implications ===&lt;br /&gt;
Yield strength combined with strain at yield can tell what a material will do under stress (be it from a hammer, axe, or arrow); higher yield means that it takes more stress to deform, while lower strain at yield means that it will deform less when stress is applied.&lt;br /&gt;
&lt;br /&gt;
== Combat formulae ==&lt;br /&gt;
&lt;br /&gt;
Penetration is poorly understood, but most of the rest of combat is fairly well understood. Maybe it defines how deep a blade may go through layers of armor and flesh and bones and even cut off limbs. This may explain why it does not apply for blunt attacks that do not go through layers.&lt;br /&gt;
&lt;br /&gt;
First, you need to calculate your weapon's momentum.&lt;br /&gt;
&lt;br /&gt;
Melee Weapon Momentum:  M = Skill * Size * Str * Vel / (10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt; * (1 + i_Size/(w_density*w_size) ))&lt;br /&gt;
* Dwarf Melee Momentum: M = 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size) )&lt;br /&gt;
* Quick attacks halve melee momentum, wild and heavy attacks multiply it by 1.5&lt;br /&gt;
* Attacking a prone opponent in melee doubles momentum.&lt;br /&gt;
&lt;br /&gt;
Ranged Weapon Momentum: M = (w_density*w_size)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;*(SHOOT_FORCE/20)/(w_density*w_size), SHOOT_MAXVEL/10)&lt;br /&gt;
* Bow and Crossbow Momentum: M = (w_density*150)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*3), 20)&lt;br /&gt;
** If 20 is smaller because the ammunition is density 1666 or less, M = w_density*3/100 = w_density*0.03&lt;br /&gt;
** If 20 is larger because the ammunition is density 1667 or larger, M = 50&lt;br /&gt;
* Blowgun Momentum: M = (w_density*20)/10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt; * min(10&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;/(w_density*4), 100)&lt;br /&gt;
** If 100 is smaller because the ammunition is density 250 or less, M = w_density/50 = w_density*0.02&lt;br /&gt;
** If 100 is larger because the ammunition is density 251 or more, M = 5&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''M''' is the momentum.&lt;br /&gt;
* '''Skill''' is a gradual multiplier based on skill level, from 1x base up to 2x at Grand Master.&lt;br /&gt;
* '''Str''' is the creature's strength (e.g. 1250 for the average dwarf)&lt;br /&gt;
* '''Vel''' is the weapon's velocity modifier if present (e.g. 1.25x, 2x)&lt;br /&gt;
* '''Size''' is the average creature size (e.g. 60000 for dwarves)&lt;br /&gt;
* '''i_Size''' is the specific creature's size&lt;br /&gt;
** Dwarves range from a minimum size of 33750 to a maximum size of 93750, with an average size of 60000.&lt;br /&gt;
* '''w_density''' is the weapon's material's density for melee weapons, or the ammunition's density for ranged weapons&lt;br /&gt;
* '''w_size''' is the weapon's size for melee weapons, or the ammunition's size for ranged weapons&lt;br /&gt;
* '''SHOOT_FORCE''' is the ranged weapon's SHOOT_FORCE constant, which is used to determine its maximum momentum.&lt;br /&gt;
* '''SHOOT_MAXVEL''' is the ranged weapon's SHOOT_MAXVEL constant, which is used to determine its maximum velocity, where ammo momentum = ammo mass * ammo velocity.&lt;br /&gt;
&lt;br /&gt;
An edged weapon undergoes the following comparison:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality) / (Sha * w_quality),&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''aSY''' is the armor's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''wSY''' is the weapon's SHEAR_YIELD, which is based on its material&lt;br /&gt;
* '''aSF''' is the armor's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''wSF''' is the weapon's SHEAR_FRACTURE, which is based on its material&lt;br /&gt;
* '''A''' is attack [[Material science#Contact_Area|contact area]]&lt;br /&gt;
* '''Sha''' is weapon material [[edge|sharpness]] multiplier (1x for most metals, 1.2x for [[divine metal]], 1.5x for [[glass]], 2x for [[obsidian]], 10x for [[adamantine]] and 0.1x for all other materials)&lt;br /&gt;
* '''w_quality''' is weapon [[quality]] sharpness multiplier (0.5x for normal quality, 0.7x for fine, 1x for masterwork, etc.)&lt;br /&gt;
* '''a_quality''' is armor [[quality]] multiplier&lt;br /&gt;
&lt;br /&gt;
Expressed in the above terms,&lt;br /&gt;
&lt;br /&gt;
* 0.06 * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*Qa) / (Sha * w_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / (1 + i_Size/(w_density*w_size)) &amp;gt;= (aSY/wSY + (A+1)*aSF/wSF) * (10 + 2*a_quality)&lt;br /&gt;
* 0.06 * Sha * w_quality * Str * Vel / ((1 + i_Size/(w_density*w_size)) * (10 + 2*a_quality)) &amp;gt;= aSY/wSY + (A+1)*aSF/wSF&lt;br /&gt;
&lt;br /&gt;
Because Shear Yield and Shear Fracture are always within a power of 10 of each other for actually available materials, but the smallest possible A value is 20 (a blowgun dart, which is smaller than the smallest item of clothing/armor a dwarf can wear), this means that in practice, Shear Fracture is significantly more important than Shear Yield, and you can reliably compare weapons and armor without paying attention to Shear Yield.  In both cases, higher is better on both weapons and armor, as is quality.  Sharpness only matters to the weapon, and smaller contact area is better for the attacker.&lt;br /&gt;
&lt;br /&gt;
If the test is passed, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body.  If the test is failed, the attack becomes blunt for this layer.&lt;br /&gt;
&lt;br /&gt;
If the attack is blunt, either due to starting off blunt or due to failing the above test, it is then subjected to this test:&lt;br /&gt;
&lt;br /&gt;
2 * w_size * wIY &amp;gt; A * a_density&lt;br /&gt;
&lt;br /&gt;
where:&lt;br /&gt;
* '''a_density''' is the armor material's density&lt;br /&gt;
* '''wIY''' is the weapon's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;). {{verify}}&lt;br /&gt;
&lt;br /&gt;
Failure means the attack bounces off, meaning denser, larger armor resists blunt attacks better, but larger blunt weapons with smaller contact areas and higher impact yields get through armor better.  This also means adamantine armor is some of the worst in the game at outright deflecting attacks, due to its poor density, but this is not typically relevant, as impact yields are typically at least 10 times larger than density values for the actual metals available, so this step is routinely passed by most weapons regardless of relative materials.&lt;br /&gt;
&lt;br /&gt;
On success, the following test is applied:&lt;br /&gt;
&lt;br /&gt;
M &amp;gt;= (2*aIF - aIY) * (2 + 0.4*a_quality) * A,&lt;br /&gt;
&lt;br /&gt;
where: &lt;br /&gt;
* '''aIF''' is the armor's impact fracture in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;)&lt;br /&gt;
* '''aIY''' is the armor's impact yield in MPa (i.e. raw value divided by 10&amp;lt;sup&amp;gt;6&amp;lt;/sup&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
Note that the armor wants as high impact fracture as possible to make this test fail.  The armor also wants low impact yield, although the weapon's impact fracture does not matter, and high quality and high contact area.&lt;br /&gt;
&lt;br /&gt;
On a success, attack momentum is decreased by some 5% and the layer is considered punctured/severed, and the process continues to the next layer, including working through layers of the defender's body. If the attack was edged, it becomes edged again.  On a failure, the momentum is multiplied by SHEAR_STRAIN_AT_YIELD/50000 for edged attacks or IMPACT_STRAIN_AT_YIELD/50000 for blunt attacks, then it becomes *permanently* blunt, and is passed on to the next layer.  This means most rigid metal armor will reduce blocked attacks by 98%-99%, but elastic armor, such as a mail shirt, has both strain at yield values raised to 50000, so it multiplies by 1 at this step (i.e. does nothing to the momentum, but does still convert it to blunt) regardless of material.&lt;br /&gt;
&lt;br /&gt;
== Combat testing ==&lt;br /&gt;
In regards to edged weaponry: [[adamantine]] and [[steel]] take first and a distant second place respectively, with [[iron]] a slightly less distant third best material in the game, nearly matched by the [[bronze]]s. Beyond that is [[copper]], the second worst material, and [[silver]] is the worst weapon material available (and due to the existence of training weapons, not even useful in that regard).&lt;br /&gt;
&lt;br /&gt;
Additionally, with regards to blunt weapons, almost all of the non-adamantine materials perform equally well, with a very slight edge towards steel and silver. Here is the thread with the details: [http://www.bay12forums.com/smf/index.php?topic=53571.0].&lt;br /&gt;
&lt;br /&gt;
Keep in mind that, given how unbelievably complicated this system is, very little should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Best&lt;br /&gt;
! Better&lt;br /&gt;
! Good&lt;br /&gt;
! Fair&lt;br /&gt;
! Poor&lt;br /&gt;
! Terrible&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| Armor&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Edged Weapons&lt;br /&gt;
| Adamantine&lt;br /&gt;
| Steel&lt;br /&gt;
| Iron&lt;br /&gt;
| Bronze, Bismuth Bronze&lt;br /&gt;
| Copper&lt;br /&gt;
| Silver&lt;br /&gt;
| For piercing iron armor, copper is better than bronze, but when piercing copper or bronze armor, bronze is better than copper.&lt;br /&gt;
|-&lt;br /&gt;
| Ammunition&lt;br /&gt;
| Steel, Iron, Bronze, Bismuth Bronze, Copper, Silver&lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine bolts deflect off of adamantine armor, but otherwise their performance is on par with bolts made out of other metals.&lt;br /&gt;
|-&lt;br /&gt;
| Blunt Weapons&lt;br /&gt;
| Platinum, Slade&lt;br /&gt;
| Steel, Silver&lt;br /&gt;
| Copper, Bismuth Bronze, Bronze, Iron&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Adamantine&lt;br /&gt;
| All six standard weapon metals perform nearly identically. Steel has a slightly higher rate of critical wounds, while silver is slightly more likely to penetrate armor. Platinum (only available as [[artifact]] weapons) has twice the density of silver and several other improved properties, making it the best metal for impact weapons, though very limited in production. Adamantine's light weight makes it a terrible choice for blunt weapons, roughly the same as making a weapon out of [[featherwood]] or cork.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Cross referencing this table with the table at the top of this section seems to indicate that low densities, high impact fractures, and high shear fractures contribute to the killing power of edged weapons.&lt;br /&gt;
&lt;br /&gt;
===Analysis===&lt;br /&gt;
Testing of weapons (15 dwarves-versus-15 dwarves combat) in the [[object testing arena]] shows that the best dwarven-made weapon against unarmored humanoids is the battle axe, while the war hammer performs the best against armored targets.&lt;br /&gt;
&lt;br /&gt;
Even in 15&amp;amp;times;(steel armor+silver war hammer) versus 15&amp;amp;times;(adamantine armor+adamantine battle axe) matches, hammerdwarves won with less than 50% casualties (mostly one-strike kills). However, when the dwarves in question were without armor or only wearing leather/cloth, the result was inverted &amp;amp;mdash; axedwarves won with less than 50% casualties. In battles against megabeasts, 6 silver hammerdwarves were barely able to scratch a [[bronze colossus]] (attacks were glancing away) due to bronze being a better &amp;quot;weapon&amp;quot; material.&lt;br /&gt;
&lt;br /&gt;
This is because silver has the highest solid density of all materials that can regularly be made into weapons by dwarves.  Tests show that indeed [[gold]] and [[platinum]] (increasingly dense) do increasing amounts of damage, and that war hammers remain the tool of choice, however they can only be produced by a moody dwarf (and a very lucky one at that).&lt;br /&gt;
&lt;br /&gt;
For more on ranged ammunition see the forum thread [http://www.bay12forums.com/smf/index.php?topic=116151.0 Dwarven Research: A Comparison Study on the Effectiveness of Bolts vs Armors].&lt;br /&gt;
&lt;br /&gt;
More arena tests are available in the [[Main:Military testing|Military testing]] article.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
*Equipping weapons/armor on military is erratic. This is likely due to a single piece of weapons/armor being erroneously assigned to multiple dwarves and seems to occur when dwarves are upgrading their equipment or going on raids. Removing and reassigning equipment for all military dwarves can temporarily fix this problem.{{Bug|535}}&lt;br /&gt;
*In the Premium version, the sprite sheets for equipped gear are mostly incomplete. The material of equipped gear is currently distinguished for [[dwarf|dwarves]], for [[elf|elves']] and [[kobold|kobolds']] [[armor]] (including metal armor), and for elves' wooden weapons; everything else has a default, 'gray' color palette.&lt;br /&gt;
*The Premium version has placeholder sprites for equipped artifact gear (which can be any material), but these are not used for gear of nonstandard materials spawned in the [[object testing arena]], resulting in creatures that use them appearing un-equipped.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[User:Shinziril#Weapons_and_Armor|Outstanding research]] on weapons and armor by Shinziril&lt;br /&gt;
&lt;br /&gt;
{{Weapons}}&lt;br /&gt;
{{Industry}}&lt;br /&gt;
{{Category|Weapons}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Importing_and_exporting_worlds&amp;diff=311551</id>
		<title>Importing and exporting worlds</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Importing_and_exporting_worlds&amp;diff=311551"/>
		<updated>2025-11-11T23:51:09Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Save */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Although ''Dwarf Fortress'' is a single-player game, it is still common to incorporate a social aspect into the game. For example, you may have found a great site that you want to share with others, you want to play a save or embark that someone else posted, you're reporting a crash during world generation, or maybe you simply want to back up your world or game. There are two primary methods for importing and exporting worlds in ''Dwarf Fortress'': exchanging the seed, and exchanging the save.&lt;br /&gt;
&lt;br /&gt;
== Seeds ==&lt;br /&gt;
{{main|Advanced_world_generation#Seed_values|Advanced_world_generation#Seed_notes|l1=Seed values|l2=Seed notes}}&lt;br /&gt;
&amp;quot;Seeds&amp;quot; refers to the 4 specific random strings used to seed the pseudo-random number generator. These values are not sufficient to duplicate a world without the rest of the [[world token|world generation parameters]]. Unfortunately, the historical events during world generation don't currently always happen the same way, and this method is incapable of replicating any events that happened after world generation ended, including any fortresses or adventures. Mods and even parameters can greatly change how a world generates, causing the game to use more or fewer pseudo-random numbers for each step, meaning later steps get a different series of numbers.&lt;br /&gt;
&lt;br /&gt;
===Export===&lt;br /&gt;
When the game generates a world, it writes the seeds it used for that world in the &amp;lt;code&amp;gt;gamelog.txt&amp;lt;/code&amp;gt; file in the main ''Dwarf Fortress'' folder. Unfortunately, the game doesn't currently provide a full output of the world generation parameters.&lt;br /&gt;
&lt;br /&gt;
===Import===&lt;br /&gt;
If the world was generated using [[advanced world generation]] and the parameters were saved, or can otherwise be remembered, then the seeds can be copied into &amp;lt;code&amp;gt;prefs/world_gen.txt&amp;lt;/code&amp;gt;, using the proper tokens. They cannot currently be pasted into the game directly, but can be entered manually.&lt;br /&gt;
&lt;br /&gt;
==Save==&lt;br /&gt;
{{main|Saved game folder}}&lt;br /&gt;
A [[Saved game folder|save folder]] contains all the information on a world, including everything done in it since it was generated. Use this to share an active fortress or adventure, or if previous activity is important, rather than just the pristine unplayed world. In addition to being the more complete way of sharing a world than using seeds, moving a save folder around is also a way to back up your saves while reducing clutter in the {{DFtext|Continue active game|7:2:1}} menu.&lt;br /&gt;
&lt;br /&gt;
Additionally, mods are not included in saves, thus, when sharing a save of a modded game the [[Game_folders_and_files#Mods_folders|installed_mods]] folder should also be included.&lt;br /&gt;
&lt;br /&gt;
===Location===&lt;br /&gt;
{{main|Game folders and files}}&lt;br /&gt;
&lt;br /&gt;
The easiest way to get to the save folder is to go into the &amp;quot;files&amp;quot; menu for the relevant save; this is found in the &amp;quot;Files&amp;quot; button to the left of saves. If there's a &amp;quot;Delete&amp;quot; button instead, click on the save itself and you will find the Files button within.&lt;br /&gt;
&lt;br /&gt;
A saved game is all the files in each folder in the &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; folder, the location of which depends on the [[Settings#Portable_mode|portable mode setting]]; that location can be opened through the {{DFtext|Files|7:0:1}} button next to individual saves and worlds. Saves that existed before the addition of the portable mode setting, or when changing the setting, may still be in the old location.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; folder contains one or more sub-folders, each one a world, by default named &amp;lt;code&amp;gt;region''#''&amp;lt;/code&amp;gt;, and a &amp;lt;code&amp;gt;current&amp;lt;/code&amp;gt; folder. The &amp;lt;code&amp;gt;current&amp;lt;/code&amp;gt; folder is used to track the changes to the active world while ''Dwarf Fortress'' is running; it is not important unless ''Dwarf Fortress'' is open, and can safely be deleted otherwise.&lt;br /&gt;
&lt;br /&gt;
===Export===&lt;br /&gt;
Upload the entire save folder (preferably compressed and maybe renamed to be less generic than &amp;lt;code&amp;gt;region''#''&amp;lt;/code&amp;gt;), and the &amp;lt;code&amp;gt;installed_mods&amp;lt;/code&amp;gt; folder if applicable, to the [http://dffd.bay12games.com/ Dwarf Fortress File Depot], or some other file host.&lt;br /&gt;
&lt;br /&gt;
===Import===&lt;br /&gt;
Extract the archive to a temporary location, ensure the contained save folder has a unique name, renaming it if needed, and move it to the &amp;lt;code&amp;gt;save&amp;lt;/code&amp;gt; folder, and the contents of the &amp;lt;code&amp;gt;installed_mods&amp;lt;/code&amp;gt; folder, if included, to &amp;lt;code&amp;gt;data\installed_mods&amp;lt;/code&amp;gt;, then start ''Dwarf Fortress'' and the save should be available.&lt;br /&gt;
&lt;br /&gt;
{{Category|Guides}}&lt;br /&gt;
[[ru:Importing and exporting worlds]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=311179</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=311179"/>
		<updated>2025-10-20T17:37:30Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Domestication */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:09, 7 March 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dragon_sprites.png&lt;br /&gt;
|portrait=dragon_portrait.png&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dragons''' are massive, [[fire]]-breathing [[megabeast]]s who, at their full size, are the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are covetous monsters and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in [[World generation|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying.&lt;br /&gt;
&lt;br /&gt;
Dragons are most notable for their ability to quickly and frequently exhale long (20+ tiles) jets of [[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creature caught in its path and can kill even creatures normally immune to fire, though it can be blocked by enemies equipped with [[shield]]s. All dragons are born with Talented [[skill]] in [[Combat skill|fighting, biting, kicking, dodging]] and [[Observer|observing]], which, combined with their size and dragonfire, makes them formidable opponents to an untrained [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
While based on the western dragon model, dragons neither fly nor have wings, and are not intelligent (though there is room to address this; see [[#Irregularities, bugs, and future plans|Bugs and Future Plans]]). They are often described as [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons], as they are not particularly durable and can be defeated somewhat easily with skilled soldiers or [[trap]]s, but only in comparison to their fellow megabeasts; a single dragon can easily wipe out an unprepared fortress. Dragons are associated with the [[sphere]]s of fire and wealth, and their names will often reflect that.&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with the [[cave dragon]]s, a separate, non-megabeast species.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 500,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year until they reach age 10, at which point they slow to 20202 per year. Dragons reach dwarven size shortly after birth, are the size of a draltha at year 5, and become elephant sized by year 10.&lt;br /&gt;
&lt;br /&gt;
*At birth, a dragon is the size of a [[fox]].&lt;br /&gt;
*At 2 years, a dragon is the size of a [[water buffalo]].&lt;br /&gt;
*At 10 years, a dragon is the size of an [[elephant]] and becomes an adult.&lt;br /&gt;
*At 100 years, a dragon is the size of a [[blind cave ogre]].&lt;br /&gt;
*At 200 years, a dragon is larger than a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*After 1000 years, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
&lt;br /&gt;
==Defense strategies==&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be, more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s. While they are immune to fire damage, dragons can still [[swimmer|drown]] if immersed in magma.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be avoided by fighting the dragon in a hallway that is covered in 4/7 water depth, here the dragon can not spit fire leaving it open for melee combat.&lt;br /&gt;
&lt;br /&gt;
Possibly the best defence is to use piercing weapons like crossbows, especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply; ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't breathe on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
[[File:dragonprev.png|thumb|260px|right|How majestic!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Olivitree''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. (Outdated: Being megabeasts, trained dragons will still be hostile to caravans, diplomats and other visitors.) It seems like this has been patched in the Steam version, at least according to [https://www.reddit.com/r/dwarffortress/comments/111mnh1/tame_dragon_not_attacking_military/ this] Reddit post. At least assuming the same thing that was causing it to attack guests was also making it attack guards. &lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[Pasture|grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
&lt;br /&gt;
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will need to progress through 1,000 years of growth to reach full size, but reach 20% of their full size at age 10.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, bugs, and future plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a fully-grown dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
&lt;br /&gt;
[[File:Dragon2.png|thumb|300px|center|Dragons; admired for their terrible majesty]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Toothless&amp;quot;, fictional dragon from &amp;quot;How To Train Your Dragon&amp;quot; film --&amp;gt;&lt;br /&gt;
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Trogdor the Burninator&amp;quot;, fictional dragon from &amp;quot;Homestar Runner&amp;quot; --&amp;gt;&lt;br /&gt;
They will, however, in accordance to popular belief, set fire to the countryside, as well as any [[peasant|peasants]] and thatched-roof cottages that happen to be in the vicinity.&lt;br /&gt;
Fortunately, there are no dragon men. Otherwise they might come in the night.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Toothless again? --&amp;gt;&lt;br /&gt;
Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Lake-town&amp;quot; trade city from &amp;quot;Lord of the Rings&amp;quot;/&amp;quot;The Hobbit&amp;quot; book series  --&amp;gt;&lt;br /&gt;
Dragonfire is also known to make trade depots explode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Dungeons &amp;amp; Dragons&amp;quot; Tabletop RPG --&amp;gt;&lt;br /&gt;
Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=311178</id>
		<title>Dragon</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Dragon&amp;diff=311178"/>
		<updated>2025-10-20T17:37:00Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Dragon Size */ dragon sizes were changed over a year ago and nobody changed the wiki, yikes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:09, 7 March 2023 (CST)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=dragon_sprites.png&lt;br /&gt;
|portrait=dragon_portrait.png&lt;br /&gt;
|bone=66-110&lt;br /&gt;
|tooth=3&lt;br /&gt;
|meat=113-173&lt;br /&gt;
|fat=42-65&lt;br /&gt;
|nail=1&lt;br /&gt;
|lung=8-18&lt;br /&gt;
|heart=2-4&lt;br /&gt;
|intestine=14-27&lt;br /&gt;
|liver=4-9&lt;br /&gt;
|tripe=4-9&lt;br /&gt;
|sweetbread=2-4&lt;br /&gt;
|spleen=2-4&lt;br /&gt;
|kidney=4-8&lt;br /&gt;
|brain=4-8&lt;br /&gt;
|skull=1&lt;br /&gt;
|skin=scale&lt;br /&gt;
|eye=2&lt;br /&gt;
|contrib=no&lt;br /&gt;
|wiki=yes&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
'''Dragons''' are massive, [[fire]]-breathing [[megabeast]]s who, at their full size, are the [[List_of_creatures_by_adult_size#end_of_list|second largest]] land [[creature]]s in the world (behind the [[giant elephant]]). They are covetous monsters and seek to [[Steals items|steal items]] from your fortresses to bring back to their lairs. Dragons generally pilfer successfully in [[World generation|worldgen]], but when they attack a player fortress, they will simply wipe the place out or die trying.&lt;br /&gt;
&lt;br /&gt;
Dragons are most notable for their ability to quickly and frequently exhale long (20+ tiles) jets of [[dragonfire]], a much-hotter (theoretically {{ct|50000}}, over four times the heat of [[magma]]) version of fire, which can make quick work of any creature caught in its path and can kill even creatures normally immune to fire, though it can be blocked by enemies equipped with [[shield]]s. All dragons are born with Talented [[skill]] in [[Combat skill|fighting, biting, kicking, dodging]] and [[Observer|observing]], which, combined with their size and dragonfire, makes them formidable opponents to an untrained [[military]] [[squad]].&lt;br /&gt;
&lt;br /&gt;
While based on the western dragon model, dragons neither fly nor have wings, and are not intelligent (though there is room to address this; see [[#Irregularities, bugs, and future plans|Bugs and Future Plans]]). They are often described as [http://tvtropes.org/pmwiki/pmwiki.php/Main/GlassCannon glass cannons], as they are not particularly durable and can be defeated somewhat easily with skilled soldiers or [[trap]]s, but only in comparison to their fellow megabeasts; a single dragon can easily wipe out an unprepared fortress. Dragons are associated with the [[sphere]]s of fire and wealth, and their names will often reflect that.&lt;br /&gt;
&lt;br /&gt;
They are not to be confused with the [[cave dragon]]s, a separate, non-megabeast species.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[preferences|like]] dragons for their ''terrible majesty''.&lt;br /&gt;
&lt;br /&gt;
==Dragon Size==&lt;br /&gt;
Dragons slowly grow to become one of the largest creatures in the game, finally reaching their adult size of 25,000,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; after 1000 years. As a hatchling, dragons are quite tiny, at exactly 1/10th an adult dwarf's size, but they grow very rapidly, at roughly 500,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; per year until they reach age 10, at which point they slow to 20202 per year. Dragons reach dwarven size shortly after birth, are the size of a draltha at year 5, and become elephant sized by year 10.&lt;br /&gt;
&lt;br /&gt;
*At birth, a dragon is the size of a [[fox]].&lt;br /&gt;
*At 2 years, a dragon is the size of a [[water buffalo]].&lt;br /&gt;
*At 10 years, a dragon is the size of an [[elephant]] and becomes an adult.&lt;br /&gt;
*At 100 years, a dragon is the size of a [[blind cave ogre]].&lt;br /&gt;
*At 200 years, a dragon is larger than a [[hydra]].&lt;br /&gt;
*At 800 years, a dragon is the size of a [[bronze colossus]] or an adult [[roc]].&lt;br /&gt;
*After 1000 years, a dragon is the second largest creature found on land. (The [[giant elephant]] is the largest land creature, while the [[giant sperm whale]] is the largest creature found anywhere.)&lt;br /&gt;
&lt;br /&gt;
==Defense strategies==&lt;br /&gt;
Dragonfire can be blocked if the victim is using a shield, and it will be, more than 99% of the time. Though they are among the physically weakest of the megabeasts, dragons are still massively powerful in melee combat, so they can be hard to take down without a good military. They should never be engaged in areas covered in [[grass]] or [[cave moss]], as their breath attacks will cause fire to spread across '''all''' grass in the area, consuming your map in flames, causing [[tree]]s to fall, and, above all else, murdering your [[FPS]]. When attacked by a dragon, lure it underground, preferably into an area made out of stone floors away from any [[farm plot]]s. While they are immune to fire damage, dragons can still [[swimmer|drown]] if immersed in magma.&lt;br /&gt;
&lt;br /&gt;
Dragonfire can be avoided by fighting the dragon in a hallway that is covered in 4/7 water depth, here the dragon can not spit fire leaving it open for melee combat.&lt;br /&gt;
&lt;br /&gt;
Possibly the best defence is to use piercing weapons like crossbows, especially spears, and hope you get lucky and hit a vital organ which can bring it down immediately. An alternative is building one or multiple cage traps, possibly beforehand, which will probably cage the dragon making it harmless. You should know that cages and mechanisms will be destroyed by dragonfire unless constructed from pure slade, so either make sure both cages (or weapons, or supports) and mechanisms are impervious to dragonfire, or, more simply; ensure that the dragon has no reason to breathe fire by removing animals and dwarves from the trapped area. While they won't breathe on buildings normally, a stray blast (at your outdoor livestock or bait animals, say) that catches any traps, doors, or bridges not made of dragonfire-safe materials will melt and deactivate them. This can be used to your advantage, since dragons will destroy the bridge they are standing on, even if they aren't aiming for it. Also, dragons make good companions if you are able to reanimate them as a [[necromancer]].&lt;br /&gt;
&lt;br /&gt;
==Domestication==&lt;br /&gt;
[[File:dragonprev.png|thumb|260px|right|How majestic!&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by Olivitree''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
Dragons can be captured in [[cage]] [[trap]]s and [[Animal trainer|trained]] if you're lucky enough to catch one. Currently, knowledge of animal behaviour is based on the civilization level and depends partly on the animals available for contact in a given civilization site. Such a rare megabeast as a dragon is unlikely to have had any civilized contact aside from adventurers attempting to slay them and other violent contact; as such, your fort will have to build the knowledge base from the ground up, making dragon-training a highly difficult task. Bear in mind that even with a skilled animal trainer at hand, your first attempts to control such a powerful and elusive beast may result in [[Fun|half your fortress burning in dragonfire]]. (Outdated: Being megabeasts, trained dragons will still be hostile to caravans, diplomats and other visitors.) It seems like this has been patched in the Steam version, at least according to [https://www.reddit.com/r/dwarffortress/comments/111mnh1/tame_dragon_not_attacking_military/ this] Reddit post. At least assuming the same thing that was causing it to attack guests was also making it attack guards. &lt;br /&gt;
&lt;br /&gt;
If you can manage to endure its long-untamed wrath, you'll have a massively valuable pet that can lay [[egg]]s. Dragons can also be trained as war or hunting animals at an [[Activity_zone#Animal_Training|animal training zone]]. While a trained dragon is an immensely destructive tool at your disposal, it is also very eager to use dragonfire against your enemies, which can be ''exceedingly'' [[fun]] if it happens in your [[Pasture|grass]], [[Alcohol|booze]] [[stockpile]] or [[meeting area]].&lt;br /&gt;
&lt;br /&gt;
Provided you are lucky enough to capture a pair of dragons of different sexes, you can [[Egg#Hatching Conditions|breed]] them with a [[nest box]]. Hatched dragons will need to progress through 1,000 years of growth to reach full size.&lt;br /&gt;
&lt;br /&gt;
==Irregularities, bugs, and future plans==&lt;br /&gt;
[[File:Dragon_Size.png|frame|Estimated size comparison between a fully-grown dragon and a dwarf.]]&lt;br /&gt;
Dragons have been observed to occasionally wear some [[armor]] (breastplates, greaves, leggings and boots). This armor is specified as &amp;quot;Large [metal][armor type]&amp;quot; and gives the dragon the same protection as any other species might get from it. This is a bug, as dragons can't normally equip items.&lt;br /&gt;
&lt;br /&gt;
[[Main:Toady One|Toady One]] has mentioned that he plans to eventually extend the random creature generator of the game to create different species and varieties of dragon within certain constraints, calling it &amp;quot;Half-Random&amp;quot;, with ideas for variants including just about anything dragons have been given in literature, such as acidic blood, while maintaining a basic draconic structure.&amp;lt;sup&amp;gt;([http://www.bay12forums.com/smf/index.php?topic=30026.msg1012311#msg1012311])&amp;lt;/sup&amp;gt; He has also commented on the game's current portrayal of dragons as wingless unintelligent creatures, citing his reasons to be the many ways dragons are depicted in real-life sources.(&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=159164.msg7156980#msg7156980]&amp;lt;/sup&amp;gt;)&lt;br /&gt;
&lt;br /&gt;
One of the [[Main:Consolidated_development#Power_Goals|old power goals]] referenced stealing dragon eggs as part of an [[adventurer mode]] quest. &lt;br /&gt;
&lt;br /&gt;
[[File:Dragon2.png|thumb|300px|center|Dragons; admired for their terrible majesty]]&lt;br /&gt;
&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Toothless&amp;quot;, fictional dragon from &amp;quot;How To Train Your Dragon&amp;quot; film --&amp;gt;&lt;br /&gt;
Contrary to popular belief, a dragon is not in fact toothless, and will tear you to shreds, resulting in [[fun]].&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Trogdor the Burninator&amp;quot;, fictional dragon from &amp;quot;Homestar Runner&amp;quot; --&amp;gt;&lt;br /&gt;
They will, however, in accordance to popular belief, set fire to the countryside, as well as any [[peasant|peasants]] and thatched-roof cottages that happen to be in the vicinity.&lt;br /&gt;
Fortunately, there are no dragon men. Otherwise they might come in the night.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: Toothless again? --&amp;gt;&lt;br /&gt;
Also contrary to popular belief, dragonfire is in fact not actually fire, but is composed of boiling, molten clouds of varied metals such as: silver, copper, steel, etc... So one could argue that dragons feed on minerals and armored adventurers to produce their breath, or that dragons can breath plasma. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Lake-town&amp;quot; trade city from &amp;quot;Lord of the Rings&amp;quot;/&amp;quot;The Hobbit&amp;quot; book series  --&amp;gt;&lt;br /&gt;
Dragonfire is also known to make trade depots explode.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Reference: &amp;quot;Dungeons &amp;amp; Dragons&amp;quot; Tabletop RPG --&amp;gt;&lt;br /&gt;
Though dragons are thought to make their lairs in dungeons, actual sightings of &amp;quot;Dragons in Dungeons&amp;quot; are extremely rare.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = måmgoz&lt;br /&gt;
| elvish  = vutheni&lt;br /&gt;
| goblin  = kusnath&lt;br /&gt;
| human   = tamun&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Megabeasts}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=311070</id>
		<title>Lua functions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=311070"/>
		<updated>2025-10-10T17:51:27Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Tables */ well that's just not right at all&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress defines a number of functions in addition to those standard for [https://www.lua.org/manual/5.4/ Lua 5.4].&lt;br /&gt;
&lt;br /&gt;
==C++ Function Calls==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''int'' {{text anchor|trandom}}(''int'' n)&lt;br /&gt;
| Returns a 32-bit integer from {{Tooltip|0 to n-1|Lua arrays start at 1, C++ arrays start at 0, hence the discrepancy.}}. Uses DF's internal RNG system instead of ``math.random()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_words}}(''str'' s)&lt;br /&gt;
| Capitalizes every word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_first_word}}(''str'' s)&lt;br /&gt;
| Capitalizes the first word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|utterance}}()&lt;br /&gt;
| Returns a word from the [[kobold language]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|lua_log}}(''str'' s)&lt;br /&gt;
| Prints a string to ``Dwarf Fortress/lualog.txt``. The ``log()`` function is more robust and should be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
''void'' {{text anchor|raws.register_reactions}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_creatures}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_entities}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_items}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_inorganics}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_interactions}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_languages}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_plants}}(''table'' lines)&lt;br /&gt;
| Takes a table of [[token]]s and reads them as that type of [[raw file]]. It is not necessary to add a header.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Globals==&lt;br /&gt;
Helper functions are defined in ``init/globals.lua``, and can be accessed by any script even if ``vanilla_procedural`` is not loaded.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
This function is defined in ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_generated_info}}(''table'' tbl)&lt;br /&gt;
| Adds {{token|GENERATED}} to the input table, and {{token|SOURCE_HFID}}/{{token|SOURCE_ENID}} if IDs are defined. Necessary for generated raws to be saved properly.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Randomization===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_no_replace}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table, then removes it from the table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_conditional}}(''table'' t, ''function'' cond,...)&lt;br /&gt;
| Returns a random value from a table that satisfies ``cond(...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|one_in}}(''num'' x)&lt;br /&gt;
| Returns true with a one in x chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_pairs}}(''table'' tbl)&lt;br /&gt;
| Returns a random key from a table. For example, ``pick_random_pairs( {WATER = true} )`` returns &amp;quot;WATER&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_weighted_from_table}}(''table'' tbl)&lt;br /&gt;
| Requires a table of tables with ``weight`` keys. Returns a weighted random value.&lt;br /&gt;
At debug level &amp;gt;=4, logs the roll.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|generate_from_list}}(''table'' tbl,...)&lt;br /&gt;
| Requires a table of functions that return a ``weight`` key. Runs each function and returns a weighted random output. Used by [[werebeast]]s to generate an interaction and link to options from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tables===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|split_to_lines}}(''table'' tbl,''string'' str)&lt;br /&gt;
| Adds a string into a table, with each line being a separate key.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|map_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Combines two tables. If ``tbl1`` already has a value for a given key, it will not be overwritten. Used for sets such as ``{ WATER = true }``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|table_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Adds each value from ``tbl2`` onto the end of ``tbl1``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|find_in_array_part}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Returns true if ``item`` is a value in ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|convert_array_to_set}}(''table'' tbl)&lt;br /&gt;
| Makes a set from an array, e.g. takes {&amp;quot;a&amp;quot;,&amp;quot;b&amp;quot;,&amp;quot;c&amp;quot;} and makes it {a=true,b=true,c=true} so that it can be indexed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|add_unique}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Adds ``item`` to the end of ``tbl`` if not already present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|remove_item}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Removes all instances of ``item`` from ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|shallow_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|deep_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table recursively copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|log}}(...)&lt;br /&gt;
| Logs the input to ``Dwarf Fortress/lualog.txt``. Used for most cases.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_caller_loc_string}}()&lt;br /&gt;
| Returns the debug source info and the current line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_debug_logger}}(''num'' level=1,...)&lt;br /&gt;
| Logs ``get_caller_loc_string()`` and any overloads if the ``debug_level`` is at least ``level``. ``debug_level`` is a global variable that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|partial_function}}(''function'' f, arg,...)&lt;br /&gt;
| Returns ``f(arg,...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|log_table}}(''table''&amp;amp;nbsp;tbl, ''num''&amp;amp;nbsp;debug_level=0, ''num''&amp;amp;nbsp;nest_level=0, ''num''&amp;amp;nbsp;added_debug_from_nest=0)&lt;br /&gt;
| Logs a table if the global ``debug_level`` is at least the input ``debug_level``. ``nest_level`` starts at 0 and adds ``added_debug_from_nest`` for each nesting to the input debug level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|print_table}}(''table'' tbl, ''num'' nest_level=0)&lt;br /&gt;
| Logs a table, regardless of debug level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spheres===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_random_sphere_adjective}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random string from global table ``random_sphere_adjective[sph]``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|get_random_sphere_noun}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random table ``tbl`` from global table ``random_sphere_nouns[sphere]``.&lt;br /&gt;
``tbl`` has two members: ``tbl.str``, which is a string; and ``tbl.flags``, which defaults to ``{OF=true,PREPOS=true,PRE=true}``, for grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_sphere_mpp}}(''table''&amp;amp;nbsp;sphere_list, ''string''&amp;amp;nbsp;[[Sphere#Sphere tokens|new_s]], ''table''&amp;amp;nbsp;available_sphere, ''table''&amp;amp;nbsp;available_sphere_cur)&lt;br /&gt;
| Adds ``new_s`` to ``sphere_list`` and all parents and children. Sets the added spheres in ``available_sphere`` and ``available_sphere_cur`` to false, and sets all enemies in ``available_sphere_cur`` to false.&lt;br /&gt;
At debug level &amp;gt;= 2, will be logged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generation Tables==&lt;br /&gt;
The ``generate()`` function is defined in ``init/generators.lua``, and is called to generate objects.&lt;br /&gt;
&lt;br /&gt;
Each type of random object is defined through a function that generates a table of raws. To generate objects for specific purposes, ``generate()`` can call functions from a table and provide inputs such as ``tok`` (unique token string).&lt;br /&gt;
For example, [[forgotten beast]]s are unique and generated for each cave region. If multiple functions are defined in ``creatures.fb``, such as both ``creatures.fb.default`` and a modded forgotten beast, the game uses the ``weight`` output to influence which one will be randomly chosen.&lt;br /&gt;
&lt;br /&gt;
By default, objects are generated in this order: unittests{{Tooltip|*|if debug_level is at least 0}}, preprocess, do_once, materials, items, languages, creatures, interactions, entities, and postprocess. Do note that you can register raws at any step. For example, each [[vault]] entity generates a set of [[divine equipment]] during the entity step, and [[werebeast]]s generate a curse interaction during the creature step.&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
&lt;br /&gt;
{{main|Lua scripting#Object generation}}&lt;br /&gt;
&lt;br /&gt;
When the game uses ``generate()`` to generate objects, all functions in the following tables are run in sequence.&lt;br /&gt;
&lt;br /&gt;
``random_object_parameters.pre_gen_randoms`` and ``random_object_parameters.main_world_randoms`` are only ever true for one generation call each, at the start of world generation in that order.&lt;br /&gt;
&lt;br /&gt;
You cannot predict when ``generate()`` is called. Raws registered through ``preprocess`` and ``postprocess`` should check for either variable so that further calls do not endlessly register raws.&lt;br /&gt;
&lt;br /&gt;
Functions stored and called through these tables are not supplied with arguments.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| preprocess&lt;br /&gt;
| Run at the start of each ``generate()`` call, after unit testing.&lt;br /&gt;
Includes two functions by default:&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.demon()``, which populates the distribution of ``demon_type`` string inputs&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.bogeyman_polymorph()``, which generates the [[bogeyman]]'s polymorph [[Interaction token|interactions]] if bogeymen exist&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_once_early&lt;br /&gt;
| As ``do_once``, but only runs if ``random_object_parameters.pre_gen_randoms == true`` (before the map exists)&lt;br /&gt;
Recommended for generating custom objects that need to be placed in the map; ie: animal populations, [[stone layers|minerals]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_once&lt;br /&gt;
| Runs immediately after all functions in preprocess, and before all other generation steps. Only runs if ``random_object_parameters.main_world_randoms == true`` (in prehistory once the map is finalized)&lt;br /&gt;
Recommended for generating most custom objects.&amp;lt;br&amp;gt;&lt;br /&gt;
Includes one function by default:&amp;lt;br&amp;gt;&lt;br /&gt;
``do_once.rcp_mat_emission()``, adds the ``RCP_MATERIAL_EMISSION`` [[Interaction token|interaction]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| postprocess&lt;br /&gt;
| Runs after all other generation steps are finished.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| unittests&lt;br /&gt;
| Runs before preprocess if the global ``debug_level`` is greater than 0. Expects a boolean output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| languages&lt;br /&gt;
| For each function in this table, registers a language. Expects table of key-value pairs where the key is the [[Language token#WORD|word token]] and the value is the translated string. Initial generation call only.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Article&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.angel.great_beast&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_generic&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_warrior&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Angel]] (see [[Angel#Angel types|types]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.demon&lt;br /&gt;
| function(demon_type, difficulty, tok)&lt;br /&gt;
| [[Demon]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.experiment.beast_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.beast_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid_giant&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid&amp;lt;br&amp;gt;&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Experiment]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.fb&lt;br /&gt;
| function(layer_type, tok)&lt;br /&gt;
| [[Forgotten beast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.bogeyman&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Bogeyman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.nightmare&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Nightmare]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.troll&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Night troll]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.werebeast&lt;br /&gt;
werebeast_origin_interactions{{Tooltip|*|Called by vanilla_procedural, not by init/generators}}&lt;br /&gt;
| function(tok)&lt;br /&gt;
function(tok, name, options)&lt;br /&gt;
| [[Werebeast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.titan&lt;br /&gt;
| function(subregion, tok)&lt;br /&gt;
| [[Titan]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
====Creature patching====&lt;br /&gt;
{{Main|Lua scripting#Tweaks}}&lt;br /&gt;
While ``SELECT_CREATURE`` cannot target generated objects, there are global tables set up to append data when building a creature. These tables contain functions which have access to tokens, options, and local functions from ``build_body_from_rcp()``. All functions in these tables are run at corresponding stages in the build function.&lt;br /&gt;
&lt;br /&gt;
``lines``, ``options`` and ``rcp`` are the creature's raw lines and data, which can be read or modified in these functions.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Timing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| btc1_tweaks&lt;br /&gt;
| function(lines, options, add_to_body, add_to_body_unique, add_tweak_candidate)&lt;br /&gt;
| Before ``options.btc`` (the first tweak) is determined.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| feature_tweaks&lt;br /&gt;
| function(rcp, options, add_to_body, add_to_body_unique, add_tweak_candidate)&lt;br /&gt;
| After ``options.btc2`` is set. ``add_tweak_candidate()`` is unused in vanilla at this stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| function(lines, options, is_in_body)&lt;br /&gt;
| After ``options.attack_tweak`` is set. By default, runs functions to add {{token|ATTACK}}s for body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_gait_tweaks&lt;br /&gt;
| function(lines, options)&lt;br /&gt;
| This is the last operation in the build function.&lt;br /&gt;
Includes the ``bogey_polymorph()`` function by default, which checks ``options.can_bogey_polymorph`` to add the interaction.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Local Function&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Effect&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' add_to_body(str)&lt;br /&gt;
| Adds the input [[body token]] to the ``options.body_string`` table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' add_to_body_unique(str)&lt;br /&gt;
| As ``add_to_body()`` and ``add_unique()``, only adds if not already present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' add_tweak_candidate(str)&lt;br /&gt;
| Adds the input to ``options.body_tweak_candidate``, pointing to a key in the ``tweaks`` table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' is_in_body(str)&lt;br /&gt;
| Checks if the input [[body token]] is in ``options.body_string``.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entities===&lt;br /&gt;
&lt;br /&gt;
Generated entities are supplied with the ``idx`` parameter, which is a number that starts at 1 and increments by 1 for each entity of that type. It can be used to give a unique ID to [[divine equipment]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Articles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.vault_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vault]] ([[angel]]s)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.mythical_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Mysterious dungeon]] ([[dungeon guardian]]s)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interactions===&lt;br /&gt;
&lt;br /&gt;
====World====&lt;br /&gt;
World interactions are generated in the ``generate_random_interactions()`` step of ``generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.blessing.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.blessing.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: luck, holy item, healing, etc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.curse.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.curse.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: week of curse&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.curse.major&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.disturbance&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Mummy]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical&lt;br /&gt;
| function(idx,power_level,[[sphere]])&lt;br /&gt;
| [[Dungeon guardian]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical_item_power&lt;br /&gt;
| spheres={}, interaction=function()&lt;br /&gt;
| [[Primordial remnant#List of powers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.regional&lt;br /&gt;
| function(idx)&lt;br /&gt;
| Reanimating [[Surroundings#Evil|evil biomes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.secrets&lt;br /&gt;
| function(idx,[[sphere]])&lt;br /&gt;
| [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
Powers are stored in the ``interactions.powers`` table and can be generated by other interactions. The structure of each power entry contains several keys that determine how it can be added to an interaction's syndrome.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags&lt;br /&gt;
| ''table''&lt;br /&gt;
| A table of user-defined values that can be checked by other functions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags.lieutenant&lt;br /&gt;
| ''bool''&lt;br /&gt;
| If true, available to [[intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rarity&lt;br /&gt;
| ''number'' n&lt;br /&gt;
| Higher is rarer. An [[intelligent undead]] has a 1 in n chance to receive this power.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| gen&lt;br /&gt;
| ''table'' ``tbl``, ''table'' ``end_tbl`` function(name)&lt;br /&gt;
| Generates and returns lines of raws.&lt;br /&gt;
* ``tbl`` consists of [[syndrome]] lines comprising {{token|CE_CAN_DO_INTERACTION|syndrome}} and ``[[Interaction token#Usage|CDI]]``.&lt;br /&gt;
* ``end_tbl`` consists of lines that define the [[interaction]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interaction helpers====&lt;br /&gt;
&lt;br /&gt;
Interaction helpers are defined by ``vanilla_procedural``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant(''string''&amp;amp;nbsp;name, ''string''&amp;amp;nbsp;name_plural, ''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Generates an interaction that raises an [[intelligent undead]] and calls ``basic_lieutenant_powers(token)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant_powers(''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Adds any number of powers (chosen from among ``interaction.powers``) and 0-5 sicken effects (from ``add_curses()``) to the current definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl``, ''int''&amp;amp;nbsp;``idx`` add_curses(''table''&amp;amp;nbsp;tbl, ''table''&amp;amp;nbsp;end_tbl, ''string''&amp;amp;nbsp;token, ''int''&amp;amp;nbsp;num, ''int''&amp;amp;nbsp;start_idx, ''int''&amp;amp;nbsp;sev, ''table''&amp;amp;nbsp;good_effects)&lt;br /&gt;
| Adds ``num`` curses/afflictions to the current definition. ``good_effects`` lists the possible curses that can be chosen from ``default_curse_effects``, and ``sev`` is the syndrome's severity. Basic lieutenants use a ``sev`` of 500.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' get_abstract_gesture()&lt;br /&gt;
| Returns a random string from either ``gestures`` or ``gestures_abstract``, used for {{token|VERB|interaction}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| populate_monotone_color_pattern()&lt;br /&gt;
| Writes all [[Descriptor color token|MONOTONE color patterns]] from ``world.descriptor.color_pattern`` to the global table ``monotone_color_pattern``, if not already populated.&lt;br /&gt;
Not to be confused with ``world.descriptor.color``, which has the same keys as a color rather than a pattern.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_base_poison_effects(mat, good_effects, sev, max_eff, min_start, max_start, min_peak, max_peak, min_end, max_end, terminal_chance, resist_chance, size_delay_chance, size_dilute_chance)&lt;br /&gt;
| Writes 1 to ``max_eff`` [[syndrome]] effects from ``good_effects`` to ``mat``, a table of raw lines. Has a one in ``terminal_chance`` to not end. If the effect  {{token|RESISTABLE}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
====Instruments====&lt;br /&gt;
&lt;br /&gt;
The default [[instrument]] system is not currently open to Lua, but ``generators.lua`` defines tables for each token.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.keyboard&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_KEYBOARD_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.stringed&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_STRINGED_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.wind&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_WIND_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.percussion&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_PERCUSSION_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Divine equipment====&lt;br /&gt;
{{Main|Divine equipment}}&lt;br /&gt;
``entities.vault_guardian.default`` generates from the list ``angel_item_gens``, the default function of which then calls functions from ``angel_item_info``. Unless otherwise stated, the '''Behavior''' column refers to the behavior of how ``angel_item_gens.default`` generates from these lists.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Behavior&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| angel_item_gens&lt;br /&gt;
| function(prefix,tokens)&lt;br /&gt;
| Called by ``entities.vault_guardian.default``, which supplies a unique ``prefix`` and doesn't provide ``tokens``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.armor.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.shoes.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.shield.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[armor]] for each slot and 1 [[shield]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.clothing.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.shoes.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[clothing]] for each slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.weapon.PIKE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.WHIP.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BOW.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BLOWGUN.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.AXE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SWORD.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.DAGGER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.MACE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.HAMMER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SPEAR.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.CROSSBOW.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 5 [[weapon]]s. The tables correspond to [[combat skill]]s, and are not repeated. For example, a vault can't generate two types of swords.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.ammo.ARROW&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BOLT&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BLOWDART&lt;br /&gt;
| function()&lt;br /&gt;
| When a ranged weapon is generated, it will also generate a random subtype of the proper ammunition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Article&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.clouds&lt;br /&gt;
materials.rain&lt;br /&gt;
| function()&lt;br /&gt;
| [[Evil weather]]&lt;br /&gt;
| Associated regional [[interaction]]s are automatically written by ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.divine.metal&lt;br /&gt;
materials.divine.silk&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Divine metal]]&lt;br /&gt;
[[Divine fabric]]&lt;br /&gt;
| The list of potential spheres is determined by the individual function. See [[Lua script examples#New divine metal]].&lt;br /&gt;
{{token|DIVINE|inorganic}} and {{token|SPHERE|inorganic}} are added by ``generators.lua`` rather than in the individual function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_remnant&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Primordial remnant]]&lt;br /&gt;
| Possible spheres are determined by ``random_object_parameters.mythical_sphere``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_healing&lt;br /&gt;
| function()&lt;br /&gt;
| [[Mythical substance]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random Creatures==&lt;br /&gt;
&lt;br /&gt;
Creatures generated by ``vanilla_procedural`` use a number of shared functions to determine their attributes. The local ``options`` table stores most of the data used by these steps.&lt;br /&gt;
&lt;br /&gt;
===RCP Functions===&lt;br /&gt;
The random creature profile determines the basic body of a generated creature, such as &amp;quot;humanoid&amp;quot; or &amp;quot;[[toad]]&amp;quot;, and provides options and data to later build the proper creature definition.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' get_random_creature_profile(options,blacklist)&lt;br /&gt;
| Makes a weighted random choice of options from ``random_creature_types`` that satisfy arguments set in ``options`` (``options.do_water``, etc) and ``blacklist``. Falls back to ``random_creature_types.GENERAL_BLOB``.&lt;br /&gt;
At debug_level &amp;gt;= 3, will log failures. At debug_level &amp;gt;= 4, will also log successes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' is_valid_random_creature(''string''&amp;amp;nbsp;creature, ''bool''&amp;amp;nbsp;do_water, ''bool''&amp;amp;nbsp;humanoid_only, ''bool''&amp;amp;nbsp;is_good, ''bool''&amp;amp;nbsp;beast_only)&lt;br /&gt;
| Checks if ``creature`` is a valid key in certain tables depending on the arguments: aquatic (``do_water``), can be &amp;quot;twisted into humanoid form&amp;quot; (``humanoid_only``), isn't an &amp;quot;evil&amp;quot; species (``is_good``), and is an animal species (``beast_only``) &lt;br /&gt;
At debug_level &amp;gt;= 3, will be logged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' finalize_random_creature_types()&lt;br /&gt;
| If ``random_creature_types_finalized`` is false: sets it to true and iterates over ``random_creature_types`` to sanitize certain inputs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shared Functions===&lt;br /&gt;
&lt;br /&gt;
Default creatures use ``add_regular_tokens()``, ``populate_sphere_info()``, ``get_random_creature_profile()``, ``add_body_size()`` and ``build_procgen_creature()`` as the main steps in generating raws.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_regular_tokens(tbl,options)&lt;br /&gt;
| Adds tokens to ``tbl``. Sets {{token|PETVALUE|2000}}, calculates material weaknesses (if ``options.material_weakness``), and adds a few immunity tokens depending on ``options.normal_biological``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tile_string(arg)&lt;br /&gt;
| Returns a string usable for {{token|CREATURE_TILE}}. Encloses number arguments in ``'`` characters.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_body_size(tbl,size,options)&lt;br /&gt;
| Adds {{token|BODY_SIZE|0:0:size}} and sets ``options.body_size``. Calls ``body_size_properties()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size_properties(tbl,size,options)&lt;br /&gt;
| Adds {{token|BUILDINGDESTROYER|2}} if size &amp;gt; 80,000; adds {{token|GRASSTRAMPLE|20}} and {{token|TRAPAVOID}} if size &amp;gt; 100,000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| populate_sphere_info(tbl,options)&lt;br /&gt;
| Adds {{token|SPHERE}} tokens from ``options.spheres``. If ``options.do_sphere_rcm``, 1/2 chance to set ``options.sphere_rcm``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_poison_bits(tbl,options)&lt;br /&gt;
| Generates a [[Venom|poison material]] based on ``options.poison_state`` and ``options.sickness_name``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
| Calls ``build_body_from_rcp()``, ``build_description()``, and ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_body_from_rcp(rcp,tbl,options)&lt;br /&gt;
| Generates based on ``rcp`` and ``options``, assigns tweaks (mutations from the base body), tissues, organs, special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_description(tbl,options)&lt;br /&gt;
| Writes the {{token|DESCRIPTION}} and any {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_pcg_graphics(tbl,options)&lt;br /&gt;
| Assigns [[procedural graphics layer]]s based on ``options.pcg_layering`` keys set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Usage&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| token&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| The creature's token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_water&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Use an aquatic RCP (``water_based_random_creature``)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| humanoid_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| Use a RCP that can be turned into a humanoid form (``humanoidable_random_creature``), and automatically applies the ``MAKE_HUMANOID`` tweak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| beast_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Forbids generic humanoid/blob/quadruped RCPs (``not_beast_random_creature``).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| normal_biological&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| If untrue, adds {{token|AMPHIBIOUS}}, {{token|SWIMS_INNATE}}, {{token|NONAUSEA}}, {{token|NOEXERT}}, {{token|NO_DIZZINESS}}, {{token|NOPAIN}}, {{token|NOSTUN}}. Used by [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_nobreathe&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|NOBREATHE}}, even if not uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_general_poison&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If untrue and the creature has blood or ichor, adds {{token|CREATURE_CLASS|c|GENERAL_POISON}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_immune&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|FIREIMMUNE}}. Does not affect materials. Set if the creature has a fire interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| material_weakness&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| Will gain a 10x {{token|MATERIAL_FORCE_MULTIPLIER}} to a random weapon [[metal]] and a {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c|1:2}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_good&lt;br /&gt;
|&lt;br /&gt;
get_random_creature_profile()&amp;lt;br&amp;gt;&lt;br /&gt;
build_body_from_rcp()&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| Forbids &amp;quot;evil&amp;quot; RCPs (``cannot_be_good_random_creature``).&lt;br /&gt;
Affects options for materials, tweaks, description. Cannot have attack tweaks unless the RCP forces it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_evil&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Affects options for materials, tweaks, description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| spheres&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
color_picker_functions&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| A set of the creature's spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Adds a 1/2 chance to set ``options.sphere_rcm`` to a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pick_sphere_rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| If uniform, adds an additional 1/2 chance to use a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pos_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Temporary data storage for possible sphere RCM during ``populate_sphere_info()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sphere_rcm&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Forces the creature to be uniform and made of that ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_insubstantial&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If uniform, will always choose an insubstantial material from ``insubstantial_materials``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| never_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.r_class`` is UNIFORM, change it to FLESHY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Changes ``options.r_class`` to UNIFORM.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_not_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Do not randomly change ``options.r_class`` to UNIFORM (normally there is a 1/20 chance), unless ``options.sphere_rcm`` is set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_var&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| A string for {{token|APPLY_CREATURE_VARIATION}}, ex: &amp;quot;STANDARD_WALKING_GAITS&amp;quot;. Usually set by ``rcp.body_base``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_speed&lt;br /&gt;
special_walk_speed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The basic walking speed in a creature's [[gait]]. ``options.special_walk_speed`` will be used instead of ``options.walk_speed`` if both are present.&lt;br /&gt;
Crawling bodies use a ``options.walk_speed`` of 2900, walking bodies use 900.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_fly_gaits&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Creature has a flying gait even if wings aren't added. ``local add_fly_gaits`` is used for creatures with wings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible_flier&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.intangible`` (set by certain uniform materials), sets ``options.add_fly_gaits`` and adds {{token|FILER}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| cannot_swim&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add a [[swimming]] gait.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add any random tweaks (such as body parts or attacks) to the basic creature that aren't specified by the RCP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_glowing_eyes&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will always add glowing eyes if the creature has ``options.eyes``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
no_glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_antennae&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_mandibles&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add the listed body tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_random_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add attack tweaks (or body parts that grant them) that aren't specified by the RCP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| strong_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to attack tweaks. Will always gain an attack tweak, unless the RCP already specifies it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to a limited set of attack tweaks 1/4 of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sickness_name&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
| Determines the name of [[syndrome]]s caused by this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| poison_state&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| Accepts &amp;quot;LIQUID&amp;quot; (default), &amp;quot;GAS&amp;quot;, or &amp;quot;SOLID_POWDER&amp;quot;. Determines the state of this creature's [[venom]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| prioritize_bite&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| If true, non-bite attacks will have {{token|PRIORITY|c|SECOND}}. If untrue, non-bite attacks will have {{token|PRIORITY|c|MAIN}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bite_interaction&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| Adds {{token|SPECIALATTACK_INTERACTION}} to bite attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_bogey_polymorph&lt;br /&gt;
| post_gait_tweaks&lt;br /&gt;
| Allows the creature to use the [[bogeyman]] polymorph interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcp&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Set in ``build_body_from_rcp()`` from the ``rcp`` argument.&lt;br /&gt;
Usually derived from ``random_creature_types``, passes information from the random creature profile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| r_class&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set to a table in ``random_creature_class``. Describes the basic tissues/features a creature has, such as FLESHY, CHITIN_EXO, or UNIFORM. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| surface&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The creature's exterior tissue. Set based on its ``random_creature_class`` and any tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Set by ``random_creature_class.UNIFORM.body_fun()``.&lt;br /&gt;
If ``options.sphere_rcm`` is supplied, will use that, otherwise will be randomly chosen based on ``options.is_evil``, ``options.is_good``, ``options.pick_sphere_rcm``, ``options.rcp.requires_flexible_material``, and ``options.always_insubstantial``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_mat_adj&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that says &amp;quot;composed of X&amp;quot;, etc. Normally supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| matgloss&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Temporary data storage when calling inorganic materials from ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tok1&lt;br /&gt;
tok2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MATERIAL|tissue|options.tok1:options.tok2}}.&lt;br /&gt;
Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mat_temp1&lt;br /&gt;
mat_temp2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|USE_MATERIAL_TEMPLATE|c|options.tok1:options.tok2}}.&lt;br /&gt;
Can be supplied by ``random_creature_material`` to add an organic material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| st_tok&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MAT_STATE|tissue}}. Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fixed_temp&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|FIXED_TEMP|}}.&lt;br /&gt;
Can be supplied by ``random_creature_material``. If a material template is used, adds {{token|MAT_FIXED_TEMP|md}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Creature is non-solid, serves as the condition for ``options.intangible_flier``. Limits access to attack tweak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_mat&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Prevents a fire breath attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_string&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| An array of all {{token|BODY}} tokens used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size&lt;br /&gt;
| build_description()&lt;br /&gt;
build_pcg_graphics()&lt;br /&gt;
| Set by ``body_size_properties()``. Stores the creature's volume for later use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_tweak_candidate&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Temporary data storage for assigning tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tweak&lt;br /&gt;
| ''quadruped_function_curry()''&lt;br /&gt;
| Temporary data storage for quadruped leg tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
attack_tweak&amp;lt;br&amp;gt;&lt;br /&gt;
btc&amp;lt;br&amp;gt;&lt;br /&gt;
btc2&amp;lt;br&amp;gt;&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Strings used as a key to retrieve information about the chosen tweaks. Set by ``build_body_from_rcp()``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
eyes&amp;lt;br&amp;gt;&lt;br /&gt;
beak&amp;lt;br&amp;gt;&lt;br /&gt;
brain&amp;lt;br&amp;gt;&lt;br /&gt;
cheeks&amp;lt;br&amp;gt;&lt;br /&gt;
eyelids&amp;lt;br&amp;gt;&lt;br /&gt;
guts&amp;lt;br&amp;gt;&lt;br /&gt;
heart&amp;lt;br&amp;gt;&lt;br /&gt;
lips&amp;lt;br&amp;gt;&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
mouth&amp;lt;br&amp;gt;&lt;br /&gt;
neck&amp;lt;br&amp;gt;&lt;br /&gt;
nose&amp;lt;br&amp;gt;&lt;br /&gt;
ribs&amp;lt;br&amp;gt;&lt;br /&gt;
skull&amp;lt;br&amp;gt;&lt;br /&gt;
spine&amp;lt;br&amp;gt;&lt;br /&gt;
teeth&amp;lt;br&amp;gt;&lt;br /&gt;
throat&amp;lt;br&amp;gt;&lt;br /&gt;
tongue&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Adds the listed parts to the creature's body plan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
blood&amp;lt;br&amp;gt;&lt;br /&gt;
ichor&amp;lt;br&amp;gt;&lt;br /&gt;
goo&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Sets the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| force_goo&lt;br /&gt;
force_ichor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If the creature is not uniform, overwrites the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| blood_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Expects a function that takes a color's HSV values and returns a boolean. Sets the creature's blood color to any color that returns true for this function.&lt;br /&gt;
Only works with standard [[blood]] from ``options.blood``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
fingers&amp;lt;br&amp;gt;&lt;br /&gt;
toes&amp;lt;br&amp;gt;&lt;br /&gt;
finger_claws&amp;lt;br&amp;gt;&lt;br /&gt;
toe_claws&amp;lt;br&amp;gt;&lt;br /&gt;
finger_nails&amp;lt;br&amp;gt;&lt;br /&gt;
toe_nails&amp;lt;br&amp;gt;&lt;br /&gt;
finger_talons&amp;lt;br&amp;gt;&lt;br /&gt;
toe_talons&amp;lt;br&amp;gt;&lt;br /&gt;
bat_wings&amp;lt;br&amp;gt;&lt;br /&gt;
lacy_wings&amp;lt;br&amp;gt;&lt;br /&gt;
feathered_wings&amp;lt;br&amp;gt;&lt;br /&gt;
has_proboscis&amp;lt;br&amp;gt;&lt;br /&gt;
do_webs&lt;br /&gt;
&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| Set when building the body if the creature has those traits. Can be called by the description and when building graphics.&lt;br /&gt;
[[Nail]]s, claws, and talons are given attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of eyes the creature has. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tail_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of tails the creature has. Can be set before building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's body color. Chosen randomly or based on material unless ``rcp.cannot_have_color`` is true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's eye color. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
color_f&amp;lt;br&amp;gt;&lt;br /&gt;
color_b&amp;lt;br&amp;gt;&lt;br /&gt;
color_br&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set based on ``options.clp`` unless ``options.forced_color`` is supplied. Adds {{token|COLOR|c|options.color_f:options.color_b:options.color_br}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|COLOR|c|options.forced_color.f:options.forced_color.b:options.forced_color.br}} and {{token|NO_UNIT_TYPE_COLOR}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| animal_coloring_allowed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Color must be a shade of brown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_colors&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Uses the set of colors assigned to [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| exp_proc_surface_color&lt;br /&gt;
| build_pcg_graphics&lt;br /&gt;
| Stores the index of an experiment's color, for portraits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
name_mat&amp;lt;br&amp;gt;&lt;br /&gt;
flavor_adj&amp;lt;br&amp;gt;&lt;br /&gt;
potential_end_phrase&lt;br /&gt;
| Custom names&lt;br /&gt;
| An array of names for a creature's material. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| feature_flavor_adj&lt;br /&gt;
| Custom names&lt;br /&gt;
| When ``build_description()`` is run, populates ``options.flavor_adj`` with strings based on the creature's tweaks and [[color]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_learn&lt;br /&gt;
| build_description()&lt;br /&gt;
| Enables certain description strings, such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;. Used by default intelligent creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_extra_description&lt;br /&gt;
| build_description()&lt;br /&gt;
| Will not add strings from ``default_desc_adds``/``good_desc_adds``/``evil_desc_adds`` to the end of the description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| custom_desc_func&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds the output of a string instead of ``default_desc_adds``/etc. Cannot have ``options.no_extra_description.``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| end_phrase&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds a phrase after all other generated description pieces, such as [[Night creature|&amp;quot;Now you know why you fear the night.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| and_add&lt;br /&gt;
| build_description()&lt;br /&gt;
| Temporary storage for description grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A table of possible {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fallback_pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that is added to ``options.pref_str`` it is empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| odor_string&lt;br /&gt;
odor_level&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} respectively. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_odor_string&lt;br /&gt;
forced_odor_level&lt;br /&gt;
forced_odor_chance&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} (defaults to 90), 1 in ``options.forced_odor_chance`` of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_odor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Can use the ``options.forced_odor_string`` even if creature is uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of [[procedural graphics layer]]s. Set by ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_base&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| The basic PCG layer-set string, concatenated to form ``options.pcg_layering`` keys. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_modifier&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of extra info for PCG layering, such as experiment skin types. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| use_werebeast_pcg&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for humanoid [[experiment]]s. Expects ``options.experiment_colors`` to be true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
is_male_version&lt;br /&gt;
night_creature_strength_pref&lt;br /&gt;
night_creature_agile_pref&lt;br /&gt;
night_creature_strength_agile_pref&lt;br /&gt;
| night_troll_names&lt;br /&gt;
| Flags used by [[Night troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_default_werebeast_curse&lt;br /&gt;
| werebeast_origin_interactions.default()&lt;br /&gt;
| If this is true for a custom function in creatures.night_creature.werebeast, ``generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options)`` will not be able to use werebeast_origin_interactions.default. This allows [[mod]]s to better control access to [[werebeast]] curses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| amalgam_experiment&lt;br /&gt;
failed_experiment&lt;br /&gt;
| ''experiment_description()''&lt;br /&gt;
| Flags used for default [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_name_type&lt;br /&gt;
| ''experiment_name_token''&lt;br /&gt;
| Array of nouns used instead of ``ropar.making_experiment`` for naming [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_large&lt;br /&gt;
| ''make_failed_rcp()''&lt;br /&gt;
| Used for large failed [[experiment]]s. Capitalizes the creature tile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eadj&lt;br /&gt;
fadj&lt;br /&gt;
| Custom names&lt;br /&gt;
| Temporary data storage for complex name generation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RCP Parameters===&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Lua|F]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Putnam3145&amp;diff=311067</id>
		<title>User:Putnam3145</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Putnam3145&amp;diff=311067"/>
		<updated>2025-10-10T00:37:34Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Second programmer. Is this even the same account? Oh man.&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=310914</id>
		<title>Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=310914"/>
		<updated>2025-09-26T07:29:04Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: I thought I'd edited the wiki to say what each attribute does but I didn't, whoops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:attributes_v50_preview.png|thumb|262px|right|Attributes of a stoneworker.]]A creature has numerous '''attributes''' which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the [[soul]].&lt;br /&gt;
&lt;br /&gt;
Body Attributes can be viewed in the creature's Health -&amp;gt; Description screen. Soul Attributes can be viewed in the creature's Personality -&amp;gt; Traits screen. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed as follows (may have to be highlighted to be seen):&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}&lt;br /&gt;
&lt;br /&gt;
On the Overview screen, a dwarf's top six most varied attributes and [[personality_trait|personality traits]] are summarized in order of how much they differ from the average dwarf. The adjectives used are more generalized than those used in the Traits screen and are limited to two per trait (Creative and Not creative, Strong and Weak, etc.). For example, &amp;quot;a boundless creative imagination&amp;quot; is merely listed as &amp;quot;Creative&amp;quot;, while &amp;quot;unfathomably weak&amp;quot; is just listed as &amp;quot;Weak&amp;quot;. Since some of the adjectives used in the Overview summary overlap with some used in the Traits screen, this can be somewhat misleading. However, average and one tier above/below average traits will never be listed in the Overview screen, so only a &amp;quot;very weak&amp;quot; or below dwarves will be listed as &amp;quot;Weak&amp;quot; in the overview.&lt;br /&gt;
&lt;br /&gt;
Attributes are associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amount. Attribute and skill gain and rust rates are moddable in the raws as a [[creature token]].&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average&amp;lt;!-- caste average? --&amp;gt;. [[Human]]s' median attribute values are always 1000. Thus, if the median [[dwarf]] has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.&lt;br /&gt;
&lt;br /&gt;
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.&lt;br /&gt;
&lt;br /&gt;
These descriptions are not used in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Body attributes ==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more, and larger size makes one stronger in general), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000  || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &amp;amp;mdash; a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.&lt;br /&gt;
&lt;br /&gt;
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as &amp;quot;abysmally clumsy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1900&amp;amp;ndash;5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650&amp;amp;ndash;1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400&amp;amp;ndash;1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150&amp;amp;ndash;1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 651&amp;amp;ndash;1149  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 401&amp;amp;ndash;650   || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151&amp;amp;ndash;400   || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;150     || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| (never displayed) || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Increases time required to suffocate. The dwarf median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which creatures become exhausted, increases the rate of tiredness recovery, increases time required to suffocate, and, if both this and WILLPOWER are effectively above 1750, prevents falling over from exhaustion. The dwarven median endurance of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing and the speed at which fat is lost. The dwarven median recuperation of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease resistance===&lt;br /&gt;
Reduces the effects of resistable syndromes, increases the speed at which one gains a resistance to resistable syndromes, and reduces the chance of wounds being infected. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by body attribute ==&lt;br /&gt;
{{SkillsByBodyAttribute}}&lt;br /&gt;
&lt;br /&gt;
==Soul attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
===Analytical ability===&lt;br /&gt;
The dwarven median analytical ability of 1250 is slightly above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
The dwarven median focus of 1500 is above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
&amp;lt;!-- These values are somewhat suspect... --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 2500&amp;amp;ndash;5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;2499 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1251&amp;amp;ndash;1749 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1250 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;500 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
If both this and ENDURANCE are effectively above 1750, prevents falling over from exhaustion. The dwarven median willpower of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
The dwarven median creativity of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
The dwarven median intuition of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience; for example, it directly impacts the rate at which a character in [[adventure mode]] will become impatient during a conversation, and thusly determines the length of the discussion.&lt;br /&gt;
The dwarven median patience of 1250 is slightly above the human average. &lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
The dwarven median memory of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic ability===&lt;br /&gt;
The dwarven median linguistic ability of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial sense===&lt;br /&gt;
The dwarven median spatial sense of 1500 is above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2500&amp;amp;ndash;5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;2499 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1251&amp;amp;ndash;1749 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1250 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;500 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
The dwarven median musicality of 1000 is exactly the human average. &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic sense===&lt;br /&gt;
No special effect, but it should be noted that it's the most important skill-governing mental attribute for combat. The dwarven median kinesthetic sense of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astounding feel for the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of [his/her] own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
The dwarven median empathy of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social awareness===&lt;br /&gt;
Along with the leadership skill, determines the max follower count in adventure mode. The dwarven median social awareness of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by soul attribute ==&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by associated attributes ==&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
!rowspan=&amp;quot;144&amp;quot;|&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Carpenter]] || {{X|A}} || {{X|B}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Engraver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mason]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trainer]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || || || {{X|C}} || {{X|B}} || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal caretaker]] || || {{X|A}} || || || {{X|A}} || || || || || || {{X|B}} || || || || || {{X|C}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish cleaner]] || || {{X|A}} || || {{X|B}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Butcher]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tanner]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Milker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fisherdwarf]] || {{X|B}} || {{X|A}} || || || || {{X|A}} || || || || {{X|B}} || || || || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Furnace operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Strand extractor]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Weaponsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Armorsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Metalsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem cutter]] || || {{X|A}} || || || {{X|C}} || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Gem setter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stone crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Metal crafter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glassmaker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leatherworker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone carver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Axeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Swordsman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knife user]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Maceman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Hammerman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spearman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Crossbowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Shield user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Armor user]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Siege engineer]] || {{X|A}} || {{X|B}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bowyer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Pikeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lasher]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Blowgunner]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thrower]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mechanic]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Druid]] || || {{X|B}} || {{X|C}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Diagnostician]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone doctor]] || {{X|B}} || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crutch-walker]] || || {{X|A}} || || {{X|B}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood burner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lye maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Soaper]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Potash maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dyer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pump operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimmer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Persuader]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Negotiator]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Judge of intent]] || || || || || || || || || {{X|C}} || || || || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Appraiser]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Organizer]] || || || || || {{X|A}} || || || {{X|C}} || || || || || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Record keeper]] || || || || || {{X|A}} || {{X|C}} || || || || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Liar]] || || || || || || || || {{X|C}} || || || || {{X|A}} || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidator]] || {{X|A}} || {{X|B}} || || || || || || || || || || {{X|A}} || || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Conversationalist]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Comedian]] || || {{X|A}} || || || || || || {{X|B}} || || || || {{X|A}} || || || {{X|C}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Flatterer]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Consoler]] || || || || || || || || || || || || {{X|B}} || || || || {{X|A}} || {{X|C}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pacifier]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || || || || || {{X|A}} || || || || {{X|B}} || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Student]] || || || || || {{X|B}} || {{X|C}} || || || || || {{X|A}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Concentration]] || || || || || || {{X|A}} || {{X|C}} || || || {{X|B}} || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Discipline]] || || || || || || {{X|B}} || {{X|A}} || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Observer]] || || || || || || {{X|B}} || || || {{X|C}} || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wordsmith]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Writer]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Poet]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Reader]] || || || || || || {{X|B}} || || || || || {{X|C}} || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Speaker]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coordination]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Balance]] || {{X|B}} || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leader]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Teacher]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Archer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrestler]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Biter]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Kicker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dodger]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Misc. object user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapper]] || {{X|B}} || {{X|A}} || || || {{X|B}} || || || || || || || || {{X|A}} || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tactician]] || || || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shearer]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spinner]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Potter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glazer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Presser]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Beekeeper]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || || || || || || {{X|B}} || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax worker]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Climber]] || {{X|B}} || {{X|C}} || || {{X|A}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gelder]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dancer]] || {{X|C}} || {{X|A}} || || {{X|B}} || || || || || || || || || {{X|B}} || {{X|C}} || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Musician]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Singer]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyboardist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stringed instrumentalist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wind instrumentalist]] || || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Percussionist]] || {{X|C}} || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical thinker]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Logician]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mathematician]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Astronomer]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemist]] || || || || || {{X|A}} || {{X|B}} || || || || || {{X|C}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Geographer]] || || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Optics engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fluid engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Papermaker]] || {{X|A}} || {{X|B}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bookbinder]] || || {{X|A}} || || || || || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schemer]] || || || || || || || || {{X|C}} || {{X|B}} || || || || || || || || {{X|A}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Rider]] || || {{X|A}} || || || || || {{X|C}} || || || || || || || || {{X|A}} || {{X|B}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stonecutter]] || {{X|A}} || {{X|B}} || || || || || || || || {{X|C}} || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stone carver]] || {{X|B}} || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Skills have both Primary attributes (labeled &amp;quot;A&amp;quot;) and Secondary attributes (labeled &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot;). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points.&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance or Recuperation&lt;br /&gt;
*Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
== Dwarf attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.bay12games.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 870.83..., median 900.&lt;br /&gt;
&lt;br /&gt;
== Training attributes == &lt;br /&gt;
&lt;br /&gt;
It would seem that various skills train various attributes at different rates. For physical attributes and Willpower, military training works best - it relatively quickly gives a dwarf some extra Agility and Strength, making them walk and work faster in all areas (According to [http://www.bay12forums.com/smf/index.php?topic=121573.msg3944723#msg3944723] speed is a factor in determining how fast a labor is completed).  &lt;br /&gt;
&lt;br /&gt;
According to [https://www.reddit.com/r/dwarffortress/comments/zquv8f/psa_you_can_build_a_gym_for_your_military_with/] Reddit post, strength and stamina can be trained via screw pumps reasonably quickly. The pumps don't have to be adjacent to any liquids, and dwarves will still operate them, pumping air.&lt;br /&gt;
&lt;br /&gt;
Plant gathering trains Agility, Kinesthetic Sense, and Memory to a lesser degree. After a couple of years, plant gatherers become the faster dwarves in the fortress and are generally suitable for transfer to any demanding job.&lt;br /&gt;
&lt;br /&gt;
All attribute values are capped based on their initial value, the attribute's {{token|MENT_ATT_CAP_PERC}} or {{token|PHYS_ATT_CAP_PERC}} value (which defaults to 200), and the attribute's ''median'' value (i.e. the middle value in {{token|PHYS_ATT_RANGE}} or {{token|MENT_ATT_RANGE}}) - the exact cap is either ``(starting_value * ATT_CAP_PERC) / 100`` or ``starting_value + ATT_RANGE.MEDIAN``, whichever is higher.&lt;br /&gt;
&lt;br /&gt;
The speed of learning attributes is governed by &amp;quot;cost to improve&amp;quot; in {{token|PHYS_ATT_RATES}} and {{token|MENT_ATT_RATES}}. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labor to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.&lt;br /&gt;
&lt;br /&gt;
==Standard ranges==&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[0:0:0:0:0:0:0]                     || unattainable&lt;br /&gt;
|-&lt;br /&gt;
|[0:100:200:300:400:450:500]         || ---&lt;br /&gt;
|-&lt;br /&gt;
|[0:400:600:750:800:900:1100]        || --&lt;br /&gt;
|-&lt;br /&gt;
|[150:600:800:900:1000:1100:1500]    || -&lt;br /&gt;
|-&lt;br /&gt;
|[200:700:900:1000:1100:1300:2000]   || Default&lt;br /&gt;
|-&lt;br /&gt;
|[450:950:1150:1250:1350:1550:2250]  || +&lt;br /&gt;
|-&lt;br /&gt;
|[700:1200:1400:1500:1600:1800:2500] || ++&lt;br /&gt;
|-&lt;br /&gt;
|[1250:1500:1750:2000:2500:3000:5000]|| +++&lt;br /&gt;
|-&lt;br /&gt;
|[5000:5000:5000:5000:5000:5000:5000]|| max&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Attribute]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=310809</id>
		<title>Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ambusher&amp;diff=310809"/>
		<updated>2025-09-20T19:45:03Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|14:15, 12 February 2023 (CST)}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 2:0&lt;br /&gt;
| graphic    = [[File:hunter_sprite.png]]&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| specialty  = Hunter&lt;br /&gt;
| profession = [[Ranger]]&lt;br /&gt;
| job name   = [[Hunting]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Focus&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense}}&lt;br /&gt;
{{av}}&lt;br /&gt;
''Not to be confused with [[Ambush]].''&lt;br /&gt;
&lt;br /&gt;
The '''ambusher''' skill is what determines how well a unit can sneak without being caught. In fortress mode, [[dwarves]] with the '''hunting''' [[labor]] enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. Players need a crossbow, a [[quiver]], and [[bolt]]s to successfully hunt. The ambusher skill is listed among the 'misc' skills, the higher the character skill, the closer they can get. Dwarves using the ambush skill move more slowly, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard [[combat]] with their prey, using their [[crossbow]]. The skill is also used by enemy [[thief|thieves]] and [[ambush]]ers raiding your fortress or when you return the favor [[raid]]ing their sites.&lt;br /&gt;
&lt;br /&gt;
The standard load for embarking includes 3 quivers, and any [[immigration|immigrating]] hunters arrive with a full set of proper equipment: a metal crossbow, a quiver, and some bolts. A hunter armed with a crossbow will increase their [[Crossbowman|marksdwarf]], ambusher, and [[archery]] [[skill]]s. Graphically, ambushers will wear green clothes with brown underclothing, gloves and shoes.&lt;br /&gt;
&lt;br /&gt;
Since hunting is employed by players with varying success, and your military will go after any game that looks at them funny anyway, you might be safer doing the good old 'hunt with your military'. After all, your military can be told to pick a specific target, and, more conveniently, to ''stop'', too - one must remove the hunting labor from a hunter to get them to stop. The downside is that your military will often mangle the corpse in the process, making it unfit for butchering.&lt;br /&gt;
&lt;br /&gt;
== Caveats ==&lt;br /&gt;
A dwarf with the hunting labor enabled will sleep outside, causing unhappy thoughts. It may thus be necessary to watch the mood of a full-time hunter and take them off the job in time.&lt;br /&gt;
&lt;br /&gt;
[[Creature|Animals]] suitable to the biome will appear randomly on the edge of a map on each layer. By default, the layers are the surface and each cavern layer; dwarves can hunt wild animals on each of these layers. Only one group of animals will appear at any given time, and as soon as one group leaves another will take its place. This can result in your [[hoary marmot|marmot]] hunter suddenly having an unpleasant chitchat with an [[elephant]], [[giant eagle]], or [[cave dragon|worse]]. However, a seasoned and well-equipped hunter is more than a match for a giant eagle, and can be a good preemptive defense for your above-ground workers.&lt;br /&gt;
&lt;br /&gt;
An unskilled hunter will crawl in ambush mode, making the hunter unable to reach fast animals like badgers. Fortunately, an experienced one will be able to rapidly bring down even swift prey.&lt;br /&gt;
&lt;br /&gt;
Ten novice hunters working together can take down even very large, very fast animals. A highly skilled and agile hunter will be able to single-handedly take down nearly anything.&lt;br /&gt;
&lt;br /&gt;
If you have access to other ranged [[weapon]]s, [[bow]]s and [[blowgun]]s are not considered valid for hunting. Only weapons that use the [[crossbow]]/marksdwarf [[Weapon skill|skill]] work.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which they then pursue. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to their prey, there is a greater and greater chance they will be spotted by the animal and stop ambushing. Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking. Generally, when the dwarf is within shooting range the dwarf will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
You can assign animals [[Animal trainer|trained]] for hunting, like [[dog]]s, to your hunters, which can sneak alongside their masters and attack the hunter's prey. You can also assign war beasts, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually carry it home to the [[butcher's shop]] from where a [[butcher]] will then take over, and process the game animal to create many byproducts. The hunter may kill other creatures that are closer to them than the fleeing mark they are intent on catching. They will ignore the accidental carcasses, only bringing home the carcasses they have marked beforehand. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map, if you do not set the refuse orders to 'gather refuse from outside' ([[corpse]]s count as refuse). If you do this and have a good system of [[stockpile|stockpiles]], available dwarf [[hauling|haulers]] and a map free of menacing critters (like with calm [[surroundings]]), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
Hunters will shoot bolts at carp and other water creatures in a river. They won't recover the dead fish, though.&lt;br /&gt;
&lt;br /&gt;
After a period of time, most hunters will eventually cause the mass [[extinction]] of the wild animals in the biomes where your fort is located. There are two ways to prevent this: The first is to ensure that some animals always escape; many animals spawn on the map in groups or herds, and as long as at least one member of this group survives to leave the map later, the population of that creature will not decrease. The second method is to capture the wild animals, breed them, and then either release them back into the biome, or hunt the offspring.&lt;br /&gt;
&lt;br /&gt;
Necromancer hunters will sometimes raise the corpses of their prey, which they then get attacked by.&lt;br /&gt;
&lt;br /&gt;
== Weapons and tactics ==&lt;br /&gt;
You should consider training hunters in [[wrestling]] in order for them to defend themselves - it will help them to break the jaw-grips that the enemy critter places on them, and will help the dwarf wrestle on their own, and even to place their own jaw grips if both of their hands are incapacitated - the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the [[hammerdwarf]] skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf. Hunters will fight to the death if engaged, but get a job cancellation if they run out of bolts, which will cause them to run away from their target as fast as they can. Without bolts assigned, they may fight with the butt of the crossbow, which functions similarly to a [[war hammer]].&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer than using mere civilian hunters, particularly if they are agile enough to simply outrun the creatures. Military dwarves will typically be much better protected thanks to their [[armor]], and using them comes with the benefit of training their [[combat skill]]s when they fight their mark. However, this often mangles the corpse of the hunted creature making them unfit to be butchered.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially-suicidal results. This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Adventurer mode ==&lt;br /&gt;
[[File:sneak_button_preview.png|right]]In [[adventurer mode]], ambusher skill is gained by moving around while {{Adv menu icon|S}} sneaking is toggled on. Sneak mode will automatically toggle off during sleep/wait and on the first move from fast travel, so in order to ambush random encounters, you should remember to toggle it back on before continuing.&lt;br /&gt;
&lt;br /&gt;
A sneaking character can remain undetected by others so long as they remain out of the other creatures' scope of perception, which varies by sensory organs and [[observer]] skill. Until the character is detected, no [[level of conflict]] is generated between the character and an enemy or timid creature. Entering a friendly creature's scope of perception will generate some social discomfort toward your character. You will be unable to conceal yourself from any creature who detects you, but you will not automatically be revealed to others.&lt;br /&gt;
&lt;br /&gt;
Movement rates at normal or slower [[gait]] are unmodified by stealth, but reduced at gaits faster than walk. Ambushing success is also sharply reduced by quicker gaits. Ambushing skill offsets the sneak penalty for faster gaits, but not the movement rate penalty.&lt;br /&gt;
&lt;br /&gt;
== Raids ==&lt;br /&gt;
When sending your dwarves on raid [[missions]] (not pillaging or razing), the ambusher skill will affect their chances of success in relation to being spotted. Additionally, raiders may gain ambusher experience.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Weapons of hunters might not be assigned properly. Even if a hunter has a quiver and bow and assigned ammo, they may not have the ''right'' bow. Disable their hunting skill so they stockpile their equipment, then re-enable hunting when they're done.&lt;br /&gt;
* Having the Hunter labor toggled on will stop the dwarf from [[sleep]]ing in their [[bedroom]], making them accumulate negative [[thought]]s from having to sleep on the floor (if unsmoothed, apparently). Toggling the Hunter labor off allows them to use their bedrooms properly.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=310699</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=310699"/>
		<updated>2025-09-06T22:31:33Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Material properties */ From the source code.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following [[token]]s can be used in creating new [[:Category:material template raw pages|material templates]], as well as in [[material]] definitions (whether for inorganics or those within plants and creatures).&lt;br /&gt;
&lt;br /&gt;
Material templates are used to define broad classes of materials (eg. &amp;quot;stone&amp;quot;, or &amp;quot;milk&amp;quot;), the properties of which can be imported into other more specific material definitions (eg. &amp;quot;granite&amp;quot;, or &amp;quot;llama milk&amp;quot;) using the &amp;lt;code&amp;gt;[USE_MATERIAL_TEMPLATE:template_name]&amp;lt;/code&amp;gt; token.  When creating material templates, the &amp;lt;code&amp;gt;[OBJECT:MATERIAL_TEMPLATE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a material template [[raw file]].  Following this, each new material template definition begins with the &amp;lt;code&amp;gt;[MATERIAL_TEMPLATE:template_name]&amp;lt;/code&amp;gt; token, where &amp;lt;code&amp;gt;template_name&amp;lt;/code&amp;gt; is a unique identifier for the template, and that material's properties are then defined using the tokens listed below.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Urist asks|q=Materials use specific, often bespoke, units. Are there any tools to help convert from real-world values?|a=&lt;br /&gt;
Here are some web-based [[utilities]] designed for raw authoring.&lt;br /&gt;
&lt;br /&gt;
For [[material science|yield]] and [[strain at yield|elasticity]]: https://putnam3145.github.io/helper&lt;br /&gt;
&lt;br /&gt;
For [[temperature]]: https://jose96xd.github.io/DF_Tools/Modules/TemperatureConverter.html&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Material properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;template name&amp;gt;&lt;br /&gt;
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PREFIX}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;prefix&amp;gt; or NONE&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STONE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
| Overrides the name of [[Item token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot; instead of &amp;quot;boulders&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GEM}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
* &amp;lt;plural&amp;gt;&lt;br /&gt;
* OVERWRITE_SOLID (optional)&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEMP_DIET_INFO}}&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;type&amp;gt;&lt;br /&gt;
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_DYE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color tokens|color token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used as [[dye]], and defines color of dyed items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE}}&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent [[Item token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUILD_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BASIC_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[#Material states|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color tokens|color token]]&amp;gt;&lt;br /&gt;
| Determines the color of the material at the specified state. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[#Material states|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
| Determines the name of the material at the specified state, as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[#Material states|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Like [[#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[#Material states|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Sets both [[#STATE_NAME|STATE_NAME]] and [[#STATE_ADJ|STATE_ADJ]] at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ABSORPTION}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact (in kPa) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to latching and shaking (50% chance, with torsion the other 50%). Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to latching and shaking (50% chance). Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to to latching and shaking (50% chance). Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking (50% chance).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking (50% chance).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking (50% chance).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;pressure&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Strain at yield|strain]]&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAX_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item value]]&amp;gt;&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MULTIPLY_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item value]]&amp;gt;&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPEC_HEAT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;specific heat capacity&amp;gt;&lt;br /&gt;
| Rate at which the material heats up or cools down (in  J⋅kg&amp;lt;sup&amp;gt;−1&amp;lt;/sup&amp;gt;⋅K&amp;lt;sup&amp;gt;−1&amp;lt;/sup&amp;gt;.). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Items composed of this material will initially have this temperature. Used in conjunction with &amp;lt;code&amp;gt;[SPEC_HEAT:NONE]&amp;lt;/code&amp;gt; to make material's temperature fixed at the specified value. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[temperature]]&amp;gt;&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOLID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[density]]&amp;gt;&lt;br /&gt;
| Specifies the density (in kg/m³) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[density]]&amp;gt;&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MOLAR_MASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EXTRACT_STORAGE}}&lt;br /&gt;
| * BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUTCHER_SPECIAL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;prefix&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token. If this token is not specified, meat objects will be called &amp;quot;chops&amp;quot; instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOCK_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;singular&amp;gt;&lt;br /&gt;
*&amp;lt;plural&amp;gt;&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WAFERS}}&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;item reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.&lt;br /&gt;
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|REACTION_CLASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction class name&amp;gt;&lt;br /&gt;
| Used to classify all items made of the material, so that reactions can use them as generic reagents.&lt;br /&gt;
In default raws, the following are used:&lt;br /&gt;
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX&lt;br /&gt;
* CAN_GLAZE - items made from this material can be glazed.&lt;br /&gt;
* FLUX - can be used as [[flux]] in pig iron and steel making.&lt;br /&gt;
* GYPSUM - can be processed into [[gypsum plaster]].&lt;br /&gt;
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].&lt;br /&gt;
&lt;br /&gt;
The TALLOW reaction class also flags the material to be stored in &amp;quot;rendered fat&amp;quot; containers. Other default reaction classes might affect storage, too, but testing is needed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[lead|LEAD]]&amp;gt;&lt;br /&gt;
* &amp;lt;chance&amp;gt;&lt;br /&gt;
| Makes BOULDER items made of the material acceptable for [[Smelter|smelting]] into metal [[bar]]s, as well as [[Reactions#Reagents|reagents]] in reactions that require [[Item token#Related Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]].&amp;lt;br /&amp;gt;Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt;The chance determines the probability of yielding bars of the specified material (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[Raw adamantine|RAW_ADAMANTINE]]&amp;gt;&lt;br /&gt;
* &amp;lt;chance&amp;gt;&lt;br /&gt;
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL.&amp;lt;br /&amp;gt;The chance determines the probability of yielding strands of the specified material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HARDENS_WITH_WATER}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP_LEVEL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYNDROME}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ANTLER}}&lt;br /&gt;
|&lt;br /&gt;
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SCALE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HOOF}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHITIN}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CARTILAGE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_CATEGORY}}&lt;br /&gt;
| category&lt;br /&gt;
| Probably used in graphics. The following values for &amp;quot;category&amp;quot; are used in the vanilla raws: STANDARD, EYE, LUNG, HEART, INTESTINES, LIVER, STOMACH, PANCREAS, SPLEEN, KIDNEY, BRAIN, GIZZARD.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Material states===&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid material states:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|'''SOLID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''LIQUID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''GAS'''&lt;br /&gt;
|-&lt;br /&gt;
|'''POWDER''' (or '''SOLID_POWDER''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PASTE''' (or '''SOLID_PASTE''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PRESSED''' (or '''SOLID_PRESSED''')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following can be specified within tokens such as [[#STATE_NAME|STATE_NAME]], [[#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL'''&lt;br /&gt;
|Denotes all possible material states.&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL_SOLID'''&lt;br /&gt;
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material usage tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPLIES_ANIMAL_KILL}}&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;. Unlike milled plants, such as sugar and flour, &amp;quot;Bone Meal&amp;quot; barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with [[lye]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STRUCTURAL_PLANT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SEED_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BONE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HORN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PEARL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHELL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SILK}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GENERATES_MIASMA}}&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROTS}}&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot; in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GOO_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PUS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;sweat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;tears&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;spit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EVAPORATES}}&lt;br /&gt;
|&lt;br /&gt;
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ENTERS_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_VERMIN}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_RAW}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_COOKED}}&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DO_NOT_CLEAN_GLOB}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NO_STONE_STOCKPILE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_BARRED}}&lt;br /&gt;
|&lt;br /&gt;
| Theoretically allows the item to be made into {{token|BARRED|ar}} armor, but doesn't actually work (game checks for {{token|BONE|md}} instead). Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SCALED}}&lt;br /&gt;
|&lt;br /&gt;
| Theoretically allows the item to be made into {{token|SCALED|ar}} armor, but doesn't actually work (game checks for {{token|SHELL|md}} instead). Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Theoretically allows the item to be made into {{token|LEATHER|ar}} armor, but doesn't actually work (game checks for {{token|LEATHER|md}} instead). Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SOFT}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_HARD}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|UNDIGGABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_UNGLAZED}}&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|YARN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GLASS}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as &amp;quot;raw&amp;quot; instead of &amp;quot;rough&amp;quot; in its raw form or being displayed in the &amp;quot;glass&amp;quot; trade/embark category.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_CERAMIC}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CRYSTAL_GLASSABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON}}&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON_RANGED}}&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ANVIL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_AMMO}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DIGGER}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DELICATE}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SIEGE_ENGINE}}&lt;br /&gt;
|&lt;br /&gt;
| Theoretically, siege engine parts can be made out of this material. Does not appear to work (game checks for {{token|WOOD|md}} or {{token|IS_METAL|md}}+{{token|ITEMS_SOFT|md}} instead).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_QUERN}}&lt;br /&gt;
|&lt;br /&gt;
| Theoretically, querns and millstones can be made out of this material. Does not appear to work (game checks for {{token|ITEMS_HARD|md}} instead).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_NAME &lt;br /&gt;
| &lt;br /&gt;
* text &lt;br /&gt;
| Defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INJECTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_CONTACT}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_INHALED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INGESTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&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;
| {{text_anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&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 affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (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;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Hardcoded material]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Material definition token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=310612</id>
		<title>Orientation</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Orientation&amp;diff=310612"/>
		<updated>2025-08-29T02:05:58Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Orientation''' mediates how intelligent [[creatures]] are romantically attracted to one another, which, along with characters' [[Personality facet|personalities]] and time spent together, may build to a romantically involved [[relationship]] or [[marriage]]. Such relationships do not need to be opposite-sex, same-sex marriages and love affairs can in fact happen, both in world-gen and gameplay, albeit more rarely than opposite-sex romance.  Orientation is controlled by the {{token|ORIENTATION|c}} creature token, and defaults to 95%, of all creatures being interested in heterosexual relationships.&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
== Mechanic ==&lt;br /&gt;
The orientation token takes 4 arguments: {{token|ORIENTATION|c|&amp;lt;male/female&amp;gt;:&amp;lt;disinterested chance&amp;gt;:&amp;lt;lover-possible chance&amp;gt;:&amp;lt;commitment-possible chance&amp;gt;}}. A one-time check is made for each creature to determine orientation, by &amp;quot;rolling a die&amp;quot; once for each sex, against the total of the three chances for that sex. Disinterested means that they will not form romantic relationships.&lt;br /&gt;
&lt;br /&gt;
The orientation token is omitted from most creature definitions, and in its absence, the game uses some default settings:&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:5:20:75}} and {{token|ORIENTATION|c|FEMALE:75:20:5}} for a caste which has the {{token|FEMALE}} token under it.&lt;br /&gt;
* {{token|ORIENTATION|c|MALE:75:20:5}} and {{token|ORIENTATION|c|FEMALE:5:20:75}} for a caste which has the {{token|MALE}} token under it.&lt;br /&gt;
This pair of default settings generates all populations as 71.2% strictly heterosexual, 23.8% bisexual, 3.8% aromantic/asexual, and 1.2% strictly homosexual; for animals, this in practice can be boiled down to 95% opposite-sex interested and 5% not, meaning there is a 9.75% chance that a breeding pair of only one male and one female will breed properly (adding a second one of each reduces this to a 0.5% chance). Intelligent creatures require marriage to breed. If this behavior is undesirable, it can be fixed with DFHack's `fix-ster` script.&lt;br /&gt;
&lt;br /&gt;
== Modifying orientation ==&lt;br /&gt;
For more information about how modifying ''Dwarf Fortress'' files works, and specifically creature castes, see [[Modding#Creature_castes]].&lt;br /&gt;
&lt;br /&gt;
In order to correctly add a custom orientation to any creature, the {{token|ORIENTATION|c}} token with its 4 arguments must be placed beneath at least one of the {{token|CASTE|c}} tokens of that creature. Each caste only needs ''one'' orientation token to function correctly (and the game will indeed only use one per caste). Any orientation change to that caste is then effective immediately upon reloading a saved game (if the save file raws were edited) or generating a new world (if the base game raws were edited). Any previously formed relationships in a currently running game world remain intact, however any new relationship interactions are informed by the new orientation settings for that creature caste.&lt;br /&gt;
&lt;br /&gt;
* Adding the tokens {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:100:0:0}} beneath the {{token|CASTE:FEMALE}} token and {{token|ORIENTATION|c|FEMALE:0:0:100}}{{token|ORIENTATION|c|MALE:100:0:0}} beneath the {{token|CASTE:MALE}} token would effectively make each caste (and if only those two castes exist, the whole creature) behave exclusively heterosexually with no interest whatsoever toward the same sex, like they did in old versions. Keep in mind that the chance of none of your dwarves being capable of marrying is, at most, 2.7%, and as of 0.47 there are out-of-wedlock children anyway, so it's actually 0.0125%. That this modification is required to have more children is a myth at best.&lt;br /&gt;
* To make the entire creature or just one caste of the creature exclusively homosexual, simply apply the {{token|ORIENTATION}} token paired with the desired commitment-possible chances to the matching sex. In effect, apply the heterosexual-only change in reverse.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:0:0:100}}{{token|ORIENTATION|c|FEMALE:0:0:100}} to ''just one'' caste would effectively make that caste behave bisexually, with every interest in partnering up with anyone. The other unmodified castes would still use their own orientation token setting, or the default if there was no {{token|ORIENTATION}} token. Changing the ''ratio'' within the tokens from 0:0:100 to ''0:100:0'' would result in mostly only lovers with rare marriages.&lt;br /&gt;
* Adding {{token|ORIENTATION|c|MALE:100:0:0}}{{token|ORIENTATION|c|FEMALE:100:0:0}} to all castes would effectively make the creature behave asexually, with no interest in partnering up and having children (although non-hist fig populations will still marry and have children as normal, and may even arrive already-married with children as migrants). Gameplay-wise, if the player doesn't want their fortress involved with any children, it would be simpler just to edit the [[d_init.txt|baby/child cap]].&lt;br /&gt;
&lt;br /&gt;
A small reminder: As stated on the [[creature token]] page regarding {{token|ORIENTATION}} the values used are just a ratio, and not an actual percentage. The numbers do not need to add up to any specific number; a setting of 750:200:50 will provide the same effect as 75:20:5 and a setting of 99:99:99 the same as 1:1:1.&lt;br /&gt;
&lt;br /&gt;
== Adventure mode ==&lt;br /&gt;
[[Adventure mode|Adventurer]]s have a special &amp;quot;indeterminate&amp;quot; orientation which has no behavior, instead acting identically to asexuality (partially, because a {{token|SLOW_LEARNER}} with that orientation does not count as sterile and will breed in [[Fortress mode]]), and thus cannot ever marry or have children in vanilla, even after retiring them to a [[site]]. This can be changed with DFHack's ``fix-ster`` script, though you will have little control over your retired adventurer's partner choices once they're off-map.&lt;br /&gt;
&lt;br /&gt;
{{Category|Dwarves}}&lt;br /&gt;
{{Category|Relationships}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310348</id>
		<title>Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310348"/>
		<updated>2025-07-23T02:25:07Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Game folder */ i dunno if someone who was using windows vista or something wrote this whole article but a lot of this is very strange&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Dwarf Fortress's default '''game folder''' location depends on the game version, platform or operating system. It is possible that users will change the install drive or directory, thus these locations may vary.&lt;br /&gt;
&lt;br /&gt;
Non-portable (AppData) game folders were added in version 52.01.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Windows logo - 2012.svg|18px|link=]] &lt;br /&gt;
[[File:Icons8 flat linux.svg|18px|link=]] &lt;br /&gt;
[[File:Apple logo dark grey.svg|18px|link=]] &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game folder==&lt;br /&gt;
The game's installation folder is where all the game's content is stored. You might want to go to this folder to browse [[raw file]]s or to check logs. &lt;br /&gt;
&lt;br /&gt;
* '''Dwarf Fortress Classic''' is [[Installation|distributed]] in a zip archive. Depending on the operating system the game folder is either &amp;lt;code&amp;gt;df_##_##_win&amp;lt;/code&amp;gt; (with the version number, or the name chosen for the folder during extraction), &amp;lt;code&amp;gt;df_osx&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;df_linux&amp;lt;/code&amp;gt; and will be located where you choose to [[installation|extract it]]. Essentially its where you run the game from. For example: &amp;lt;code&amp;gt;C:\Games\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Steam''': The default locations are listed below. You can also find it through the app by right-click Dwarf Fortress in the Steam library and choose Properties, then go to the Local files tab and click Browse local files.&lt;br /&gt;
:* '''Windows''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Linux (via proton)''': &amp;lt;code&amp;gt;~/.steam/debian-installation/steamapps/common/Dwarf Fortress&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Itch.io''': The default location is &amp;lt;code&amp;gt;%APPDATA%\itch\apps\Dwarf Fortress\&amp;lt;/code&amp;gt; {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: On Windows, &amp;lt;code&amp;gt;%APPDATA%&amp;lt;/code&amp;gt; is a hidden folder that points to &amp;lt;code&amp;gt;C:\Users\(Username)\AppData\Roaming&amp;lt;/code&amp;gt;. You can use winkey+R and type 'appdata' to quickly jump there.&lt;br /&gt;
&lt;br /&gt;
== Savegame folder ==&lt;br /&gt;
:''Further information: [[Saved game folder]]''&lt;br /&gt;
The savegame folder contains the saved games, and backup saves from the game. The location of this depends on the settings, defaulting to non-portable{{v|52.01}}. Adding ``portable.txt`` to ``\(gamefolder)\data\prefs\`` (or setting the corresponding option in-game) makes the game save files to the installation directory.&lt;br /&gt;
&lt;br /&gt;
* '''Non-Portable''': &lt;br /&gt;
**Windows: &amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\save&amp;lt;/code&amp;gt; &lt;br /&gt;
**Linux: &amp;lt;code&amp;gt;/home/(Your username)/.local/share/Steam/steamapps/common/Dwarf Fortress/save&amp;lt;/code&amp;gt;.&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**The folder is located within the Dwarf Fortress gamefolder &amp;lt;code&amp;gt;(gamefolder)\saves\&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Mod folder ==&lt;br /&gt;
:''Further information: [[Modding]]''&lt;br /&gt;
The mod folders are where mods are stored. It is in the same game directory as the saves folder.&lt;br /&gt;
&lt;br /&gt;
* '''Non-portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\mods&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\data\installed_mods&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\data\installed_mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Key ==&lt;br /&gt;
{| &lt;br /&gt;
| [[File:Folder-orange.svg|20px|link=]] Dwarf Fortress &lt;br /&gt;
| : Game folder&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] data         &lt;br /&gt;
| : Contains game content.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] art         &lt;br /&gt;
| : Any images not loaded from vanilla graphics modules, primarily for the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] init        &lt;br /&gt;
| : Default versions of the settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] installed_mods &lt;br /&gt;
| : Folder of mod copies used when loading a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] sound       &lt;br /&gt;
| : Contains all audio and music files used in the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] vanilla     &lt;br /&gt;
| : Contains all the vanilla modules and raw files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mods         &lt;br /&gt;
| : Folder for mods before being loaded.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mod_upload  &lt;br /&gt;
| : Folder for uploading mods to Steam.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] prefs        &lt;br /&gt;
| : Contains all game setting files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] save         &lt;br /&gt;
| : Contains all save game files.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Game folders and files]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310347</id>
		<title>Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310347"/>
		<updated>2025-07-23T02:23:42Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Savegame folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Dwarf Fortress's default '''game folder''' location depends on the game version, platform or operating system. It is possible that users will change the install drive or directory, thus these locations may vary.&lt;br /&gt;
&lt;br /&gt;
Non-portable (AppData) game folders were added in version 52.01.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Windows logo - 2012.svg|18px|link=]] &lt;br /&gt;
[[File:Icons8 flat linux.svg|18px|link=]] &lt;br /&gt;
[[File:Apple logo dark grey.svg|18px|link=]] &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game folder==&lt;br /&gt;
The game's installation folder is where all the game's content is stored. You might want to go to this folder to browse [[raw file]]s or to check logs. &lt;br /&gt;
&lt;br /&gt;
* '''Dwarf Fortress Classic''' is [[Installation|distributed]] in a zip archive. Depending on the operating system the game folder is either &amp;lt;code&amp;gt;df_##_##_win&amp;lt;/code&amp;gt; (with the version number, or the name chosen for the folder during extraction), &amp;lt;code&amp;gt;df_osx&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;df_linux&amp;lt;/code&amp;gt; and will be located where you choose to [[installation|extract it]]. Essentially its where you run the game from. For example: &amp;lt;code&amp;gt;C:\Games\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Steam''': The default locations are listed below. You can also find it through the app by right-click Dwarf Fortress in the Steam library and choose Properties, then go to the Local files tab and click Browse local files.&lt;br /&gt;
:* '''Windows x86''': &amp;lt;code&amp;gt;C:\Program Files\Steam\steamapps\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Windows x86 (alt Windows 10)''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Windows x64''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Linux (via proton)''': &amp;lt;code&amp;gt;~/.steam/debian-installation/steamapps/common/Dwarf Fortress&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Itch.io''': The default location is &amp;lt;code&amp;gt;%APPDATA%\itch\apps\Dwarf Fortress\&amp;lt;/code&amp;gt; {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: On Windows, &amp;lt;code&amp;gt;%APPDATA%&amp;lt;/code&amp;gt; is a hidden folder that points to &amp;lt;code&amp;gt;C:\Users\(Username)\AppData\Roaming&amp;lt;/code&amp;gt;. You can use winkey+R and type 'appdata' to quickly jump there.&lt;br /&gt;
&lt;br /&gt;
== Savegame folder ==&lt;br /&gt;
:''Further information: [[Saved game folder]]''&lt;br /&gt;
The savegame folder contains the saved games, and backup saves from the game. The location of this depends on the settings, defaulting to non-portable{{v|52.01}}. Adding ``portable.txt`` to ``\(gamefolder)\data\prefs\`` (or setting the corresponding option in-game) makes the game save files to the installation directory.&lt;br /&gt;
&lt;br /&gt;
* '''Non-Portable''': &lt;br /&gt;
**Windows: &amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\save&amp;lt;/code&amp;gt; &lt;br /&gt;
**Linux: &amp;lt;code&amp;gt;/home/(Your username)/.local/share/Steam/steamapps/common/Dwarf Fortress/save&amp;lt;/code&amp;gt;.&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**The folder is located within the Dwarf Fortress gamefolder &amp;lt;code&amp;gt;(gamefolder)\saves\&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Mod folder ==&lt;br /&gt;
:''Further information: [[Modding]]''&lt;br /&gt;
The mod folders are where mods are stored. It is in the same game directory as the saves folder.&lt;br /&gt;
&lt;br /&gt;
* '''Non-portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\mods&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\data\installed_mods&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\data\installed_mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Key ==&lt;br /&gt;
{| &lt;br /&gt;
| [[File:Folder-orange.svg|20px|link=]] Dwarf Fortress &lt;br /&gt;
| : Game folder&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] data         &lt;br /&gt;
| : Contains game content.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] art         &lt;br /&gt;
| : Any images not loaded from vanilla graphics modules, primarily for the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] init        &lt;br /&gt;
| : Default versions of the settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] installed_mods &lt;br /&gt;
| : Folder of mod copies used when loading a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] sound       &lt;br /&gt;
| : Contains all audio and music files used in the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] vanilla     &lt;br /&gt;
| : Contains all the vanilla modules and raw files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mods         &lt;br /&gt;
| : Folder for mods before being loaded.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mod_upload  &lt;br /&gt;
| : Folder for uploading mods to Steam.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] prefs        &lt;br /&gt;
| : Contains all game setting files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] save         &lt;br /&gt;
| : Contains all save game files.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Game folders and files]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310346</id>
		<title>Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310346"/>
		<updated>2025-07-23T02:18:28Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Game folder */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Dwarf Fortress's default '''game folder''' location depends on the game version, platform or operating system. It is possible that users will change the install drive or directory, thus these locations may vary.&lt;br /&gt;
&lt;br /&gt;
Non-portable (AppData) game folders were added in version 52.01.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Windows logo - 2012.svg|18px|link=]] &lt;br /&gt;
[[File:Icons8 flat linux.svg|18px|link=]] &lt;br /&gt;
[[File:Apple logo dark grey.svg|18px|link=]] &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game folder==&lt;br /&gt;
The game's installation folder is where all the game's content is stored. You might want to go to this folder to browse [[raw file]]s or to check logs. &lt;br /&gt;
&lt;br /&gt;
* '''Dwarf Fortress Classic''' is [[Installation|distributed]] in a zip archive. Depending on the operating system the game folder is either &amp;lt;code&amp;gt;df_##_##_win&amp;lt;/code&amp;gt; (with the version number, or the name chosen for the folder during extraction), &amp;lt;code&amp;gt;df_osx&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;df_linux&amp;lt;/code&amp;gt; and will be located where you choose to [[installation|extract it]]. Essentially its where you run the game from. For example: &amp;lt;code&amp;gt;C:\Games\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Steam''': The default locations are listed below. You can also find it through the app by right-click Dwarf Fortress in the Steam library and choose Properties, then go to the Local files tab and click Browse local files.&lt;br /&gt;
:* '''Windows x86''': &amp;lt;code&amp;gt;C:\Program Files\Steam\steamapps\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Windows x86 (alt Windows 10)''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Windows x64''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Linux (via proton)''': &amp;lt;code&amp;gt;~/.steam/debian-installation/steamapps/common/Dwarf Fortress&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Itch.io''': The default location is &amp;lt;code&amp;gt;%APPDATA%\itch\apps\Dwarf Fortress\&amp;lt;/code&amp;gt; {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: On Windows, &amp;lt;code&amp;gt;%APPDATA%&amp;lt;/code&amp;gt; is a hidden folder that points to &amp;lt;code&amp;gt;C:\Users\(Username)\AppData\Roaming&amp;lt;/code&amp;gt;. You can use winkey+R and type 'appdata' to quickly jump there.&lt;br /&gt;
&lt;br /&gt;
== Savegame folder ==&lt;br /&gt;
:''Further information: [[Saved game folder]]''&lt;br /&gt;
The savegame folder contains the saved games, and backup saves from the game. The location of this depends on the settings, defaulting to non-portable{{v|52.01}}. Adding ``portable.txt`` to ``\(gamefolder)\data\prefs\`` (or setting the corresponding option in-game) makes the game save files to the installation directory.&lt;br /&gt;
&lt;br /&gt;
* '''Non-Portable''': &amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\save&amp;lt;/code&amp;gt;.&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**The folder is located within the Dwarf Fortress gamefolder &amp;lt;code&amp;gt;(gamefolder)\saves\&amp;lt;/code&amp;gt;.&lt;br /&gt;
**On a Windows system, if the game was installed in the 'Program Files' subdirectory, the folder is instead located at &amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Local\VirtualStore\Program Files\Dwarf Fortress\save&amp;lt;/code&amp;gt;.{{verify}}&lt;br /&gt;
**'''Steam Deck''': &amp;lt;code&amp;gt;/home/deck/.local/share/Steam/steamapps/common/Dwarf Fortress/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mod folder ==&lt;br /&gt;
:''Further information: [[Modding]]''&lt;br /&gt;
The mod folders are where mods are stored. It is in the same game directory as the saves folder.&lt;br /&gt;
&lt;br /&gt;
* '''Non-portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\mods&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\data\installed_mods&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\data\installed_mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Key ==&lt;br /&gt;
{| &lt;br /&gt;
| [[File:Folder-orange.svg|20px|link=]] Dwarf Fortress &lt;br /&gt;
| : Game folder&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] data         &lt;br /&gt;
| : Contains game content.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] art         &lt;br /&gt;
| : Any images not loaded from vanilla graphics modules, primarily for the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] init        &lt;br /&gt;
| : Default versions of the settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] installed_mods &lt;br /&gt;
| : Folder of mod copies used when loading a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] sound       &lt;br /&gt;
| : Contains all audio and music files used in the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] vanilla     &lt;br /&gt;
| : Contains all the vanilla modules and raw files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mods         &lt;br /&gt;
| : Folder for mods before being loaded.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mod_upload  &lt;br /&gt;
| : Folder for uploading mods to Steam.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] prefs        &lt;br /&gt;
| : Contains all game setting files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] save         &lt;br /&gt;
| : Contains all save game files.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Game folders and files]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310345</id>
		<title>Game folders and files</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Game_folders_and_files&amp;diff=310345"/>
		<updated>2025-07-23T02:18:15Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
Dwarf Fortress's default '''game folder''' location depends on the game version, platform or operating system. It is possible that users will change the install drive or directory, thus these locations may vary.&lt;br /&gt;
&lt;br /&gt;
Non-portable (AppData) game folders were added in version 52.01.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
[[File:Windows logo - 2012.svg|18px|link=]] &lt;br /&gt;
[[File:Icons8 flat linux.svg|18px|link=]] &lt;br /&gt;
[[File:Apple logo dark grey.svg|18px|link=]] &lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Game folder==&lt;br /&gt;
The game's installation folder is where all the game's content is stored. You might want to go to this folder to browse [[raw file]]s or to check logs. &lt;br /&gt;
&lt;br /&gt;
* '''Dwarf Fortress Classic''' is [[Installation|distributed]] in a zip archive. Depending on the operating system the game folder is either &amp;lt;code&amp;gt;df_##_##_win&amp;lt;/code&amp;gt; (with the version number, or the name chosen for the folder during extraction), &amp;lt;code&amp;gt;df_osx&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;df_linux&amp;lt;/code&amp;gt; and will be located where you choose to [[installation|extract it]]. Essentially its where you run the game from. For example: &amp;lt;code&amp;gt;C:\Games\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
* '''Steam''': The default locations are listed below. You can also find it through the app by right-click Dwarf Fortress in the Steam library and choose Properties, then go to the Local files tab and click Browse local files.&lt;br /&gt;
:* '''Windows x86''': &amp;lt;code&amp;gt;C:\Program Files\Steam\steamapps\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Windows x86 (alt Windows 10)''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Windows x64''': &amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\Dwarf Fortress\&amp;lt;/code&amp;gt;&lt;br /&gt;
:* '''Linux (via proton)''': &amp;lt;code&amp;gt;~/.steam/debian-installation/steamapps/common/Dwarf Fortress&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Itch.io''': The default location is &amp;lt;code&amp;gt;%APPDATA%\itch\apps\Dwarf Fortress\&amp;lt;/code&amp;gt; {{Verify}}&lt;br /&gt;
&lt;br /&gt;
Note: On Windows, &amp;lt;code&amp;gt;%APPDATA%&amp;lt;/code&amp;gt; is a hidden folder that points to &amp;lt;code&amp;gt;C:\Users\(Username)\AppData&amp;lt;/code&amp;gt;. You can use winkey+R and type 'appdata' to quickly jump there.&lt;br /&gt;
&lt;br /&gt;
== Savegame folder ==&lt;br /&gt;
:''Further information: [[Saved game folder]]''&lt;br /&gt;
The savegame folder contains the saved games, and backup saves from the game. The location of this depends on the settings, defaulting to non-portable{{v|52.01}}. Adding ``portable.txt`` to ``\(gamefolder)\data\prefs\`` (or setting the corresponding option in-game) makes the game save files to the installation directory.&lt;br /&gt;
&lt;br /&gt;
* '''Non-Portable''': &amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\save&amp;lt;/code&amp;gt;.&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**The folder is located within the Dwarf Fortress gamefolder &amp;lt;code&amp;gt;(gamefolder)\saves\&amp;lt;/code&amp;gt;.&lt;br /&gt;
**On a Windows system, if the game was installed in the 'Program Files' subdirectory, the folder is instead located at &amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Local\VirtualStore\Program Files\Dwarf Fortress\save&amp;lt;/code&amp;gt;.{{verify}}&lt;br /&gt;
**'''Steam Deck''': &amp;lt;code&amp;gt;/home/deck/.local/share/Steam/steamapps/common/Dwarf Fortress/save&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Mod folder ==&lt;br /&gt;
:''Further information: [[Modding]]''&lt;br /&gt;
The mod folders are where mods are stored. It is in the same game directory as the saves folder.&lt;br /&gt;
&lt;br /&gt;
* '''Non-portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\mods&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;C:\Users\(Your username)\AppData\Roaming\Bay 12 Games\Dwarf Fortress\data\installed_mods&amp;lt;/code&amp;gt;&lt;br /&gt;
* '''Portable''':&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
**&amp;lt;code&amp;gt;(gamefolder)\data\installed_mods\&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Key ==&lt;br /&gt;
{| &lt;br /&gt;
| [[File:Folder-orange.svg|20px|link=]] Dwarf Fortress &lt;br /&gt;
| : Game folder&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] data         &lt;br /&gt;
| : Contains game content.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] art         &lt;br /&gt;
| : Any images not loaded from vanilla graphics modules, primarily for the main menu.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] init        &lt;br /&gt;
| : Default versions of the settings.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] installed_mods &lt;br /&gt;
| : Folder of mod copies used when loading a world.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] sound       &lt;br /&gt;
| : Contains all audio and music files used in the game.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] vanilla     &lt;br /&gt;
| : Contains all the vanilla modules and raw files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mods         &lt;br /&gt;
| : Folder for mods before being loaded.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;emsp;&amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] mod_upload  &lt;br /&gt;
| : Folder for uploading mods to Steam.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] prefs        &lt;br /&gt;
| : Contains all game setting files.&lt;br /&gt;
|-&lt;br /&gt;
| &amp;amp;emsp;&amp;amp;#x25cf; [[File:Folder.svg|20px|link=]] save         &lt;br /&gt;
| : Contains all save game files.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{files}}&lt;br /&gt;
[[ru:Game folders and files]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=309401</id>
		<title>Lua functions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=309401"/>
		<updated>2025-05-14T20:25:00Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: ditto&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modding}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress defines a number of functions in addition to those standard for [https://www.lua.org/manual/5.4/ Lua 5.4].&lt;br /&gt;
&lt;br /&gt;
==C++ Function Calls==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''int'' {{text anchor|trandom}}(''int'' n)&lt;br /&gt;
| Returns a 32-bit integer from {{Tooltip|0 to n-1|Lua arrays start at 1, C++ arrays start at 0, hence the discrepancy.}}. Uses DF's internal RNG system instead of ``math.random()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_words}}(''str'' s)&lt;br /&gt;
| Capitalizes every word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_first_word}}(''str'' s)&lt;br /&gt;
| Capitalizes the first word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|utterance}}()&lt;br /&gt;
| Returns a word from the [[kobold language]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|lua_log}}(''str'' s)&lt;br /&gt;
| Prints a string to ``Dwarf Fortress/lualog.txt``. The ``log()`` function is more robust and should be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
''void'' {{text anchor|raws.register_creatures}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_entities}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_inorganics}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_interactions}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_items}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_languages}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_plants}}(''table'' lines){{verify}}&lt;br /&gt;
| Takes a table of [[token]]s and reads them as that type of [[raw file]]. It is not necessary to add a header.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Globals==&lt;br /&gt;
Helper functions are defined in ``init/globals.lua``, and can be accessed by any script even if ``vanilla_procedural`` is not loaded.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
This function is defined in ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_generated_info}}(''table'' tbl)&lt;br /&gt;
| Adds {{token|GENERATED}} to the input table, and {{token|SOURCE_HFID}}/{{token|SOURCE_ENID}} if IDs are defined. Necessary for generated raws to be saved properly.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Randomization===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_no_replace}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table, then removes it from the table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_conditional}}(''table'' t, ''function'' cond,...)&lt;br /&gt;
| Returns a random value from a table that satisfies ``cond(...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|one_in}}(''num'' x)&lt;br /&gt;
| Returns true with a one in x chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_pairs}}(''table'' tbl)&lt;br /&gt;
| Returns a random key from a table. For example, ``pick_random_pairs( {WATER = true} )`` returns &amp;quot;WATER&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_weighted_from_table}}(''table'' tbl)&lt;br /&gt;
| Requires a table of tables with ``weight`` keys. Returns a weighted random value.&lt;br /&gt;
At debug level &amp;gt;=4, logs the roll.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|generate_from_list}}(''table'' tbl,...)&lt;br /&gt;
| Requires a table of functions that return a ``weight`` key. Runs each function and returns a weighted random output. Used by [[werebeast]]s to generate an interaction and link to options from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tables===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|split_to_lines}}(''table'' tbl,''string'' str)&lt;br /&gt;
| Adds a string into a table, with each line being a separate key.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|map_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Combines two tables. If ``tbl1`` already has a value for a given key, it will not be overwritten. Used for sets such as ``{ WATER = true }``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|table_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Adds each value from ``tbl2`` onto the end of ``tbl1``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|find_in_array_part}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Returns true if ``item`` is a value in ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|convert_array_to_set}}(''table'' tbl)&lt;br /&gt;
| For each key in a table, sets the value to true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|add_unique}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Adds ``item`` to the end of ``tbl`` if not already present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|remove_item}}(''table'' tbl, ''value'' item)&lt;br /&gt;
| Removes all instances of ``item`` from ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|shallow_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|deep_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table recursively copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|log}}(...)&lt;br /&gt;
| Logs the input to ``Dwarf Fortress/lualog.txt``. Used for most cases.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_caller_loc_string}}()&lt;br /&gt;
| Returns the debug source info and the current line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_debug_logger}}(''num'' level=1,...)&lt;br /&gt;
| Logs ``get_caller_loc_string()`` and any overloads if the ``debug_level`` is at least ``level``. ``debug_level`` is a global variable that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|partial_function}}(''function'' f, arg,...)&lt;br /&gt;
| Returns ``f(arg,...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|log_table}}(''table''&amp;amp;nbsp;tbl, ''num''&amp;amp;nbsp;debug_level=0, ''num''&amp;amp;nbsp;nest_level=0, ''num''&amp;amp;nbsp;added_debug_from_nest=0)&lt;br /&gt;
| Logs a table if the global ``debug_level`` is at least the input ``debug_level``. ``nest_level`` starts at 0 and adds ``added_debug_from_nest`` for each nesting to the input debug level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|print_table}}(''table'' tbl, ''num'' nest_level=0)&lt;br /&gt;
| Logs a table, regardless of debug level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spheres===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_random_sphere_adjective}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random string from global table ``random_sphere_adjective[sph]``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|get_random_sphere_noun}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random table ``tbl`` from global table ``random_sphere_nouns[sphere]``.&lt;br /&gt;
``tbl`` has two members: ``tbl.str``, which is a string; and ``tbl.flags``, which defaults to ``{OF=true,PREPOS=true,PRE=true}``, for grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_sphere_mpp}}(''table''&amp;amp;nbsp;sphere_list, ''string''&amp;amp;nbsp;[[Sphere#Sphere tokens|new_s]], ''table''&amp;amp;nbsp;available_sphere, ''table''&amp;amp;nbsp;available_sphere_cur)&lt;br /&gt;
| Adds ``new_s`` to ``sphere_list`` and all parents and children. Sets the added spheres in ``available_sphere`` and ``available_sphere_cur`` to false, and sets all enemies in ``available_sphere_cur`` to false.&lt;br /&gt;
At debug level &amp;gt;= 2, will be logged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generation Tables==&lt;br /&gt;
The ``generate()`` function is defined in ``init/generators.lua``, and is called to generate objects.&lt;br /&gt;
&lt;br /&gt;
Each type of random object is defined through a function that generates a table of raws. To generate objects for specific purposes, ``generate()`` can call functions from a table and provide inputs such as ``tok`` (unique token string).&lt;br /&gt;
For example, [[forgotten beast]]s are unique and generated for each cave region. If multiple functions are defined in ``creatures.fb``, such as both ``creatures.fb.default`` and a modded forgotten beast, the game uses the ``weight`` output to influence which one will be randomly chosen.&lt;br /&gt;
&lt;br /&gt;
By default, objects are generated in this order: unittests{{Tooltip|*|if debug_level is at least 0}}, preprocess, do_once, materials, items, languages, creatures, interactions, entities, and postprocess. Do note that you can register raws at any step. For example, each [[vault]] entity generates a set of [[divine equipment]] during the entity step, and [[werebeast]]s generate a curse interaction during the creature step.&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
&lt;br /&gt;
All functions in these tables are run each tick, but global variable ``random_object_parameters`` is only ever populated with values once per generation. Functions called through these tables are not supplied with arguments.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| preprocess&lt;br /&gt;
| Runs once the world's terrain has been finalized and before history can begin.&lt;br /&gt;
Includes two functions by default:&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.demon()``, which populates the distribution of ``demon_type`` string inputs&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.bogeyman_polymorph()``, which generates the [[bogeyman]]'s polymorph interaction if bogeymen exist&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_once&lt;br /&gt;
| Runs immediately after all functions in preprocess, and before all other generation steps. Only runs if ``random_object_parameters.main_world_randoms = true``, for added safety.&lt;br /&gt;
Recommended for generating custom objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| postprocess&lt;br /&gt;
| Runs after all other generation steps are finished.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| unittests&lt;br /&gt;
| Runs before preprocess if the global ``debug_level`` is greater than 0. Expects a boolean output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| languages&lt;br /&gt;
| For each function in this table, registers a language. Expects table of key-value pairs where the key is the [[Language token#WORD|word token]] and the value is the translated string.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Article&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.angel.great_beast&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_generic&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_warrior&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Angel]] (see [[Angel#Angel types|types]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.demon&lt;br /&gt;
| function(demon_type,difficulty,tok)&lt;br /&gt;
| [[Demon]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.experiment.beast_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.beast_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid_giant&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid&amp;lt;br&amp;gt;&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Experiment]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.fb&lt;br /&gt;
| function(layer_type,tok)&lt;br /&gt;
| [[Forgotten beast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.bogeyman&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Bogeyman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.nightmare&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Nightmare]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.troll&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Night troll]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.werebeast&lt;br /&gt;
werebeast_origin_interactions{{Tooltip|*|Called by vanilla_procedural, not by init/generators}}&lt;br /&gt;
| function(tok)&lt;br /&gt;
function(tok,name,options)&lt;br /&gt;
| [[Werebeast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.titan&lt;br /&gt;
| function(subregion,tok)&lt;br /&gt;
| [[Titan]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entities===&lt;br /&gt;
&lt;br /&gt;
Generated entities are supplied with the ``idx`` parameter, which is a number that starts at 1 and increments by 1 for each entity of that type. It can be used to give a unique ID to [[divine equipment]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Articles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.vault_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vault]] ([[angel]]s)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.mythical_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Mysterious dungeon]] ([[dungeon guardian]]s)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interactions===&lt;br /&gt;
&lt;br /&gt;
====World====&lt;br /&gt;
World interactions are generated in the ``generate_random_interactions()`` step of ``generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.blessing.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.blessing.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: luck, holy item, healing, etc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.curse.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.curse.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: week of curse&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.curse.major&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.disturbance&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Mummy]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical&lt;br /&gt;
| function(idx,power_level,[[sphere]])&lt;br /&gt;
| [[Dungeon guardian]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical_item_power&lt;br /&gt;
| spheres={}, interaction=function()&lt;br /&gt;
| [[Primordial remnant#List of powers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.regional&lt;br /&gt;
| function(idx)&lt;br /&gt;
| Reanimating [[Surroundings#Evil|evil biomes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.secrets&lt;br /&gt;
| function(idx,[[sphere]])&lt;br /&gt;
| [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
Powers are stored in the ``interactions.powers`` table and can be generated by other interactions. The structure of each power entry contains several keys that determine how it can be added to an interaction's syndrome.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags&lt;br /&gt;
| ''table''&lt;br /&gt;
| A table of user-defined values that can be checked by other functions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags.lieutenant&lt;br /&gt;
| ''bool''&lt;br /&gt;
| If true, available to [[intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rarity&lt;br /&gt;
| ''number'' n&lt;br /&gt;
| Higher is rarer. An [[intelligent undead]] has a 1 in n chance to receive this power.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| gen&lt;br /&gt;
| ''table'' ``tbl``, ''table'' ``end_tbl`` function(name)&lt;br /&gt;
| Generates and returns lines of raws.&lt;br /&gt;
* ``tbl`` consists of [[syndrome]] lines comprising {{token|CE_CAN_DO_INTERACTION|syndrome}} and ``[[Interaction token#Usage|CDI]]``.&lt;br /&gt;
* ``end_tbl`` consists of lines that define the [[interaction]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interaction helpers====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant(''string''&amp;amp;nbsp;name, ''string''&amp;amp;nbsp;name_plural, ''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Generates an interaction that raises an [[intelligent undead]] and calls ``basic_lieutenant_powers(token)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant_powers(''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Adds any number of powers (chosen from among ``interaction.powers``) and 0-5 sicken effects (from ``add_curses()``) to the current definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl``, ''int''&amp;amp;nbsp;``idx`` add_curses(''table''&amp;amp;nbsp;tbl, ''table''&amp;amp;nbsp;end_tbl, ''string''&amp;amp;nbsp;token, ''int''&amp;amp;nbsp;num, ''int''&amp;amp;nbsp;start_idx, ''int''&amp;amp;nbsp;sev, ''table''&amp;amp;nbsp;good_effects)&lt;br /&gt;
| Adds ``num`` curses/afflictions to the current definition. ``good_effects`` lists the possible curses that can be chosen from ``default_curse_effects``, and ``sev`` is the syndrome's severity. Basic lieutenants use a ``sev`` of 500.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' get_abstract_gesture()&lt;br /&gt;
| Returns a random string from either ``gestures`` or ``gestures_abstract``, used for {{token|VERB|interaction}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
====Instruments====&lt;br /&gt;
&lt;br /&gt;
The default [[instrument]] system is not currently open to Lua, but ``generators.lua`` defines tables for each token.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.keyboard&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_KEYBOARD_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.stringed&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_STRINGED_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.wind&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_WIND_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.percussion&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_PERCUSSION_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Divine equipment====&lt;br /&gt;
{{Main|Divine equipment}}&lt;br /&gt;
``entities.vault_guardian.default`` generates from the list ``angel_item_gens``, the default function of which then calls functions from ``angel_item_info``. Unless otherwise stated, the '''Behavior''' column refers to the behavior of how ``angel_item_gens.default`` generates from these lists.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Behavior&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| angel_item_gens&lt;br /&gt;
| function(prefix,tokens)&lt;br /&gt;
| Called by ``entities.vault_guardian.default``, which supplies a unique ``prefix`` and doesn't provide ``tokens``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.armor.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.shoes.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.shield.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[armor]] for each slot and 1 [[shield]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.clothing.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.shoes.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[clothing]] for each slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.weapon.PIKE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.WHIP.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BOW.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BLOWGUN.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.AXE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SWORD.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.DAGGER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.MACE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.HAMMER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SPEAR.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.CROSSBOW.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 5 [[weapon]]s. The tables correspond to [[combat skill]]s, and are not repeated. For example, a vault can't generate two types of swords.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.ammo.ARROW&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BOLT&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BLOWDART&lt;br /&gt;
| function()&lt;br /&gt;
| When a ranged weapon is generated, it will also generate a random subtype of the proper ammunition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Article&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.clouds&lt;br /&gt;
materials.rain&lt;br /&gt;
| function()&lt;br /&gt;
| [[Evil weather]]&lt;br /&gt;
| Associated regional [[interaction]]s are automatically written by ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.divine.metal&lt;br /&gt;
materials.divine.silk&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Divine metal]]&lt;br /&gt;
[[Divine fabric]]&lt;br /&gt;
| The list of potential spheres is determined by the individual function. See [[Lua script examples#New divine metal]].&lt;br /&gt;
{{token|DIVINE|inorganic}} and {{token|SPHERE|inorganic}} are added by ``generators.lua`` rather than in the individual function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_remnant&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Primordial remnant]]&lt;br /&gt;
| Possible spheres are determined by ``random_object_parameters.mythical_sphere``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_healing&lt;br /&gt;
| function()&lt;br /&gt;
| [[Mythical substance]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random Creatures==&lt;br /&gt;
&lt;br /&gt;
Creatures generated by ``vanilla_procedural`` use a number of shared functions to determine their attributes. The local ``options`` table stores most of the data used by these steps.&lt;br /&gt;
&lt;br /&gt;
===RCP Functions===&lt;br /&gt;
The random creature profile determines the basic body of a generated creature, such as &amp;quot;humanoid&amp;quot; or &amp;quot;[[toad]]&amp;quot;, and provides options and data to later build the proper creature definition.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' get_random_creature_profile(options,blacklist)&lt;br /&gt;
| Makes a weighted random choice of options from ``random_creature_types`` that satisfy arguments set in ``options`` (``options.do_water``, etc) and ``blacklist``. Falls back to ``random_creature_types.GENERAL_BLOB``.&lt;br /&gt;
At debug_level &amp;gt;= 3, will log failures. At debug_level &amp;gt;= 4, will also log successes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' is_valid_random_creature(''string''&amp;amp;nbsp;creature, ''bool''&amp;amp;nbsp;do_water, ''bool''&amp;amp;nbsp;humanoid_only, ''bool''&amp;amp;nbsp;is_good, ''bool''&amp;amp;nbsp;beast_only)&lt;br /&gt;
| Checks if ``creature`` is a valid key in certain tables depending on the arguments: aquatic (``do_water``), can be &amp;quot;twisted into humanoid form&amp;quot; (``humanoid_only``), isn't an &amp;quot;evil&amp;quot; species (``is_good``), and is an animal species (``beast_only``) &lt;br /&gt;
At debug_level &amp;gt;= 3, will be logged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' finalize_random_creature_types()&lt;br /&gt;
| If ``random_creature_types_finalized`` is false: sets it to true and iterates over ``random_creature_types`` to sanitize certain inputs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shared Functions===&lt;br /&gt;
&lt;br /&gt;
Default creatures use ``add_regular_tokens()``, ``populate_sphere_info()``, ``get_random_creature_profile()``, ``add_body_size()`` and ``build_procgen_creature()`` as the main steps in generating raws.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_regular_tokens(tbl,options)&lt;br /&gt;
| Adds tokens to ``tbl``. Sets {{token|PETVALUE|2000}}, calculates material weaknesses (if ``options.material_weakness``), and adds a few immunity tokens depending on ``options.normal_biological``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tile_string(arg)&lt;br /&gt;
| Returns a string usable for {{token|CREATURE_TILE}}. Encloses number arguments in ``'`` characters.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_body_size(tbl,size,options)&lt;br /&gt;
| Adds {{token|BODY_SIZE|0:0:size}} and sets ``options.body_size``. Calls ``body_size_properties()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size_properties(tbl,size,options)&lt;br /&gt;
| Adds {{token|BUILDINGDESTROYER|2}} if size &amp;gt; 80,000; adds {{token|GRASSTRAMPLE|20}} and {{token|TRAPAVOID}} if size &amp;gt; 100,000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| populate_sphere_info(tbl,options)&lt;br /&gt;
| Adds {{token|SPHERE}} tokens from ``options.spheres``. If ``options.do_sphere_rcm``, 1/2 chance to set ``options.sphere_rcm``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_poison_bits(tbl,options)&lt;br /&gt;
| Generates a [[Venom|poison material]] based on ``options.poison_state`` and ``options.sickness_name``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
| Calls ``build_body_from_rcp()``, ``build_description()``, and ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_body_from_rcp(rcp,tbl,options)&lt;br /&gt;
| Generates based on ``rcp`` and ``options``, assigns tweaks (mutations from the base body), tissues, organs, special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_description(tbl,options)&lt;br /&gt;
| Writes the {{token|DESCRIPTION}} and any {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_pcg_graphics(tbl,options)&lt;br /&gt;
| Assigns [[procedural graphics layer]]s based on ``options.pcg_layering`` keys set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Usage&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| token&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| The creature's token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_water&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Use an aquatic RCP (``water_based_random_creature``)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| humanoid_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Use a RCP that can be turned into a humanoid form (``humanoidable_random_creature``)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| beast_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Forbids generic humanoid/blob/quadruped RCPs (``not_beast_random_creature``).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| normal_biological&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| If false, adds {{token|AMPHIBIOUS}}, {{token|SWIMS_INNATE}}, {{token|NONAUSEA}}, {{token|NOEXERT}}, {{token|NO_DIZZINESS}}, {{token|NOPAIN}}, {{token|NOSTUN}}. Used by [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_nobreathe&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|NOBREATHE}}, even if not uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_general_poison&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If false and the creature has blood or ichor, adds {{token|CREATURE_CLASS|c|GENERAL_POISON}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_immune&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|FIREIMMUNE}}. Does not affect materials. Set if the creature has a fire interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| material_weakness&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| Will gain a 10x {{token|MATERIAL_FORCE_MULTIPLIER}} to a random weapon [[metal]] and a {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c|1:2}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_good&lt;br /&gt;
|&lt;br /&gt;
get_random_creature_profile()&amp;lt;br&amp;gt;&lt;br /&gt;
build_body_from_rcp()&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| Forbids &amp;quot;evil&amp;quot; RCPs (``cannot_be_good_random_creature``).&lt;br /&gt;
Affects options for materials, tweaks, description. Cannot have attack tweaks unless the RCP forces it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_evil&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Affects options for materials, tweaks, description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| spheres&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
color_picker_functions&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| A set of the creature's spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Adds a 1/2 chance to set ``options.sphere_rcm`` to a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pick_sphere_rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| If uniform, adds an additional 1/2 chance to use a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pos_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Temporary data storage for possible sphere RCM during ``populate_sphere_info()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sphere_rcm&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Forces the creature to be uniform and made of that ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_insubstantial&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If uniform, will always choose an insubstantial material from ``insubstantial_materials``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| never_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.r_class`` is UNIFORM, change it to FLESHY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Changes ``options.r_class`` to UNIFORM.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_not_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Do not randomly change ``options.r_class`` to UNIFORM (normally there is a 1/20 chance), unless ``options.sphere_rcm`` is set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_var&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| A string for {{token|APPLY_CREATURE_VARIATION}}, ex: &amp;quot;STANDARD_WALKING_GAITS&amp;quot;. Usually set by ``rcp.body_base``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_speed&lt;br /&gt;
special_walk_speed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The basic walking speed in a creature's [[gait]]. ``options.special_walk_speed`` will be used instead of ``options.walk_speed`` if both are present.&lt;br /&gt;
Crawling bodies use a ``options.walk_speed`` of 2900, walking bodies use 900.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_fly_gaits&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Creature has a flying gait even if wings aren't added. ``local add_fly_gaits`` is used for creatures with wings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible_flier&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.intangible`` (set by certain uniform materials), sets ``options.add_fly_gaits`` and adds {{token|FILER}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| cannot_swim&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add a [[swimming]] gait.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add any random tweaks (such as body parts or attacks) to the basic creature that aren't specified by the RCP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_glowing_eyes&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will always add glowing eyes if the creature has ``options.eyes``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
no_glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_antennae&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_mandibles&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add the listed body tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_random_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add attack tweaks (or body parts that grant them) that aren't specified by the RCP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| strong_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to attack tweaks. Will always gain an attack tweak, unless the RCP already specifies it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to a limited set of attack tweaks 1/4 of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sickness_name&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
| Determines the name of [[syndrome]]s caused by this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| poison_state&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| Accepts &amp;quot;LIQUID&amp;quot; (default), &amp;quot;GAS&amp;quot;, or &amp;quot;SOLID_POWDER&amp;quot;. Determines the state of this creature's [[venom]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| prioritize_bite&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| If true, non-bite attacks will have {{token|PRIORITY|c|SECOND}}. If false, non-bite attacks will have {{token|PRIORITY|c|MAIN}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bite_interaction&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| Adds {{token|SPECIALATTACK_INTERACTION}} to bite attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_bogey_polymorph&lt;br /&gt;
| post_gait_tweaks&lt;br /&gt;
| Allows the creature to use the [[bogeyman]] polymorph interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcp&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Set in ``build_body_from_rcp()`` from the ``rcp`` argument.&lt;br /&gt;
Usually derived from ``random_creature_types``, passes information from the random creature profile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| r_class&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set to a table in ``random_creature_class``. Describes the basic tissues/features a creature has, such as FLESHY, CHITIN_EXO, or UNIFORM. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| surface&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The creature's exterior tissue. Set based on its ``random_creature_class`` and any tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Set by ``random_creature_class.UNIFORM.body_fun()``.&lt;br /&gt;
If ``options.sphere_rcm`` is supplied, will use that, otherwise will be randomly chosen based on ``options.is_evil``, ``options.is_good``, ``options.pick_sphere_rcm``, ``options.rcp.requires_flexible_material``, and ``options.always_insubstantial``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_mat_adj&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that says &amp;quot;composed of X&amp;quot;, etc. Normally supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| matgloss&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Temporary data storage when calling inorganic materials from ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tok1&lt;br /&gt;
tok2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MATERIAL|tissue|options.tok1:options.tok2}}.&lt;br /&gt;
Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mat_temp1&lt;br /&gt;
mat_temp2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|USE_MATERIAL_TEMPLATE|c|options.tok1:options.tok2}}.&lt;br /&gt;
Can be supplied by ``random_creature_material`` to add an organic material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| st_tok&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MAT_STATE|tissue}}. Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fixed_temp&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|FIXED_TEMP|}}.&lt;br /&gt;
Can be supplied by ``random_creature_material``. If a material template is used, adds {{token|MAT_FIXED_TEMP|md}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Creature is non-solid, serves as the condition for ``options.intangible_flier``. Limits access to attack tweak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_mat&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Prevents a fire breath attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_string&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| An array of all {{token|BODY}} tokens used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size&lt;br /&gt;
| build_description()&lt;br /&gt;
build_pcg_graphics()&lt;br /&gt;
| Set by ``body_size_properties()``. Stores the creature's volume for later use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_tweak_candidate&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Temporary data storage for assigning tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tweak&lt;br /&gt;
| ''quadruped_function_curry()''&lt;br /&gt;
| Temporary data storage for quadruped leg tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
attack_tweak&amp;lt;br&amp;gt;&lt;br /&gt;
btc&amp;lt;br&amp;gt;&lt;br /&gt;
btc2&amp;lt;br&amp;gt;&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Strings used as a key to retrieve information about the chosen tweaks. Set by ``build_body_from_rcp()``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
beak&amp;lt;br&amp;gt;&lt;br /&gt;
brain&amp;lt;br&amp;gt;&lt;br /&gt;
cheeks&amp;lt;br&amp;gt;&lt;br /&gt;
eyelids&amp;lt;br&amp;gt;&lt;br /&gt;
guts&amp;lt;br&amp;gt;&lt;br /&gt;
heart&amp;lt;br&amp;gt;&lt;br /&gt;
lips&amp;lt;br&amp;gt;&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
mouth&amp;lt;br&amp;gt;&lt;br /&gt;
neck&amp;lt;br&amp;gt;&lt;br /&gt;
nose&amp;lt;br&amp;gt;&lt;br /&gt;
ribs&amp;lt;br&amp;gt;&lt;br /&gt;
skull&amp;lt;br&amp;gt;&lt;br /&gt;
spine&amp;lt;br&amp;gt;&lt;br /&gt;
teeth&amp;lt;br&amp;gt;&lt;br /&gt;
throat&amp;lt;br&amp;gt;&lt;br /&gt;
tongue&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Adds the listed parts to the creature's body plan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
blood&amp;lt;br&amp;gt;&lt;br /&gt;
ichor&amp;lt;br&amp;gt;&lt;br /&gt;
goo&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Sets the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| force_goo&lt;br /&gt;
force_ichor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If the creature is not uniform, overwrites the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| blood_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Expects a function that takes a color's HSV values and returns a boolean. Sets the creature's blood color to any color that returns true for this function.&lt;br /&gt;
Only works with standard [[blood]] from ``options.blood``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
eyes&amp;lt;br&amp;gt;&lt;br /&gt;
glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
fingers&amp;lt;br&amp;gt;&lt;br /&gt;
toes&amp;lt;br&amp;gt;&lt;br /&gt;
finger_claws&amp;lt;br&amp;gt;&lt;br /&gt;
toe_claws&amp;lt;br&amp;gt;&lt;br /&gt;
finger_nails&amp;lt;br&amp;gt;&lt;br /&gt;
toe_nails&amp;lt;br&amp;gt;&lt;br /&gt;
finger_talons&amp;lt;br&amp;gt;&lt;br /&gt;
toe_talons&amp;lt;br&amp;gt;&lt;br /&gt;
bat_wings&amp;lt;br&amp;gt;&lt;br /&gt;
lacy_wings&amp;lt;br&amp;gt;&lt;br /&gt;
feathered_wings&amp;lt;br&amp;gt;&lt;br /&gt;
has_proboscis&amp;lt;br&amp;gt;&lt;br /&gt;
do_webs&lt;br /&gt;
&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| Set when building the body if the creature has those traits. Can be called by the description and when building graphics.&lt;br /&gt;
[[Nail]]s, claws, and talons are given attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of eyes the creature has. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tail_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of tails the creature has. Can be set before building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's body color. Chosen randomly or based on material unless ``rcp.cannot_have_color`` is true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's eye color. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
color_f&amp;lt;br&amp;gt;&lt;br /&gt;
color_b&amp;lt;br&amp;gt;&lt;br /&gt;
color_br&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set based on ``options.clp`` unless ``options.forced_color`` is supplied. Adds {{token|COLOR|c|options.color_f:options.color_b:options.color_br}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|COLOR|c|options.forced_color.f:options.forced_color.b:options.forced_color.br}} and {{token|NO_UNIT_TYPE_COLOR}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| animal_coloring_allowed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Color must be a shade of brown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_colors&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Uses the set of colors assigned to [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| exp_proc_surface_color&lt;br /&gt;
| build_pcg_graphics&lt;br /&gt;
| Stores the index of an experiment's color, for portraits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
name_mat&amp;lt;br&amp;gt;&lt;br /&gt;
flavor_adj&amp;lt;br&amp;gt;&lt;br /&gt;
potential_end_phrase&lt;br /&gt;
| Custom names&lt;br /&gt;
| An array of names for a creature's material. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| feature_flavor_adj&lt;br /&gt;
| Custom names&lt;br /&gt;
| When ``build_description()`` is run, populates ``options.flavor_adj`` with strings based on the creature's tweaks and [[color]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_learn&lt;br /&gt;
| build_description()&lt;br /&gt;
| Enables certain description strings, such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;. Used by default intelligent creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_extra_description&lt;br /&gt;
| build_description()&lt;br /&gt;
| Will not add strings from ``default_desc_adds``/``good_desc_adds``/``evil_desc_adds`` to the end of the description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| custom_desc_func&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds the output of a string instead of ``default_desc_adds``/etc. Cannot have ``options.no_extra_description.``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| end_phrase&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds a phrase after all other generated description pieces, such as [[Night creature|&amp;quot;Now you know why you fear the night.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| and_add&lt;br /&gt;
| build_description()&lt;br /&gt;
| Temporary storage for description grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A table of possible {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fallback_pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that is added to ``options.pref_str`` it is empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| odor_string&lt;br /&gt;
odor_level&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} respectively. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_odor_string&lt;br /&gt;
forced_odor_level&lt;br /&gt;
forced_odor_chance&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} (defaults to 90), 1 in ``options.forced_odor_chance`` of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_odor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Can use the ``options.forced_odor_string`` even if creature is uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of [[procedural graphics layer]]s. Set by ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_base&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| The basic PCG layer-set string, concatenated to form ``options.pcg_layering`` keys. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_modifier&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of extra info for PCG layering, such as experiment skin types. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| use_werebeast_pcg&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for humanoid [[experiment]]s. Expects ``options.experiment_colors`` to be true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
is_male_version&lt;br /&gt;
night_creature_strength_pref&lt;br /&gt;
night_creature_agile_pref&lt;br /&gt;
night_creature_strength_agile_pref&lt;br /&gt;
| night_troll_names&lt;br /&gt;
| Flags used by [[Night troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_default_werebeast_curse&lt;br /&gt;
| werebeast_origin_interactions.default()&lt;br /&gt;
| If this is true for a custom function in creatures.night_creature.werebeast, ``generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options)`` will not be able to use werebeast_origin_interactions.default. This allows [[mod]]s to better control access to [[werebeast]] curses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| amalgam_experiment&lt;br /&gt;
failed_experiment&lt;br /&gt;
| ''experiment_description()''&lt;br /&gt;
| Flags used for default [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_name_type&lt;br /&gt;
| ''experiment_name_token''&lt;br /&gt;
| Array of nouns used instead of ``ropar.making_experiment`` for naming [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_large&lt;br /&gt;
| ''make_failed_rcp()''&lt;br /&gt;
| Used for large failed [[experiment]]s. Capitalizes the creature tile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eadj&lt;br /&gt;
fadj&lt;br /&gt;
| Custom names&lt;br /&gt;
| Temporary data storage for complex name generation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RCP Parameters===&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Lua|F]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=309400</id>
		<title>Lua functions</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_functions&amp;diff=309400"/>
		<updated>2025-05-14T20:24:24Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Randomization */ &amp;quot;userdata&amp;quot; is a specific term for a specific thing being pushed to Lua, it's a bit confusing to call it that&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Modding}}&lt;br /&gt;
&lt;br /&gt;
Dwarf Fortress defines a number of functions in addition to those standard for [https://www.lua.org/manual/5.4/ Lua 5.4].&lt;br /&gt;
&lt;br /&gt;
==C++ Function Calls==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''int'' {{text anchor|trandom}}(''int'' n)&lt;br /&gt;
| Returns a 32-bit integer from {{Tooltip|0 to n-1|Lua arrays start at 1, C++ arrays start at 0, hence the discrepancy.}}. Uses DF's internal RNG system instead of ``math.random()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_words}}(''str'' s)&lt;br /&gt;
| Capitalizes every word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|capitalize_string_first_word}}(''str'' s)&lt;br /&gt;
| Capitalizes the first word in a string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''str'' {{text anchor|utterance}}()&lt;br /&gt;
| Returns a word from the [[kobold language]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|lua_log}}(''str'' s)&lt;br /&gt;
| Prints a string to ``Dwarf Fortress/lualog.txt``. The ``log()`` function is more robust and should be used instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
''void'' {{text anchor|raws.register_creatures}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_entities}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_inorganics}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_interactions}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_items}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_languages}}(''table'' lines)&amp;lt;br&amp;gt;&lt;br /&gt;
''void'' {{text anchor|raws.register_plants}}(''table'' lines){{verify}}&lt;br /&gt;
| Takes a table of [[token]]s and reads them as that type of [[raw file]]. It is not necessary to add a header.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Globals==&lt;br /&gt;
Helper functions are defined in ``init/globals.lua``, and can be accessed by any script even if ``vanilla_procedural`` is not loaded.&lt;br /&gt;
&lt;br /&gt;
===Generation===&lt;br /&gt;
This function is defined in ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_generated_info}}(''table'' tbl)&lt;br /&gt;
| Adds {{token|GENERATED}} to the input table, and {{token|SOURCE_HFID}}/{{token|SOURCE_ENID}} if IDs are defined. Necessary for generated raws to be saved properly.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Randomization===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_no_replace}}(''table'' t)&lt;br /&gt;
| Returns a random value from a table, then removes it from the table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_conditional}}(''table'' t, ''function'' cond,...)&lt;br /&gt;
| Returns a random value from a table that satisfies ``cond(...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|one_in}}(''num'' x)&lt;br /&gt;
| Returns true with a one in x chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_random_pairs}}(''table'' tbl)&lt;br /&gt;
| Returns a random key from a table. For example, ``pick_random_pairs( {WATER = true} )`` returns &amp;quot;WATER&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|pick_weighted_from_table}}(''table'' tbl)&lt;br /&gt;
| Requires a table of tables with ``weight`` keys. Returns a weighted random value.&lt;br /&gt;
At debug level &amp;gt;=4, logs the roll.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''value'' {{text anchor|generate_from_list}}(''table'' tbl,...)&lt;br /&gt;
| Requires a table of functions that return a ``weight`` key. Runs each function and returns a weighted random output. Used by [[werebeast]]s to generate an interaction and link to options from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Tables===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;70%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|split_to_lines}}(''table'' tbl,''string'' str)&lt;br /&gt;
| Adds a string into a table, with each line being a separate key.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|map_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Combines two tables. If ``tbl1`` already has a value for a given key, it will not be overwritten. Used for sets such as ``{ WATER = true }``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|table_merge}}(''table'' tbl1, ''table'' tbl2)&lt;br /&gt;
| Adds each value from ``tbl2`` onto the end of ``tbl1``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' {{text anchor|find_in_array_part}}(''table'' tbl, ''userdata'' item)&lt;br /&gt;
| Returns true if ``item`` is a value in ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|convert_array_to_set}}(''table'' tbl)&lt;br /&gt;
| For each key in a table, sets the value to true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|add_unique}}(''table'' tbl, ''userdata'' item)&lt;br /&gt;
| Adds ``item`` to the end of ``tbl`` if not already present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|remove_item}}(''table'' tbl, ''userdata'' item)&lt;br /&gt;
| Removes all instances of ``item`` from ``tbl``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|shallow_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|deep_copy}}(''table'' tbl)&lt;br /&gt;
| Returns a table recursively copied from all values in the input table.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Debug===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' {{text anchor|log}}(...)&lt;br /&gt;
| Logs the input to ``Dwarf Fortress/lualog.txt``. Used for most cases.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_caller_loc_string}}()&lt;br /&gt;
| Returns the debug source info and the current line.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_debug_logger}}(''num'' level=1,...)&lt;br /&gt;
| Logs ``get_caller_loc_string()`` and any overloads if the ``debug_level`` is at least ``level``. ``debug_level`` is a global variable that defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|partial_function}}(''function'' f, arg,...)&lt;br /&gt;
| Returns ``f(arg,...)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|log_table}}(''table''&amp;amp;nbsp;tbl, ''num''&amp;amp;nbsp;debug_level=0, ''num''&amp;amp;nbsp;nest_level=0, ''num''&amp;amp;nbsp;added_debug_from_nest=0)&lt;br /&gt;
| Logs a table if the global ``debug_level`` is at least the input ``debug_level``. ``nest_level`` starts at 0 and adds ``added_debug_from_nest`` for each nesting to the input debug level.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''function'' {{text anchor|print_table}}(''table'' tbl, ''num'' nest_level=0)&lt;br /&gt;
| Logs a table, regardless of debug level.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spheres===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;45%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;55%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' {{text anchor|get_random_sphere_adjective}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random string from global table ``random_sphere_adjective[sph]``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|get_random_sphere_noun}}(''string'' [[Sphere#Sphere tokens|sphere]])&lt;br /&gt;
| Returns a random table ``tbl`` from global table ``random_sphere_nouns[sphere]``.&lt;br /&gt;
``tbl`` has two members: ``tbl.str``, which is a string; and ``tbl.flags``, which defaults to ``{OF=true,PREPOS=true,PRE=true}``, for grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' {{text anchor|add_sphere_mpp}}(''table''&amp;amp;nbsp;sphere_list, ''string''&amp;amp;nbsp;[[Sphere#Sphere tokens|new_s]], ''table''&amp;amp;nbsp;available_sphere, ''table''&amp;amp;nbsp;available_sphere_cur)&lt;br /&gt;
| Adds ``new_s`` to ``sphere_list`` and all parents and children. Sets the added spheres in ``available_sphere`` and ``available_sphere_cur`` to false, and sets all enemies in ``available_sphere_cur`` to false.&lt;br /&gt;
At debug level &amp;gt;= 2, will be logged.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Generation Tables==&lt;br /&gt;
The ``generate()`` function is defined in ``init/generators.lua``, and is called to generate objects.&lt;br /&gt;
&lt;br /&gt;
Each type of random object is defined through a function that generates a table of raws. To generate objects for specific purposes, ``generate()`` can call functions from a table and provide inputs such as ``tok`` (unique token string).&lt;br /&gt;
For example, [[forgotten beast]]s are unique and generated for each cave region. If multiple functions are defined in ``creatures.fb``, such as both ``creatures.fb.default`` and a modded forgotten beast, the game uses the ``weight`` output to influence which one will be randomly chosen.&lt;br /&gt;
&lt;br /&gt;
By default, objects are generated in this order: unittests{{Tooltip|*|if debug_level is at least 0}}, preprocess, do_once, materials, items, languages, creatures, interactions, entities, and postprocess. Do note that you can register raws at any step. For example, each [[vault]] entity generates a set of [[divine equipment]] during the entity step, and [[werebeast]]s generate a curse interaction during the creature step.&lt;br /&gt;
&lt;br /&gt;
===Custom===&lt;br /&gt;
&lt;br /&gt;
All functions in these tables are run each tick, but global variable ``random_object_parameters`` is only ever populated with values once per generation. Functions called through these tables are not supplied with arguments.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| preprocess&lt;br /&gt;
| Runs once the world's terrain has been finalized and before history can begin.&lt;br /&gt;
Includes two functions by default:&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.demon()``, which populates the distribution of ``demon_type`` string inputs&amp;lt;br&amp;gt;&lt;br /&gt;
``preprocess.bogeyman_polymorph()``, which generates the [[bogeyman]]'s polymorph interaction if bogeymen exist&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_once&lt;br /&gt;
| Runs immediately after all functions in preprocess, and before all other generation steps. Only runs if ``random_object_parameters.main_world_randoms = true``, for added safety.&lt;br /&gt;
Recommended for generating custom objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| postprocess&lt;br /&gt;
| Runs after all other generation steps are finished.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| unittests&lt;br /&gt;
| Runs before preprocess if the global ``debug_level`` is greater than 0. Expects a boolean output.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| languages&lt;br /&gt;
| For each function in this table, registers a language. Expects table of key-value pairs where the key is the [[Language token#WORD|word token]] and the value is the translated string.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creatures===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Article&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.angel.great_beast&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_generic&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.angel.humanoid_warrior&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Angel]] (see [[Angel#Angel types|types]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.demon&lt;br /&gt;
| function(demon_type,difficulty,tok)&lt;br /&gt;
| [[Demon]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
creatures.experiment.beast_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.beast_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_large&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.failed_small&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid_giant&amp;lt;br&amp;gt;&lt;br /&gt;
creatures.experiment.humanoid&amp;lt;br&amp;gt;&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Experiment]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.fb&lt;br /&gt;
| function(layer_type,tok)&lt;br /&gt;
| [[Forgotten beast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.bogeyman&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Bogeyman]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.nightmare&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Nightmare]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.troll&lt;br /&gt;
| function(tok)&lt;br /&gt;
| [[Night troll]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.night_creature.werebeast&lt;br /&gt;
werebeast_origin_interactions{{Tooltip|*|Called by vanilla_procedural, not by init/generators}}&lt;br /&gt;
| function(tok)&lt;br /&gt;
function(tok,name,options)&lt;br /&gt;
| [[Werebeast]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| creatures.titan&lt;br /&gt;
| function(subregion,tok)&lt;br /&gt;
| [[Titan]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Entities===&lt;br /&gt;
&lt;br /&gt;
Generated entities are supplied with the ``idx`` parameter, which is a number that starts at 1 and increments by 1 for each entity of that type. It can be used to give a unique ID to [[divine equipment]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Articles&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.vault_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vault]] ([[angel]]s)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| entities.mythical_guardian&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Mysterious dungeon]] ([[dungeon guardian]]s)&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Interactions===&lt;br /&gt;
&lt;br /&gt;
====World====&lt;br /&gt;
World interactions are generated in the ``generate_random_interactions()`` step of ``generators.lua``.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Examples&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.blessing.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.blessing.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: luck, holy item, healing, etc&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
interactions.curse.minor&amp;lt;br&amp;gt;&lt;br /&gt;
interactions.curse.medium&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Die]] roll effects: week of curse&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.curse.major&lt;br /&gt;
| function(idx,tok)&lt;br /&gt;
| [[Vampire]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.disturbance&lt;br /&gt;
| function(idx)&lt;br /&gt;
| [[Mummy]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical&lt;br /&gt;
| function(idx,power_level,[[sphere]])&lt;br /&gt;
| [[Dungeon guardian]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.mythical_item_power&lt;br /&gt;
| spheres={}, interaction=function()&lt;br /&gt;
| [[Primordial remnant#List of powers]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.regional&lt;br /&gt;
| function(idx)&lt;br /&gt;
| Reanimating [[Surroundings#Evil|evil biomes]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| interactions.secrets&lt;br /&gt;
| function(idx,[[sphere]])&lt;br /&gt;
| [[Necromancer]]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Powers====&lt;br /&gt;
Powers are stored in the ``interactions.powers`` table and can be generated by other interactions. The structure of each power entry contains several keys that determine how it can be added to an interaction's syndrome.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags&lt;br /&gt;
| ''table''&lt;br /&gt;
| A table of user-defined values that can be checked by other functions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tags.lieutenant&lt;br /&gt;
| ''bool''&lt;br /&gt;
| If true, available to [[intelligent undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rarity&lt;br /&gt;
| ''number'' n&lt;br /&gt;
| Higher is rarer. An [[intelligent undead]] has a 1 in n chance to receive this power.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| gen&lt;br /&gt;
| ''table'' ``tbl``, ''table'' ``end_tbl`` function(name)&lt;br /&gt;
| Generates and returns lines of raws.&lt;br /&gt;
* ``tbl`` consists of [[syndrome]] lines comprising {{token|CE_CAN_DO_INTERACTION|syndrome}} and ``[[Interaction token#Usage|CDI]]``.&lt;br /&gt;
* ``end_tbl`` consists of lines that define the [[interaction]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Interaction helpers====&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant(''string''&amp;amp;nbsp;name, ''string''&amp;amp;nbsp;name_plural, ''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Generates an interaction that raises an [[intelligent undead]] and calls ``basic_lieutenant_powers(token)``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl`` basic_lieutenant_powers(''string''&amp;amp;nbsp;token)&lt;br /&gt;
| Adds any number of powers (chosen from among ``interaction.powers``) and 0-5 sicken effects (from ``add_curses()``) to the current definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table''&amp;amp;nbsp;``tbl``, ''table''&amp;amp;nbsp;``end_tbl``, ''int''&amp;amp;nbsp;``idx`` add_curses(''table''&amp;amp;nbsp;tbl, ''table''&amp;amp;nbsp;end_tbl, ''string''&amp;amp;nbsp;token, ''int''&amp;amp;nbsp;num, ''int''&amp;amp;nbsp;start_idx, ''int''&amp;amp;nbsp;sev, ''table''&amp;amp;nbsp;good_effects)&lt;br /&gt;
| Adds ``num`` curses/afflictions to the current definition. ``good_effects`` lists the possible curses that can be chosen from ``default_curse_effects``, and ``sev`` is the syndrome's severity. Basic lieutenants use a ``sev`` of 500.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''string'' get_abstract_gesture()&lt;br /&gt;
| Returns a random string from either ``gestures`` or ``gestures_abstract``, used for {{token|VERB|interaction}}.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
&lt;br /&gt;
====Instruments====&lt;br /&gt;
&lt;br /&gt;
The default [[instrument]] system is not currently open to Lua, but ``generators.lua`` defines tables for each token.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.keyboard&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_KEYBOARD_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.stringed&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_STRINGED_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.wind&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_WIND_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| items.instruments.percussion&lt;br /&gt;
| N/A&lt;br /&gt;
| {{token|GENERATE_PERCUSSION_INSTRUMENTS|e}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Divine equipment====&lt;br /&gt;
{{Main|Divine equipment}}&lt;br /&gt;
``entities.vault_guardian.default`` generates from the list ``angel_item_gens``, the default function of which then calls functions from ``angel_item_info``. Unless otherwise stated, the '''Behavior''' column refers to the behavior of how ``angel_item_gens.default`` generates from these lists.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Behavior&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| angel_item_gens&lt;br /&gt;
| function(prefix,tokens)&lt;br /&gt;
| Called by ``entities.vault_guardian.default``, which supplies a unique ``prefix`` and doesn't provide ``tokens``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.armor.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.armor.shoes.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.shield.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[armor]] for each slot and 1 [[shield]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
angel_item_info.clothing.pants.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.armor.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.helm.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.gloves.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.clothing.shoes.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 1 piece of [[clothing]] for each slot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.weapon.PIKE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.WHIP.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BOW.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.BLOWGUN.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.AXE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SWORD.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.DAGGER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.MACE.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.HAMMER.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.SPEAR.gen&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.weapon.CROSSBOW.gen&lt;br /&gt;
| function(i,prefix)&lt;br /&gt;
| Generates 5 [[weapon]]s. The tables correspond to [[combat skill]]s, and are not repeated. For example, a vault can't generate two types of swords.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
angel_item_info.ammo.ARROW&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BOLT&amp;lt;br&amp;gt;&lt;br /&gt;
angel_item_info.ammo.BLOWDART&lt;br /&gt;
| function()&lt;br /&gt;
| When a ranged weapon is generated, it will also generate a random subtype of the proper ammunition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Materials===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Table&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Inputs&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Article&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.clouds&lt;br /&gt;
materials.rain&lt;br /&gt;
| function()&lt;br /&gt;
| [[Evil weather]]&lt;br /&gt;
| Associated regional [[interaction]]s are automatically written by ``init/generators.lua``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.divine.metal&lt;br /&gt;
materials.divine.silk&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Divine metal]]&lt;br /&gt;
[[Divine fabric]]&lt;br /&gt;
| The list of potential spheres is determined by the individual function. See [[Lua script examples#New divine metal]].&lt;br /&gt;
{{token|DIVINE|inorganic}} and {{token|SPHERE|inorganic}} are added by ``generators.lua`` rather than in the individual function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_remnant&lt;br /&gt;
| function([[sphere]])&lt;br /&gt;
| [[Primordial remnant]]&lt;br /&gt;
| Possible spheres are determined by ``random_object_parameters.mythical_sphere``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| materials.mythical_healing&lt;br /&gt;
| function()&lt;br /&gt;
| [[Mythical substance]]&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Random Creatures==&lt;br /&gt;
&lt;br /&gt;
Creatures generated by ``vanilla_procedural`` use a number of shared functions to determine their attributes. The local ``options`` table stores most of the data used by these steps.&lt;br /&gt;
&lt;br /&gt;
===RCP Functions===&lt;br /&gt;
The random creature profile determines the basic body of a generated creature, such as &amp;quot;humanoid&amp;quot; or &amp;quot;[[toad]]&amp;quot;, and provides options and data to later build the proper creature definition.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''table'' get_random_creature_profile(options,blacklist)&lt;br /&gt;
| Makes a weighted random choice of options from ``random_creature_types`` that satisfy arguments set in ``options`` (``options.do_water``, etc) and ``blacklist``. Falls back to ``random_creature_types.GENERAL_BLOB``.&lt;br /&gt;
At debug_level &amp;gt;= 3, will log failures. At debug_level &amp;gt;= 4, will also log successes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''bool'' is_valid_random_creature(''string''&amp;amp;nbsp;creature, ''bool''&amp;amp;nbsp;do_water, ''bool''&amp;amp;nbsp;humanoid_only, ''bool''&amp;amp;nbsp;is_good, ''bool''&amp;amp;nbsp;beast_only)&lt;br /&gt;
| Checks if ``creature`` is a valid key in certain tables depending on the arguments: aquatic (``do_water``), can be &amp;quot;twisted into humanoid form&amp;quot; (``humanoid_only``), isn't an &amp;quot;evil&amp;quot; species (``is_good``), and is an animal species (``beast_only``) &lt;br /&gt;
At debug_level &amp;gt;= 3, will be logged.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ''void'' finalize_random_creature_types()&lt;br /&gt;
| If ``random_creature_types_finalized`` is false: sets it to true and iterates over ``random_creature_types`` to sanitize certain inputs.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shared Functions===&lt;br /&gt;
&lt;br /&gt;
Default creatures use ``add_regular_tokens()``, ``populate_sphere_info()``, ``get_random_creature_profile()``, ``add_body_size()`` and ``build_procgen_creature()`` as the main steps in generating raws.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;40%&amp;quot; | Function&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_regular_tokens(tbl,options)&lt;br /&gt;
| Adds tokens to ``tbl``. Sets {{token|PETVALUE|2000}}, calculates material weaknesses (if ``options.material_weakness``), and adds a few immunity tokens depending on ``options.normal_biological``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tile_string(arg)&lt;br /&gt;
| Returns a string usable for {{token|CREATURE_TILE}}. Encloses number arguments in ``'`` characters.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_body_size(tbl,size,options)&lt;br /&gt;
| Adds {{token|BODY_SIZE|0:0:size}} and sets ``options.body_size``. Calls ``body_size_properties()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size_properties(tbl,size,options)&lt;br /&gt;
| Adds {{token|BUILDINGDESTROYER|2}} if size &amp;gt; 80,000; adds {{token|GRASSTRAMPLE|20}} and {{token|TRAPAVOID}} if size &amp;gt; 100,000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| populate_sphere_info(tbl,options)&lt;br /&gt;
| Adds {{token|SPHERE}} tokens from ``options.spheres``. If ``options.do_sphere_rcm``, 1/2 chance to set ``options.sphere_rcm``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_poison_bits(tbl,options)&lt;br /&gt;
| Generates a [[Venom|poison material]] based on ``options.poison_state`` and ``options.sickness_name``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
| Calls ``build_body_from_rcp()``, ``build_description()``, and ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_body_from_rcp(rcp,tbl,options)&lt;br /&gt;
| Generates based on ``rcp`` and ``options``, assigns tweaks (mutations from the base body), tissues, organs, special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_description(tbl,options)&lt;br /&gt;
| Writes the {{token|DESCRIPTION}} and any {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| build_pcg_graphics(tbl,options)&lt;br /&gt;
| Assigns [[procedural graphics layer]]s based on ``options.pcg_layering`` keys set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Options===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Key&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Usage&lt;br /&gt;
! width=&amp;quot;80%&amp;quot; | Notes&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| token&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| The creature's token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_water&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Use an aquatic RCP (``water_based_random_creature``)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| humanoid_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Use a RCP that can be turned into a humanoid form (``humanoidable_random_creature``)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| beast_only&lt;br /&gt;
| get_random_creature_profile()&lt;br /&gt;
| Forbids generic humanoid/blob/quadruped RCPs (``not_beast_random_creature``).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| normal_biological&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| If false, adds {{token|AMPHIBIOUS}}, {{token|SWIMS_INNATE}}, {{token|NONAUSEA}}, {{token|NOEXERT}}, {{token|NO_DIZZINESS}}, {{token|NOPAIN}}, {{token|NOSTUN}}. Used by [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_nobreathe&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|NOBREATHE}}, even if not uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_general_poison&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If false and the creature has blood or ichor, adds {{token|CREATURE_CLASS|c|GENERAL_POISON}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_immune&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|FIREIMMUNE}}. Does not affect materials. Set if the creature has a fire interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| material_weakness&lt;br /&gt;
| add_regular_tokens()&lt;br /&gt;
| Will gain a 10x {{token|MATERIAL_FORCE_MULTIPLIER}} to a random weapon [[metal]] and a {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c|1:2}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_good&lt;br /&gt;
|&lt;br /&gt;
get_random_creature_profile()&amp;lt;br&amp;gt;&lt;br /&gt;
build_body_from_rcp()&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| Forbids &amp;quot;evil&amp;quot; RCPs (``cannot_be_good_random_creature``).&lt;br /&gt;
Affects options for materials, tweaks, description. Cannot have attack tweaks unless the RCP forces it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_evil&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Affects options for materials, tweaks, description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| spheres&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
color_picker_functions&amp;lt;br&amp;gt;&lt;br /&gt;
build_description()&lt;br /&gt;
| A set of the creature's spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Adds a 1/2 chance to set ``options.sphere_rcm`` to a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pick_sphere_rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| If uniform, adds an additional 1/2 chance to use a material relevant to their spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pos_sphere_rcm&lt;br /&gt;
| populate_sphere_info()&lt;br /&gt;
| Temporary data storage for possible sphere RCM during ``populate_sphere_info()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sphere_rcm&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Forces the creature to be uniform and made of that ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_insubstantial&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If uniform, will always choose an insubstantial material from ``insubstantial_materials``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| never_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.r_class`` is UNIFORM, change it to FLESHY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Changes ``options.r_class`` to UNIFORM.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| do_not_make_uniform&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Do not randomly change ``options.r_class`` to UNIFORM (normally there is a 1/20 chance), unless ``options.sphere_rcm`` is set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_var&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| A string for {{token|APPLY_CREATURE_VARIATION}}, ex: &amp;quot;STANDARD_WALKING_GAITS&amp;quot;. Usually set by ``rcp.body_base``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| walk_speed&lt;br /&gt;
special_walk_speed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The basic walking speed in a creature's [[gait]]. ``options.special_walk_speed`` will be used instead of ``options.walk_speed`` if both are present.&lt;br /&gt;
Crawling bodies use a ``options.walk_speed`` of 2900, walking bodies use 900.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| add_fly_gaits&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Creature has a flying gait even if wings aren't added. ``local add_fly_gaits`` is used for creatures with wings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible_flier&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If ``options.intangible`` (set by certain uniform materials), sets ``options.add_fly_gaits`` and adds {{token|FILER}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| cannot_swim&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add a [[swimming]] gait.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add any random tweaks (such as body parts or attacks) to the basic creature that aren't specified by the RCP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_glowing_eyes&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will always add glowing eyes if the creature has ``options.eyes``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
no_glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_antennae&amp;lt;br&amp;gt;&lt;br /&gt;
cannot_have_mandibles&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add the listed body tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_random_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Will not add attack tweaks (or body parts that grant them) that aren't specified by the RCP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| strong_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to attack tweaks. Will always gain an attack tweak, unless the RCP already specifies it.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_attack_tweak&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Enables access to a limited set of attack tweaks 1/4 of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| sickness_name&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
| Determines the name of [[syndrome]]s caused by this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| poison_state&lt;br /&gt;
| add_poison_bits()&lt;br /&gt;
build_body_from_rcp()&lt;br /&gt;
| Accepts &amp;quot;LIQUID&amp;quot; (default), &amp;quot;GAS&amp;quot;, or &amp;quot;SOLID_POWDER&amp;quot;. Determines the state of this creature's [[venom]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| prioritize_bite&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| If true, non-bite attacks will have {{token|PRIORITY|c|SECOND}}. If false, non-bite attacks will have {{token|PRIORITY|c|MAIN}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| bite_interaction&lt;br /&gt;
| post_attack_tweaks&lt;br /&gt;
| Adds {{token|SPECIALATTACK_INTERACTION}} to bite attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_bogey_polymorph&lt;br /&gt;
| post_gait_tweaks&lt;br /&gt;
| Allows the creature to use the [[bogeyman]] polymorph interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcp&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Set in ``build_body_from_rcp()`` from the ``rcp`` argument.&lt;br /&gt;
Usually derived from ``random_creature_types``, passes information from the random creature profile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| r_class&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set to a table in ``random_creature_class``. Describes the basic tissues/features a creature has, such as FLESHY, CHITIN_EXO, or UNIFORM. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| surface&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| The creature's exterior tissue. Set based on its ``random_creature_class`` and any tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| rcm&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Set by ``random_creature_class.UNIFORM.body_fun()``.&lt;br /&gt;
If ``options.sphere_rcm`` is supplied, will use that, otherwise will be randomly chosen based on ``options.is_evil``, ``options.is_good``, ``options.pick_sphere_rcm``, ``options.rcp.requires_flexible_material``, and ``options.always_insubstantial``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| post_mat_adj&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that says &amp;quot;composed of X&amp;quot;, etc. Normally supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| matgloss&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| Temporary data storage when calling inorganic materials from ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tok1&lt;br /&gt;
tok2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MATERIAL|tissue|options.tok1:options.tok2}}.&lt;br /&gt;
Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| mat_temp1&lt;br /&gt;
mat_temp2&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|USE_MATERIAL_TEMPLATE|c|options.tok1:options.tok2}}.&lt;br /&gt;
Can be supplied by ``random_creature_material`` to add an organic material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| st_tok&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|TISSUE_MAT_STATE|tissue}}. Must be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fixed_temp&lt;br /&gt;
| random_creature_class.UNIFORM.body_fun()&lt;br /&gt;
| A uniform creature's {{token|FIXED_TEMP|}}.&lt;br /&gt;
Can be supplied by ``random_creature_material``. If a material template is used, adds {{token|MAT_FIXED_TEMP|md}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| intangible&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Creature is non-solid, serves as the condition for ``options.intangible_flier``. Limits access to attack tweak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fire_mat&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Flag normally supplied by ``random_creature_material``. Prevents a fire breath attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_string&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| An array of all {{token|BODY}} tokens used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_size&lt;br /&gt;
| build_description()&lt;br /&gt;
build_pcg_graphics()&lt;br /&gt;
| Set by ``body_size_properties()``. Stores the creature's volume for later use.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| body_tweak_candidate&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Temporary data storage for assigning tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tweak&lt;br /&gt;
| ''quadruped_function_curry()''&lt;br /&gt;
| Temporary data storage for quadruped leg tweaks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
attack_tweak&amp;lt;br&amp;gt;&lt;br /&gt;
btc&amp;lt;br&amp;gt;&lt;br /&gt;
btc2&amp;lt;br&amp;gt;&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
build_description()&lt;br /&gt;
| Strings used as a key to retrieve information about the chosen tweaks. Set by ``build_body_from_rcp()``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
beak&amp;lt;br&amp;gt;&lt;br /&gt;
brain&amp;lt;br&amp;gt;&lt;br /&gt;
cheeks&amp;lt;br&amp;gt;&lt;br /&gt;
eyelids&amp;lt;br&amp;gt;&lt;br /&gt;
guts&amp;lt;br&amp;gt;&lt;br /&gt;
heart&amp;lt;br&amp;gt;&lt;br /&gt;
lips&amp;lt;br&amp;gt;&lt;br /&gt;
lungs&amp;lt;br&amp;gt;&lt;br /&gt;
mouth&amp;lt;br&amp;gt;&lt;br /&gt;
neck&amp;lt;br&amp;gt;&lt;br /&gt;
nose&amp;lt;br&amp;gt;&lt;br /&gt;
ribs&amp;lt;br&amp;gt;&lt;br /&gt;
skull&amp;lt;br&amp;gt;&lt;br /&gt;
spine&amp;lt;br&amp;gt;&lt;br /&gt;
teeth&amp;lt;br&amp;gt;&lt;br /&gt;
throat&amp;lt;br&amp;gt;&lt;br /&gt;
tongue&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Adds the listed parts to the creature's body plan.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
blood&amp;lt;br&amp;gt;&lt;br /&gt;
ichor&amp;lt;br&amp;gt;&lt;br /&gt;
goo&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Normally set by the creature's ``random_creature_class`` (MAMMAL, CHITIN_EXO, etc).&lt;br /&gt;
Sets the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| force_goo&lt;br /&gt;
force_ichor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| If the creature is not uniform, overwrites the creature's default {{token|BLOOD}} type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| blood_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Expects a function that takes a color's HSV values and returns a boolean. Sets the creature's blood color to any color that returns true for this function.&lt;br /&gt;
Only works with standard [[blood]] from ``options.blood``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
eyes&amp;lt;br&amp;gt;&lt;br /&gt;
glowing_eyes&amp;lt;br&amp;gt;&lt;br /&gt;
fingers&amp;lt;br&amp;gt;&lt;br /&gt;
toes&amp;lt;br&amp;gt;&lt;br /&gt;
finger_claws&amp;lt;br&amp;gt;&lt;br /&gt;
toe_claws&amp;lt;br&amp;gt;&lt;br /&gt;
finger_nails&amp;lt;br&amp;gt;&lt;br /&gt;
toe_nails&amp;lt;br&amp;gt;&lt;br /&gt;
finger_talons&amp;lt;br&amp;gt;&lt;br /&gt;
toe_talons&amp;lt;br&amp;gt;&lt;br /&gt;
bat_wings&amp;lt;br&amp;gt;&lt;br /&gt;
lacy_wings&amp;lt;br&amp;gt;&lt;br /&gt;
feathered_wings&amp;lt;br&amp;gt;&lt;br /&gt;
has_proboscis&amp;lt;br&amp;gt;&lt;br /&gt;
do_webs&lt;br /&gt;
&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| Set when building the body if the creature has those traits. Can be called by the description and when building graphics.&lt;br /&gt;
[[Nail]]s, claws, and talons are given attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of eyes the creature has. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| tail_count&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The number of tails the creature has. Can be set before building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's body color. Chosen randomly or based on material unless ``rcp.cannot_have_color`` is true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eye_clp&lt;br /&gt;
| build_procgen_creature()&lt;br /&gt;
| The creature's eye color. Set when building the body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
color_f&amp;lt;br&amp;gt;&lt;br /&gt;
color_b&amp;lt;br&amp;gt;&lt;br /&gt;
color_br&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Set based on ``options.clp`` unless ``options.forced_color`` is supplied. Adds {{token|COLOR|c|options.color_f:options.color_b:options.color_br}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_color&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Adds {{token|COLOR|c|options.forced_color.f:options.forced_color.b:options.forced_color.br}} and {{token|NO_UNIT_TYPE_COLOR}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| animal_coloring_allowed&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Color must be a shade of brown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_colors&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Uses the set of colors assigned to [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| exp_proc_surface_color&lt;br /&gt;
| build_pcg_graphics&lt;br /&gt;
| Stores the index of an experiment's color, for portraits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
name_mat&amp;lt;br&amp;gt;&lt;br /&gt;
flavor_adj&amp;lt;br&amp;gt;&lt;br /&gt;
potential_end_phrase&lt;br /&gt;
| Custom names&lt;br /&gt;
| An array of names for a creature's material. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| feature_flavor_adj&lt;br /&gt;
| Custom names&lt;br /&gt;
| When ``build_description()`` is run, populates ``options.flavor_adj`` with strings based on the creature's tweaks and [[color]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| can_learn&lt;br /&gt;
| build_description()&lt;br /&gt;
| Enables certain description strings, such as &amp;quot;it knows and intones the names of all it encounters&amp;quot;. Used by default intelligent creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_extra_description&lt;br /&gt;
| build_description()&lt;br /&gt;
| Will not add strings from ``default_desc_adds``/``good_desc_adds``/``evil_desc_adds`` to the end of the description.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| custom_desc_func&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds the output of a string instead of ``default_desc_adds``/etc. Cannot have ``options.no_extra_description.``&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| end_phrase&lt;br /&gt;
| build_description()&lt;br /&gt;
| Adds a phrase after all other generated description pieces, such as [[Night creature|&amp;quot;Now you know why you fear the night.&amp;quot;]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| and_add&lt;br /&gt;
| build_description()&lt;br /&gt;
| Temporary storage for description grammar.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A table of possible {{token|PREFSTRING}}s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| fallback_pref_str&lt;br /&gt;
| build_description()&lt;br /&gt;
| A string that is added to ``options.pref_str`` it is empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| odor_string&lt;br /&gt;
odor_level&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} respectively. Can be supplied by ``random_creature_material``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| forced_odor_string&lt;br /&gt;
forced_odor_level&lt;br /&gt;
forced_odor_chance&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Sets {{token|ODOR_STRING|}} and {{token|ODOR_LEVEL|}} (defaults to 90), 1 in ``options.forced_odor_chance`` of the time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| always_odor&lt;br /&gt;
| build_body_from_rcp()&lt;br /&gt;
| Can use the ``options.forced_odor_string`` even if creature is uniform.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of [[procedural graphics layer]]s. Set by ``build_pcg_graphics()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_base&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| The basic PCG layer-set string, concatenated to form ``options.pcg_layering`` keys. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| pcg_layering_modifier&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| A set of extra info for PCG layering, such as experiment skin types. Set by ``build_body_from_rcp()``.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| use_werebeast_pcg&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for [[werebeast]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_layering&lt;br /&gt;
| build_pcg_graphics()&lt;br /&gt;
| If true, use the layers for humanoid [[experiment]]s. Expects ``options.experiment_colors`` to be true.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
is_male_version&lt;br /&gt;
night_creature_strength_pref&lt;br /&gt;
night_creature_agile_pref&lt;br /&gt;
night_creature_strength_agile_pref&lt;br /&gt;
| night_troll_names&lt;br /&gt;
| Flags used by [[Night troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| no_default_werebeast_curse&lt;br /&gt;
| werebeast_origin_interactions.default()&lt;br /&gt;
| If this is true for a custom function in creatures.night_creature.werebeast, ``generate_from_list(werebeast_origin_interactions,tok,rcp.name_string,options)`` will not be able to use werebeast_origin_interactions.default. This allows [[mod]]s to better control access to [[werebeast]] curses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| amalgam_experiment&lt;br /&gt;
failed_experiment&lt;br /&gt;
| ''experiment_description()''&lt;br /&gt;
| Flags used for default [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| experiment_name_type&lt;br /&gt;
| ''experiment_name_token''&lt;br /&gt;
| Array of nouns used instead of ``ropar.making_experiment`` for naming [[experiment]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| is_large&lt;br /&gt;
| ''make_failed_rcp()''&lt;br /&gt;
| Used for large failed [[experiment]]s. Capitalizes the creature tile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| eadj&lt;br /&gt;
fadj&lt;br /&gt;
| Custom names&lt;br /&gt;
| Temporary data storage for complex name generation.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===RCP Parameters===&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Lua|F]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Path&amp;diff=309296</id>
		<title>Path</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Path&amp;diff=309296"/>
		<updated>2025-05-09T01:50:11Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:pathing_preview.png|right]]'''Pathing''' is a videogame concept that refers to the path the AI selected to route from point A to B. It has important implications for [[workshop design|fortress design]], [[security design]] and [[framerate]] management.&lt;br /&gt;
&lt;br /&gt;
== Basic movement ==&lt;br /&gt;
Creatures can move in the four cardinal directions (north, south, east, and west), and four diagonal directions (northeast, southeast, southwest, northwest), as long as the target space is not blocked. This means creatures can path through diagonal gaps. For example, this rat (&amp;lt;tt&amp;gt;r&amp;lt;/tt&amp;gt;) can reach the cheese (&amp;lt;tt&amp;gt;%&amp;lt;/tt&amp;gt;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
r░&lt;br /&gt;
░%&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures can move directly up or down, as long as the target space is not blocked and the movement is possible (via flying, climbing, swimming, stairs, etc.). Creatures can move diagonally across Z-levels only when both lateral and vertical movement are simultaneously possible (e.g., when using a ramp), with one exception[http://www.bay12forums.com/smf/index.php?topic=144364.msg5705256#msg5705256] (see below). For example, this giant sparrow (&amp;lt;tt&amp;gt;S&amp;lt;/tt&amp;gt;) can not attack the cat (&amp;lt;tt&amp;gt;c&amp;lt;/tt&amp;gt;):&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=0&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
S░░&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This diagram has multiple z-levels! Press&lt;br /&gt;
&amp;lt; to go up one z-level.&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
░░░░&lt;br /&gt;
░ c░&lt;br /&gt;
░░░░&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
This diagram has multiple z-levels! Press&lt;br /&gt;
&amp;gt; to go down one z-level.&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;frame type=level level=2&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 ░░&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This diagram has multiple z-levels! Press&lt;br /&gt;
&amp;gt; to go down one z-level.&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Exception for diagonal movement between Z levels ===&lt;br /&gt;
&lt;br /&gt;
Diagonal movement between Z-levels is possible when the floor is missing from the space above the wall, which would otherwise block movement. Flying and swimming creatures can pass through the gap caused by the missing floor. Common causes for a missing floor include building an up-down or down stair (without the matching up staircase below it), or constructing a wall underneath tree branches.[http://www.bay12games.com/dwarves/mantisbt/view.php?id=7130#c26072] For example, this giant sparrow ''can'' attack the cat, because the down stairs (&amp;lt;tt&amp;gt;&amp;amp;gt;&amp;lt;/tt&amp;gt;) on level 2 has removed the floor, creating a hidden gap:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;diagram&amp;gt;&lt;br /&gt;
&amp;lt;frame type=level level=0&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
S░░&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This diagram has multiple z-levels! Press&lt;br /&gt;
&amp;lt; to go up one z-level.&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;frame type=level level=1&amp;gt;&lt;br /&gt;
░░░░&lt;br /&gt;
░&amp;gt;c░&lt;br /&gt;
░░░░&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
This diagram has multiple z-levels! Press&lt;br /&gt;
&amp;gt; to go down one z-level.&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;frame type=level level=2&amp;gt;&lt;br /&gt;
 &lt;br /&gt;
 ░░&lt;br /&gt;
 &lt;br /&gt;
 &lt;br /&gt;
This diagram has multiple z-levels! Press&lt;br /&gt;
&amp;gt; to go down one z-level.&lt;br /&gt;
&amp;lt;/frame&amp;gt;&lt;br /&gt;
&amp;lt;/diagram&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Path finding method ==&lt;br /&gt;
''Dwarf Fortress'' uses the [[wikipedia:A* search algorithm|A* search algorithm]] ([http://qiao.github.io/PathFinding.js/visual/ a nice demo]) ([http://www.gamasutra.com/view/feature/131954/interview_the_making_of_dwarf_.php?page=8 confirmation]), which quickly calculates the ideal path between points. Despite what this wiki has previously said, the heuristic used in Dwarf Fortress is admissible, and thus the ideal path is always found; whether your dwarf actually picks the right point B to go to is a different question.&lt;br /&gt;
&lt;br /&gt;
Choosing the nearest raw materials uses the shortcut of checking the [[wikipedia:Manhattan distance|Manhattan distance]] from the [[dwarf]]'s current position, rather than an actual search. Thus, when constructing things, the valid materials list will be ordered from nearest to farthest; this, however, ignores any walls or obstacles in the way. An important part of fortress design is to be as open as possible, as more doorways will result in quicker paths (and thus better performance) as well as avoiding the hurdles of cross-map walks to find something the metric says is a short distance away. Workshops automatically path to the nearest valid raw materials; building things allows you to choose what to grab.&lt;br /&gt;
&lt;br /&gt;
== Applications ==&lt;br /&gt;
&lt;br /&gt;
For workshop jobs, the closest available valid material is used for the job. The simplest way to use pathing to your advantage is to surround a workshop with a stockpile accepting only specific raw materials that you want it to be using. While this is usually better handled by using linked stockpiles, it remains useful when trying to understand why, instead of decorating some beds in your furniture stockpile, your [[gem setter]] decides to fancify some commoners' [[coffin]]s in the next-door [[mason's workshop]].&lt;br /&gt;
&lt;br /&gt;
The way pathing is handled should influence the way you design your fortress. An important part of fortress design is to be as closed as possible (again, the exact opposite of what the wiki has previously said), to reduce the amount of tiles searched overall; A*, in edge cases, will search every single tile on the map, so making sure there are simply fewer tiles will speed up the game in those edge cases. Those edge cases are, generally, the only place where pathfinding actually has any major effect on performance.&lt;br /&gt;
&lt;br /&gt;
[[File:Pathing.jpg|thumb|right|300px|Applications of pathing (aka pathing abuse). Note that they do see every path, so if the green bottom bridge is raised, they will take the caravan entrance instead.]]&lt;br /&gt;
Implications in security design are a bit more thorough. Hostile creatures and dwarves running errands are able to consider the entire map when making pathing choices, and their A* pathfinding will mean that they will always take the shortest route, if there is a choice. This is a point separating trading [[caravan]]s, which path to your [[trade depot]], from [[goblin]] [[siege]]s, which look for the shortest path in instead. One clever exploit of this behavior is demonstrated at right; caravans will always take the winding, clean-top path, because that is where the trading post is, while incoming enemies will prefer the shorter, trapped bottom entrance.&lt;br /&gt;
&lt;br /&gt;
===Doing the Calculation===&lt;br /&gt;
Each tile will have a value, this value is in some way based on how close it brings us to the item and that tile's [[traffic|traffic value]]. Thus the procedure is something like this:&lt;br /&gt;
# First, we check all the tiles next to the target and mark their values.&lt;br /&gt;
# From there, repeatedly check all accessible tiles from the target until we reach the dwarf.&lt;br /&gt;
# From the dwarf, pick recursively the tiles with the lowest value, and you have a path.&lt;br /&gt;
#Now the dwarf will follow this path to get to the target.&lt;br /&gt;
&lt;br /&gt;
Things that are wandering (Animals, wandering invaders) may use a combination of the above method with some random movement.  For jobs that require chasing a moving thing, this procedure may be done over and over, or a different algorithm may be used.&lt;br /&gt;
&lt;br /&gt;
Additionally, the following variations have been suggested, but nothing is certain:&lt;br /&gt;
*Dwarves may remember paths that have worked before and try them before anything else.&lt;br /&gt;
*Inaccessible items may be invisibly considered forbidden for a certain amount of time after a dwarf discovers it is inaccessible, and therefore not considered in pathing.&lt;br /&gt;
&lt;br /&gt;
===Optimizations===&lt;br /&gt;
To improve pathing speed and performance:&lt;br /&gt;
*Keep small stockpiles immediately next to workshops. This means Urist McCrafter doesn't have to do very much pathing to find his rocks (though it may cause Urist McHauler to do even more pathing).&lt;br /&gt;
*Keep Haulers near places where things will need to be moved from (excess stockpiles, mines, butcher's shops or other shops that have a high item yield).&lt;br /&gt;
*Make it easy to get in and out of the areas where workshops are.&lt;br /&gt;
*Staircases in rooms instead of in central areas should greatly improve pathing speeds.&lt;br /&gt;
*Applying traffic costs properly will greatly increase the speed of finding paths. Make corners of rooms higher cost and the center of major hallways and rooms with stockpiles and workshops lower cost. More on [[traffic]].&lt;br /&gt;
&lt;br /&gt;
===Splitted One-way===&lt;br /&gt;
It's not possible to create areas path-able in one way only (though it was [[40d:One-way|in 0.28]], by exploiting a bug). However, it's possible to create a strong preference for pathing differently in different directions. A* algorithm in itself allows asymmetry, which suggests that bias in its priorities at least sometimes can be exploited to split traffic by direction. Consider this floor diagram:&lt;br /&gt;
{{diagram|spaces=yes|\&lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
░RR++++++++HH░  ░ →→→→→→→→→→ ░&lt;br /&gt;
++░░░░░░░░░░++  ↔┤░░░░░░░░░░├↔&lt;br /&gt;
░HH++++++++RR░  ░ ←←←←←←←←←← ░ &lt;br /&gt;
░░░░░░░░░░░░░░  ░░░░░░░░░░░░░░&lt;br /&gt;
&lt;br /&gt;
░ : wall&lt;br /&gt;
+ : floor - normal traffic&lt;br /&gt;
H : floor - High traffic&lt;br /&gt;
R : floor - Restricted traffic&lt;br /&gt;
}}&lt;br /&gt;
If this fragment is set up between a closed cave and outside, dwarves will always choose to pass through it via the left corridor, even if that corridor is farther both from the dwarf's original location and destination. Since A* is &amp;quot;best-first&amp;quot;, i.e. strongly prioritizes lower path cost in the immediate vicinity, we may guess that DF calculates path ''from'' the destination to the creature. (This seems more efficient if creatures more often need to path from open space ''into'' a dead-end or maze than vice versa, or the destination is cut off from open space more often than the creature.)&lt;br /&gt;
&lt;br /&gt;
This isn't foolproof (e.g. pets ignore traffic designations and dorfs don't path ''through'' it from end to end when picking up something ''within'' it), or even too useful in itself (you need alternate paths to be very close - enough that the immediate traffic cost matters much more than difference in distance), but it does allow to e.g. make assumptions as to whether a dwarf arrives or leaves for [[pressure plate]] automation purpose, without forcing path retries (and attendant CPU load) inherent in &amp;quot;suddenly closed door&amp;quot;/&amp;quot;suddenly opened hatch&amp;quot; technique (even if you need a strict one-way, these methods can be combined, to make path retry an exception rather than rule).&lt;br /&gt;
&lt;br /&gt;
The longer the space between entrance and exit (left and right in the diagram) of the two one-way-floors, the more likely dwarves will stick to the desired side even obstacles like animals and dwarves are in their way. Of course, there will be fewer actual collisions than predicted if everyone moves in the same direction.&lt;br /&gt;
&lt;br /&gt;
'''Warning:''' Using Restricted traffic on floors dwarves have to pass — like the entrance of a fortress - leads to high pathing costs (and thus potentially FPS drop) because of searching for alternative routes!{{verify}}&lt;br /&gt;
&lt;br /&gt;
If you want to use this, keep those (path-through) restricted areas as small as possible. On the other side, the higher the restricted costs, the more likely dwarves stick to the correct site. The same is true for longer tunnels. And the longer the tunnel, the less additional pathing will be done. If the tunnel is at least as long as the costs of the restricted area, you don't have to bother additional costs. So, this should only be used for long tunnels. Never use it to control traffic inside your fort between rooms unless you restrict most of your fort's area!&lt;br /&gt;
&lt;br /&gt;
==Other dwarves==&lt;br /&gt;
It is possible for entities such as dwarves to walk over each other when necessary. However, moving over occupied tiles in this manner is much slower, and dwarves will try to path so that they can avoid it. This introduces an important consideration to fortress design.&lt;br /&gt;
&lt;br /&gt;
If you have a long, 1-tile wide corridor which already has a dwarf moving through it, other dwarves who need to get from one side of the corridor to the other will try to avoid colliding with that dwarf, by pathing elsewhere. If it so happens that the corridor is long, and there are no nearby alternative routes, this may cause a very significant increase in pathfinding burden.&lt;br /&gt;
&lt;br /&gt;
For this reason, it's best to make high-traffic routes at least 2 tiles wide, and avoid single doors and single stairs. This ensures that when a dwarf tries to find a detour around another dwarf in his way, he will be able to do so easily and without modifying his current path much.&lt;br /&gt;
&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = nimar&lt;br /&gt;
| elvish  = alí&lt;br /&gt;
| goblin  = snust&lt;br /&gt;
| human   = anur&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Path]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=309071</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=309071"/>
		<updated>2025-04-20T21:20:58Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Elven sieges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:df_goblin_siege.png|thumb|220px|right|Brutal battle during a small siege.]]&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = zokun&lt;br /&gt;
| elvish  = thima&lt;br /&gt;
| goblin  = etosp&lt;br /&gt;
| human   = rislu}}&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
'''Sieges''' are large-scale assaults on your fortress by other [[civilization]]s, and a step beyond [[ambush]]es. Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[Tower (necromancy)|tower]]. They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the {{DFtext|SIEGE|6:4:1}} tag at the top for the duration of the siege. In the premium version, it looks like this:&amp;lt;br&amp;gt;&lt;br /&gt;
[[File:siege_icon.png]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
A siege's objective is to exterminate every [[dwarf]] in your fortress, or die trying. It is possible to be sieged by all civilized races, with the exception of [[kobold]]s and subterranean [[animal people]]; these two never go beyond ambushes. Enemy civilizations will begin to send sieges against your fortress once its [[population]] reaches 80 members, with the exception of the undead, who may attack at any time.&lt;br /&gt;
&lt;br /&gt;
[[Caravan]]s will not arrive at an already-besieged fortress, but will, unfortunately, arrive if a siege is not broken quickly enough - it is possible to miss out entirely on a civilization's caravan for the year this way. Even if they do arrive before the siege, the attackers may kill them or chase them off if they can reach them. '''Consider this when deciding how you set up your [[trade depot]] and how heavily reliant your economy is on imported goods.'''&lt;br /&gt;
&lt;br /&gt;
A civilization will be unable to lay siege if it can't ''reach'' your fortress site, that is, armies need to physically move to the location of your fortress; they are normally allowed a 30-tile radius of interaction (towers have 10 tiles), beyond which sieges are impossible. Specifically, you will never get sieges if you embark on an [[island]], or in a valley which is completely surrounded by [[mountain]]s. If you want to make sure that a certain civilization will be capable of laying siege to you, then look at the &amp;quot;neighbors&amp;quot; view of the embark site finder when selecting your fortress site.&lt;br /&gt;
&lt;br /&gt;
== Structure of a siege ==&lt;br /&gt;
*Siege forces usually consist of several &amp;quot;squads&amp;quot;. Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one &amp;quot;squad leader&amp;quot; (typically an Elite or better, which need not be the same class as the squad being led).&lt;br /&gt;
*Occasionally, a squad will be mounted – this means each of its members will be riding a suitable [[creature]], though the creatures typically vary between members. The squad leader can be mounted even if their squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits from their riders. For more info on mounted units, and the [[fun]] they can unleash upon an ill-prepared defender, see: [[Mount]].&lt;br /&gt;
*Invaders can climb [[wall]]s and pits. This can be quite [[fun]] if your fort defense relies on the same kinds of walls and pits as previous versions.&lt;br /&gt;
*In the pause menu, your retiring option will change from &amp;quot;retire your fortress&amp;quot; to &amp;quot;succumb to the invasion&amp;quot;. Choosing this option will lead to the siege succeeding and the dwarves being killed.&lt;br /&gt;
*After being sufficiently &amp;quot;successful&amp;quot; at defending against the siege (killing sufficient attackers, waiting them out, or some combination thereof), the attackers will retreat. All of the remaining squads and groups will head for the map edges and leave, typically favoring the edge they entered from. Once all of the remaining attackers have decided to retreat, the {{DFtext|SIEGE|6:4:1}} tag will go away.&lt;br /&gt;
*It is possible to have multiple sieges at the same time. If the attacking civilizations are at war with each other, they will start to fight with each other as well.&lt;br /&gt;
*You can turn off sieges and [[megabeast]]s altogether by changing &amp;quot;civilizations can attack&amp;quot; and &amp;quot;megabeasts can attack&amp;quot; to NO in the difficulty settings.&lt;br /&gt;
*Depending on how your fortress is set up, [[winter]] can be the worst time for a siege due to any outside water being frozen. If your fortress is surrounded by a moat, or is meant to be blocked off by water in some way, your enemies will simply walk over the [[ice]] and climb over any walls into your fortress.&lt;br /&gt;
&lt;br /&gt;
===Difficulty===&lt;br /&gt;
On normal [[difficulty]], the intensity of enemy attacks directly corresponds to your [[fortress]]'s title. Once sieges are possible, 25% of invasions will be sieges instead of [[Ambush|ambushes]].&lt;br /&gt;
&lt;br /&gt;
On hard difficulty, the trigger conditions for enemies are roughly halved, allowing more invaders to attack earlier. The frequency of sieges instead of ambush increases to 50%.&lt;br /&gt;
&lt;br /&gt;
By default, a max of 120 soldiers and 40 monsters can attack your fortress during a siege. This number can be adjusted in the [[difficulty]] settings.&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;margin: 1em auto; border-spacing: 0;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;vertical-align: top; padding: 0 1em&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Normal enemies&lt;br /&gt;
! colspan='2' | Fortress Title&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000; padding:2px 6px' | {{Raw Tile|Ω|#555|#000}}&lt;br /&gt;
| '''Outpost'''&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#777|#000}}&lt;br /&gt;
| '''Hamlet'''&lt;br /&gt;
| style='text-align:right' | 20&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| 500☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#999|#000}}&lt;br /&gt;
| '''Village'''&lt;br /&gt;
| style='text-align:right' | 50&lt;br /&gt;
| 25,000☼&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#bbb|#000}}&lt;br /&gt;
| '''Town'''&lt;br /&gt;
| style='text-align:right' | 80&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (10 regulars)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='background-color:#000;' | {{Raw Tile|Ω|#ddd|#000}}&lt;br /&gt;
| '''City'''&lt;br /&gt;
| style='text-align:right' | 110&lt;br /&gt;
| 200,000☼&lt;br /&gt;
| 20,000☼&lt;br /&gt;
| Sieges (40 regulars, 5 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='background-color:#000;| {{Raw Tile|Ω|#fff|#000}}&lt;br /&gt;
| '''Metropolis'''&lt;br /&gt;
| style='text-align:right' | 140&lt;br /&gt;
| 300,000☼&lt;br /&gt;
| 30,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|&lt;br /&gt;
{| class=wikitable&lt;br /&gt;
|+ Hard enemies&lt;br /&gt;
! Pop&lt;br /&gt;
! Created Wealth&lt;br /&gt;
! Exported Wealth&lt;br /&gt;
! Invaders&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| None&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 15&lt;br /&gt;
| 2,500☼&lt;br /&gt;
| 250☼&lt;br /&gt;
| Ambush only&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 30&lt;br /&gt;
| 12,500☼&lt;br /&gt;
| 1,250☼&lt;br /&gt;
| &amp;quot; &amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 40&lt;br /&gt;
| 50,000☼&lt;br /&gt;
| 5,000☼&lt;br /&gt;
| Sieges (20 regulars, 1 monster)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#eee'&lt;br /&gt;
| style='text-align:right' | 55&lt;br /&gt;
| 100,000☼&lt;br /&gt;
| 10,000☼&lt;br /&gt;
| Sieges (60 regulars, 10 monsters)&lt;br /&gt;
&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
| style='text-align:right' | 70&lt;br /&gt;
| 150,000☼&lt;br /&gt;
| 15,000☼&lt;br /&gt;
| Sieges (120 regulars, 40 monsters)&lt;br /&gt;
|}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
[[File:The last stand by ncorva.jpg|thumb|250px|We hear the drums, they are coming...&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by ncorva''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|A vile force of darkness has arrived!|5:1}}&lt;br /&gt;
&lt;br /&gt;
Usually, the tactics used by the goblins are no more sophisticated than charging in an open march toward your fortress, and attempting to kill your dwarves. Goblin sieges often include groups of [[troll]]s and [[beak dog]]s, but may also include things like [[ogre]]s, or [[cave dragon]]s (along with some other &amp;quot;Subterranean&amp;quot; and evil &amp;quot;Fantasy&amp;quot; creatures), that can [[Building destroyer|break buildings]] and smash workshops. Unlike the squads, however, these &amp;quot;groups&amp;quot; usually enter the map in a single tile, somewhat akin to arriving [[migrants]]. These war creatures usually possess random civilian classes, and show little of the organized behavior of the squads. Goblins may also bring fighters belonging to other races (previously kidnapped as children by [[snatcher]]s), and if you're really lucky, they may be commanded by something particularly [[Demon|fun]]. Goblin sieges usually involve [[mount]]ed squads, some of which can fly over whatever defenses you might have set up to stop them.&lt;br /&gt;
&lt;br /&gt;
Interestingly, the goblin civilization lacks the {{token|SIEGER|e}} token, while large-scale attacks by them nevertheless activate the {{DFtext|SIEGE|6:4:1}} state. This suggests that the token doesn't regulate the overall ability to send out sieging forces, but merely enables large attacking forces to set up camp and try to wait out a fort – the behavior often seen in human sieges – instead of charging in blindly like a pack of fools. Goblins are also the only race who can siege your fortress without their civilization being explicitly at [[war]] with your own, presumably because their evil nature makes them disregard diplomacy entirely.&lt;br /&gt;
&lt;br /&gt;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
{{dftext|An ambush! Curse all friends of nature!|4:1}}&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on the part of the player, or for your starting civilization to have a pre-existing conflict with a nearby elven one - you can check this when you embark while looking at nearby civilizations, where it will read {{DFtext|WAR|4:1}} next to the elf civilization, though it seems to be entirely dependent on how world gen plays out, and embarking at a time when a war is happening. Another, possibly simpler (and more amusing) way to elven siege is to blatantly provoke them. If you don't want to be attacked by elves you should not offer them wooden goods or goods stored in wooden barrels or bins. You might also avoid clearing too much woodland, as elves will be offended if you do so. Unless you want to be attacked by them, don't send squads to [[Mission|raid]] their sites in the civilization screen.&lt;br /&gt;
&lt;br /&gt;
Elves ambush using stealth squads rather than siege, to hide their numbers and locations. It should be noted, however, that unlike goblin ambushes which cap at four squads, elves can come in '''massive''' numbers, atop mighty (and [[Butcher|tasty]]) [[unicorn]]s or other [[elephant|exotic beasts]] (like unaligned/mundane/giant animals, and good-aligned creatures). Fortunately, unlike goblins and humans, who wear heavy armor and wield [[metal]] weapons that can cause considerable damage, the elves are very weak in battle - their weapons and arrows are made of [[wood]], which will simply bounce off any standard metal armor, and they march into battle wearing easily breakable wooden armor, or even nothing but [[cloth]] robes and trousers.&lt;br /&gt;
&lt;br /&gt;
== [[Human]] sieges ==&lt;br /&gt;
[[File:human_siege_preview.png|thumb|250px|right|Being taller helps with war-related things.&amp;lt;br&amp;gt;&amp;lt;small&amp;gt;''Art by by John Gilbert (1817 - 1897 CE)''&amp;lt;/small&amp;gt;]]&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you if you let their [[diplomat]] die while visiting your fortress; if too many of their trade wagons get destroyed, if you trade with an elven nation the humans are at war with, or if you raid their sites. Humans sometimes set up a camp near the map edge they arrived on, harassing wandering dwarves and waiting for you to come to them instead of blindly charging toward your fortress. &lt;br /&gt;
&lt;br /&gt;
Humans often ride mundane animals, such as [[horse]]s, [[camel]]s (of both varieties), or war [[grizzly bear]]s, and may bring along further war animals like trained [[cheetah]]s, or even [[elephant]]s. Be aware that human siegers know about all [[trap]]s that their diplomats have seen before; even their war animals are immune to those traps. If you have had a human diplomat in your fort, assume that your traps are useless against the invaders unless they were built after their last visit. A removed and rebuilt trap counts as &amp;quot;new&amp;quot;, even if it's the same type of trap in the same tile.&lt;br /&gt;
&lt;br /&gt;
== [[Necromancer]] sieges ==&lt;br /&gt;
{{dftext|The dead walk. Hide while you still can!|5:1}}&amp;lt;br&amp;gt;&lt;br /&gt;
{{dftext|Forms twisted from their nature, legion of the night. What hope remains?|5:1}}&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a [[Tower (necromancy)|tower]]. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress unless you attack them first.&lt;br /&gt;
&lt;br /&gt;
Necromancers will besiege your fortress by sending [[undead]] to your fort or even coming themselves. Either way, undead sieges are a guaranteed source of [[Fun]]. The undead units will arrive from all sides of the map, slowly meandering towards your fortress. Undead sieges may arrive with as few as one zombie to as many as fifty or more—and if a necromancer is present with them, anyone that dies in or near battle (or lying somewhere near it) is likely to be revived as a new zombie, complete with all the skills, attributes, and equipment it had in life. The undead in general are serious enemies, that one cannot treat like goblin garbage. A legendary squad can take down unarmed zombies in equal numbers, but the large numbers that necromancers can bring are unmatchable. To make things worse, &amp;quot;elite&amp;quot; zombie fighters may carry ''weapons and armor'', a truly terrifying thought were there ever one.&lt;br /&gt;
&lt;br /&gt;
While normally human, goblin and elven invaders usually do not have access to [[steel]] (with elves not using metal weapons/armour at all), if the original necromancer of the group (the one who was given the slab during worldgen) was a dwarf, it is not uncommon for the undead invaders to use steel. Yes, that means being invaded by steel-clad elven zombies with steel swords, for example.&lt;br /&gt;
&lt;br /&gt;
It is recommended that you have &amp;lt;s&amp;gt;many traps&amp;lt;/s&amp;gt; every single trap with the best available materials you could possibly build set in advance, and when the undead legions arrive, '''shut down everything'''. Be sure to shut down all of your [[butcher's shop]]s, crypts, and [[refuse]] [[stockpile]]s, as necromancers can reanimate armies of body parts to destroy your fortress from the inside. Be also careful with [[fishery]] workshops, as reports of [[mussel]] [[shell]]s rising from the dead are fairly common. Necromancers will raise any [[corpse]] or corpse part that they see, and simple proximity to undead can cause things like [[skin]] and [[hair]] to rise and attack the unfortunate butcher. It doesn't really matter how many zombies arrive; if you are not prepared, you will probably get slaughtered, as one zombie can easily become two zombies, then four, then eight and so on. If the zombies cannot attack your dwarves immediately, they will simply mill about on the surface until something living (wild animals included) comes too close or until they are all destroyed. Like other sieges, it is also possible to wait out necromancer sieges, though this can take a year or more. When fighting zombies that used to be your own dwarves, be sure not to let anyone who knew that dwarf fight them—it generates a strong negative [[thought]] on top of the reduction to sanity caused by fighting the living dead. Use [[Attack type|blunt]] weapons whenever possible—a mangled corpse is one that will stay dead, and with no functioning organs to damage, the only other way to stop them is through decapitation or bisection.&lt;br /&gt;
&lt;br /&gt;
Undead sieges can attack your fortress at any time, including before the second spring's elven caravan arrives, or even before the first dwarven caravan arrives in the fall of your first year (thus preventing its arrival). The number of undead sent will depend on your wealth and population, and early sieges tend to have as few as three undead—but can cause very much cheesy [[fun]] if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
(If [[experiment]]s are brought along, the latter message will be shown. Sometimes these &amp;quot;sieges&amp;quot; of experiments will be very small, consisting of only a few experiments and no necromancer.)&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf|Dwarven]] sieges ==&lt;br /&gt;
{{dftext|The enemy have come and are laying siege to the fortress.|5:1}}&lt;br /&gt;
&lt;br /&gt;
Dwarves of a different entity from yours will normally not interact with your fortress. However, should the player [[Mission|raid]] the sites of another dwarven civilization, or refuse to give a petitioned [[legendary artifact]] if requested, the other dwarves may declare war on yours, leading to dwarven sieges. It isn't possible to be attacked by dwarves of your own entity.&lt;br /&gt;
&lt;br /&gt;
Dwarves employ tactics similar to those of humans during sieges, and employ war beasts and cavalry equivalent to their own or to those used by goblins, as they have access both to above-ground and subterranean resources. Enemy dwarves can be particularly [[fun]] to face due to them possessing access to everything the player has, including the likes of steel equipment, and due to being able to enter [[martial trance]]s much like your own dwarves.&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
Roving bandit groups near by your fortress may also besiege it, happening potentially as early as ''the first year'', making them an excellent source of surprise [[fun]].&lt;br /&gt;
&lt;br /&gt;
Bandit groups are drawn from any entity with the {{token|BANDITRY|e}} and {{token|LOCAL_BANDITRY|e}} tokens. In unmodded games, these are [[goblin]]s, [[human]]s and [[kobold]]s, though other races (even [[dwarves]]) have been reported. Their announcement messages are the same as the messages for regular sieges of their race. Bandit sieges are generally smaller than a later-game full-blown siege, more similar in size to goblin [[ambush]]es, as there are fewer units from which to draw combatants. Bandits tend to be poorly equipped and skilled, some being recruits with no weapons or armour (''as would be expected of such matters of war'').&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
* Occasionally sieges will not end with all invaders being dealt with. In such cases the siege seems to end after several months by itself. {{Bug|10075}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;br /&gt;
{{category|Fortress mode}}&lt;br /&gt;
[[ru:Siege]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_scripting&amp;diff=307860</id>
		<title>Lua scripting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_scripting&amp;diff=307860"/>
		<updated>2025-02-27T01:50:45Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Under_construction}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
''This article is about procedural raw generation. Information on [[Utility:DFHack]] scripting can be found at https://docs.dfhack.org/en/stable/.''&lt;br /&gt;
&lt;br /&gt;
[https://www.lua.org/ Lua] scripting is an experimental feature{{version|51.06}}. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a [https://www.youtube.com/watch?v=Z9rzhFwgfUk video], with the stated goal of &amp;quot;supporting future [[Magic|magical]] endeavors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Inorganic [[Material definition token|materials]], [[Language token|languages]], [[Creature token|creatures]], [[Interaction token|interactions]],  [[Item token|items]] (currently excluding instruments), [[reaction]]s, [[Entity token|entities]], and [[Plant token|plants]] are open to this system.&lt;br /&gt;
&lt;br /&gt;
Scripts are loaded from a mod's ``scripts/init.lua`` file, as well as from any included files.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
As of right now, Lua scripting is confined to generation of procedural objects. This is done by running the ``generate`` function, a global function loaded in ``'''data/init/generators.lua'''``. It runs unit tests, preprocess, materials, items, languages, creatures, interactions, entities and postprocessing, in that order.&lt;br /&gt;
&lt;br /&gt;
When random objects are first generated, the game populates two global tables, ``world`` and ``random_object_parameters``. ``world`` contains info about the world currently being generated (or, in the future, played in), while ``random_object_parameters`` contains what the game expects to be generated. The most important thing between these is ``random_object_parameters.main_world_randoms``, which is ``true`` for exactly one generation at the start of worldgen; it's what you want to check for if you're generating your own objects&lt;br /&gt;
&lt;br /&gt;
You can set the global ``debug_level`` variable to print some debug info. It's a number, but what numbers are there are completely arbitrary. If it's &amp;gt;0, it'll run unit tests; if it's &amp;gt;=0.5, it'll display what step of generation it's at, at every step. You can use ``get_debug_logger(x)`` to return a function that logs to ``lualog.txt`` if the debug level is at least ``x``.&lt;br /&gt;
&lt;br /&gt;
Unit tests are functions that return a table, containing ``good``, which, if truthy, is considered passed, and ``info``, which is a string that contains information on said pass or fail. These unit tests should have no side effects, i.e. they shouldn't muck with global state any. Here's an example unit test, one that was used during development (but had no reason to be removed):&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=get_random_creature&lt;br /&gt;
|script=&lt;br /&gt;
    get_random_creature=function()&lt;br /&gt;
        local cr=world.creature.get_random_creature()&lt;br /&gt;
        local res={}&lt;br /&gt;
        res.good=type(cr)=='table'&lt;br /&gt;
        res.info=res.good and (&amp;quot;Got a random creature: &amp;quot;..cr.token) or &amp;quot;No random creature could be gotten, even at most permissive!&amp;quot;&lt;br /&gt;
        return res&lt;br /&gt;
    end}}&lt;br /&gt;
&lt;br /&gt;
``preprocess`` is just a table of functions. It runs each function, one at a time. This is where you want your side effects, and, if you're adding an entirely new procedural object type, that's what you probably want. You should also use it if you want to mess around with ``random_object_parameters``, which is allowed (it's how demon types are assigned in vanilla, and you can change the proportions as an end user if you want). The &amp;quot;adamantine alloys&amp;quot; example below is an example of what can be done with preprocess (and postprocess, which is mostly identical except it happens after the rest of generation).&lt;br /&gt;
&lt;br /&gt;
The game then generates all of the individual objects; the general procedure for this is that the game calls the ``generate_from_list`` function on a table of functions, which calls every function and picks one of the resulting tables at random depending on their weights. For example, the ``interactions.secrets`` table contains one entry, that for necromancers; it returns a table containing three entries: ``{interaction=tbl,weight=1,spheres=spheres}``. ``interaction`` is the full raw text of the interaction; ``weight`` is the random weight for the interaction, i.e. if you add another one which returns a table containing ``weight=2``, that will be twice as likely as necromancers. ``spheres=spheres`` is some extra data the generator might be able to use. It actually doesn't, at this point, but one could override ``generate_random_interactions`` with their own version that takes into account ``spheres`` and, say, tries to evenly distribute generated secrets over available spheres. (This didn't end up in vanilla primarily out of concerns of bug-like behavior cropping up).&lt;br /&gt;
&lt;br /&gt;
Languages are special, though; as can be seen below, the ``languages`` table just expects a table containing translations, e.g. ``tbl[&amp;quot;ABBEY&amp;quot;]=&amp;quot;abbey&amp;quot;``. If you want to procedurally add words or symbols (and yes, these are both doable), you can use preprocess or postprocess.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
Creatures have a lot more to them than other procedural objects. Forgotten beasts are, in a sense, the simplest of them:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=creatures.fb.default&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.default=function(layer_type,tok)&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
    [CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    return {creature=tbl,weight=1}&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
This is a lot of info! First, you build an ``options`` table; it's possible to make a full list of options used in vanilla, but other mods can also use arbitrary options. It then adds all the usual special-to-forgotten-beast tokens, in a big string, followed by calling ``add_regular_tokens(tbl,options)``, which adds some stuff common to all (vanilla) procedural creatures, based on the options given. It sets ``do_water`` and the WATER sphere if the FB is in a water cavern, an option which whitelists certain random creature profiles, as well as adding a random evil sphere. ``populate_sphere_info`` is similar to ``add_regular_tokens``; it adds all of the spheres in ``options.spheres`` to the creature, using the SPHERE token, then, if certain options are set, does more. Then, it gets a random creature profile using ``get_random_creature_profile`` and the options, uses ``add_body_size`` to set the BODY_SIZE tokens and attendant things that come with it, sets the creature tile, and finally runs the Big Function, ``build_procgen_creature``, which creates the description, body, tissues, et cetera.&lt;br /&gt;
&lt;br /&gt;
===Random Creature Profiles===&lt;br /&gt;
A random creature profile is a type of &amp;quot;thing&amp;quot; a generated creature can be. For example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=random_creature_types.GENERAL_QUADRUPED&lt;br /&gt;
|script=&lt;br /&gt;
	GENERAL_QUADRUPED={&lt;br /&gt;
		name_string=&amp;quot;quadruped&amp;quot;,&lt;br /&gt;
		tile='Q',&lt;br /&gt;
		body_base=&amp;quot;QUADRUPED&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;UNIFORM&amp;quot;,&lt;br /&gt;
		cannot_have_get_more_legs=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=1000&lt;br /&gt;
		},&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Of these, only ``cannot_have_get_more_legs`` is optional. ``build_procgen_creature`` has direct access to the RCP, as the first argument, and thus extra table entries can be used however you like.&lt;br /&gt;
&lt;br /&gt;
===Other stuff===&lt;br /&gt;
TODO: Tweaks, random creature materials, random creature classes, color pickers, function that ``build_procgen_creature`` calls in the process of building that can be used to inject your own logic into creature building (e.g. ``btc1_tweaks``), etc.&lt;br /&gt;
&lt;br /&gt;
==Code Samples==&lt;br /&gt;
&lt;br /&gt;
===Divine language===&lt;br /&gt;
This is the [[divine language]], which generates a bunch of random-sounding words from a set of syllables.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Needs support for {{raw}} in Scriptdata to condense --&amp;gt;&lt;br /&gt;
{{Main:Divine language/script}}&lt;br /&gt;
&lt;br /&gt;
===Identity language===&lt;br /&gt;
This makes a [[Language token|language]] called ``GEN_IDENTITY`` which is like: &amp;quot;Abbey abbeyabbeys the abbey of abbeys&amp;quot; - i.e. it's the &amp;quot;English&amp;quot; language you might see occasionally.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_IDENTITY&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_IDENTITY=function()&lt;br /&gt;
    -- just to demonstrate the absolute most basic method of generating one of these&lt;br /&gt;
    -- also so that you can just mod stuff to use GEN_IDENTITY&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local unempty = function(str1, str2) &lt;br /&gt;
        return str1=='' and str2 or str1&lt;br /&gt;
    end&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        local str=''&lt;br /&gt;
        str=unempty(str,v.NOUN_SING)&lt;br /&gt;
        str=unempty(str,v.ADJ)&lt;br /&gt;
        str=unempty(str,v.VERB_FIRST_PRES)&lt;br /&gt;
        str=unempty(str,string.lower(v.token))&lt;br /&gt;
        tbl[v.token]=str&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
===New divine metal===&lt;br /&gt;
You can add new metal descriptions for divine metal pretty easily, for example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Laughing metal&lt;br /&gt;
|script=&lt;br /&gt;
metal_by_sphere.CHILDREN={&lt;br /&gt;
    name=&amp;quot;laughing metal&amp;quot;,&lt;br /&gt;
    col=&amp;quot;7:0:1&amp;quot;,&lt;br /&gt;
    color=&amp;quot;WHITE&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New forgotten beast===&lt;br /&gt;
Add a new kind of forgotten beast.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Unbidden spirit&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.unbidden=function(layer_type,tok)&lt;br /&gt;
    if layer_type==0 then return nil end -- land only&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        always_make_uniform=true,&lt;br /&gt;
        always_insubstantial=true,&lt;br /&gt;
        intangible_flier=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [CASTE_NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    -- Weight is a float; all vanilla objects have weight 1&lt;br /&gt;
    return {creature=tbl,weight=0.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Remove default forgotten beast===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; &amp;gt;&lt;br /&gt;
creatures.fb.default=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adamantine alloys===&lt;br /&gt;
&lt;br /&gt;
You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some ''truly'' wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Adamantine alloys&lt;br /&gt;
|script=&lt;br /&gt;
preprocess.adamantine_alloys=function()&lt;br /&gt;
    if not random_object_parameters.main_world_randoms then return end&lt;br /&gt;
    local l=get_debug_logger(2)&lt;br /&gt;
    local lines={}&lt;br /&gt;
    local reaction_lines={}&lt;br /&gt;
    local reaction_names={}&lt;br /&gt;
    local adamantine=world.inorganic.inorganic.ADAMANTINE&lt;br /&gt;
    if not adamantine then return end&lt;br /&gt;
    local adamantine_color=world.descriptor.color[world.descriptor.color_pattern[adamantine.material.color_pattern.SOLID].color[1]]&lt;br /&gt;
    local adamantine_modulus = 2500000  --mildly arbitrary, just below the theoretical limit&lt;br /&gt;
    l(&amp;quot;Starting&amp;quot;)&lt;br /&gt;
    local done_category=false&lt;br /&gt;
    for k,v in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        if not v.flags.SPECIAL and v.material.flags.IS_METAL then&lt;br /&gt;
            l(v.token)&lt;br /&gt;
            local token=&amp;quot;GEN_ADAMANTINE_&amp;quot;..v.token&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[INORGANIC:&amp;quot;..token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(lines)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
            for kk,vv in pairs(v.material.adj) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_ADJ:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot; --&amp;quot;adamantine molten steel&amp;quot;? it's fine&lt;br /&gt;
            end&lt;br /&gt;
            for kk,vv in pairs(v.material.name) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_NAME:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            l(2)&lt;br /&gt;
            local mat_values={}&lt;br /&gt;
            -- Find the ratio for which you get closest to (but not below) 2000000 in the material's worst property&lt;br /&gt;
            local worst=math.min(v.material.yield.IMPACT,v.material.fracture.SHEAR)&lt;br /&gt;
            local wafers=1&lt;br /&gt;
            local bars=1&lt;br /&gt;
            if worst &amp;lt; 2000000 then&lt;br /&gt;
                local ratio = (2000000-3*worst)/1000000&lt;br /&gt;
                local best_diff=1&lt;br /&gt;
                for i=1,10 do&lt;br /&gt;
                    local wafer_amt=i*ratio&lt;br /&gt;
                    if wafer_amt&amp;gt;1 and wafer_amt&amp;lt;20 and math.ceil(wafer_amt)-wafer_amt&amp;lt;best_diff then&lt;br /&gt;
                        best_diff=math.ceil(wafer_amt)-wafer_amt&lt;br /&gt;
                        wafers=math.ceil(wafer_amt)&lt;br /&gt;
                        bars=i&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            local avg_denom=1/(bars*3+wafers) -- Multiplication just a bit faster than division, we're rounding at the end anyway&lt;br /&gt;
            local solid_cl=nil&lt;br /&gt;
            for kk,vv in pairs(v.material.color_pattern) do&lt;br /&gt;
                -- time to get silly&lt;br /&gt;
                local this_color=world.descriptor.color[world.descriptor.color_pattern[vv].color[1]]&lt;br /&gt;
                local wanted_color={&lt;br /&gt;
                    r=(this_color.r*bars*3+adamantine_color.r*wafers)*avg_denom,&lt;br /&gt;
                    g=(this_color.g*bars*3+adamantine_color.g*wafers)*avg_denom,&lt;br /&gt;
                    b=(this_color.b*bars*3+adamantine_color.b*wafers)*avg_denom,&lt;br /&gt;
                }&lt;br /&gt;
                local best_total_diff=1000000000&lt;br /&gt;
                local best_clp=nil&lt;br /&gt;
                for _,clp in ipairs(world.descriptor.color_pattern) do&lt;br /&gt;
                    if clp.pattern==&amp;quot;MONOTONE&amp;quot; then&lt;br /&gt;
                        local cl=world.descriptor.color[clp.color[1]]&lt;br /&gt;
                        local diff=math.abs(wanted_color.r-cl.r)+math.abs(wanted_color.b-cl.b)+math.abs(wanted_color.g-cl.g)&lt;br /&gt;
                        if diff&amp;lt;best_total_diff then&lt;br /&gt;
                            best_clp=clp&lt;br /&gt;
                            best_total_diff=diff&lt;br /&gt;
                        end&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_COLOR:&amp;quot;..kk..&amp;quot;:&amp;quot;..best_clp.token..&amp;quot;]&amp;quot;&lt;br /&gt;
                if kk==&amp;quot;SOLID&amp;quot; then solid_cl=world.descriptor.color[best_clp.color[1]] end&lt;br /&gt;
            end&lt;br /&gt;
            local color_str=solid_cl.col_f..&amp;quot;:0:&amp;quot;..solid_cl.col_br&lt;br /&gt;
            l(color_str)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[DISPLAY_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BUILD_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[ITEMS_METAL][ITEMS_HARD][ITEMS_SCALED][ITEMS_BARRED]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
            if v.material.flags.ITEMS_DIGGER then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_DIGGER]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value(str)&lt;br /&gt;
                mat_values[str]=mat_values[str] or math.floor((adamantine.material[str]*wafers+v.material[str]*bars*3)*avg_denom+0.5)&lt;br /&gt;
                l(str,mat_values[str])&lt;br /&gt;
                return mat_values[str]&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value_nested(str1,str2)&lt;br /&gt;
                mat_values[str1..str2]=mat_values[str1..str2] or math.floor((adamantine.material[str1][str2]*wafers+v.material[str1][str2]*bars*3)/(bars*3+wafers)+0.5)&lt;br /&gt;
                l(str1..str2,mat_values[str1..str2])&lt;br /&gt;
                return mat_values[str1..str2]&lt;br /&gt;
            end&lt;br /&gt;
            if new_value_nested(&amp;quot;fracture&amp;quot;,&amp;quot;SHEAR&amp;quot;)&amp;gt;170000 or new_value_nested(&amp;quot;yield&amp;quot;,&amp;quot;IMPACT&amp;quot;)&amp;gt;245000 then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_WEAPON][ITEMS_AMMO]&amp;quot;&lt;br /&gt;
                if new_value(&amp;quot;solid_density&amp;quot;)&amp;lt;10000 then&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[ITEMS_WEAPON_RANGED][ITEMS_ARMOR]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MATERIAL_VALUE:&amp;quot;..new_value(&amp;quot;base_value&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPEC_HEAT:&amp;quot;..new_value(&amp;quot;temp_spec_heat&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MELTING_POINT:&amp;quot;..new_value(&amp;quot;temp_melting_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BOILING_POINT:&amp;quot;..new_value(&amp;quot;temp_boiling_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SOLID_DENSITY:&amp;quot;..new_value(&amp;quot;solid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[LIQUID_DENSITY:&amp;quot;..new_value(&amp;quot;liquid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MOLAR_MASS:&amp;quot;..new_value(&amp;quot;molar_mass&amp;quot;)..&amp;quot;]&amp;quot; -- i don't think this is actually correct&lt;br /&gt;
            for _,thing in ipairs({&amp;quot;yield&amp;quot;,&amp;quot;fracture&amp;quot;}) do&lt;br /&gt;
                for force,_ in pairs(v.material[thing]) do&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_&amp;quot;..string.upper(thing)..&amp;quot;:&amp;quot;..new_value_nested(thing,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            for _,force in ipairs(&amp;quot;IMPACT&amp;quot;,&amp;quot;COMPRESSIVE&amp;quot;,&amp;quot;TENSILE&amp;quot;,&amp;quot;TORSION&amp;quot;,&amp;quot;SHEAR&amp;quot;,&amp;quot;BENDING&amp;quot;) do&lt;br /&gt;
                local modulus = v.yield[force] / v.elasticity[force]&lt;br /&gt;
                local average_modulus = (adamantine_modulus*wafers + modulus*bars*3)*avg_denom&lt;br /&gt;
                local strain_at_yield = math.floor(new_value_nested(&amp;quot;yield&amp;quot;,force) / average_modulus + 0.5) -- usually zero, but can be 1 or 2 sometimes&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_YIELD:&amp;quot;..new_value_nested(&amp;quot;yield&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_FRACTURE:&amp;quot;..new_value_nested(&amp;quot;fracture&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_STRAIN_AT_YIELD:&amp;quot;..strain_at_yield..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MAX_EDGE:&amp;quot;..new_value(&amp;quot;max_edge&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            local reaction_token=token..&amp;quot;_MAKING&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REACTION:&amp;quot;..reaction_token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(reaction_lines)&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[NAME:make adamantine &amp;quot;..v.material.name.SOLID..&amp;quot; (use bars)]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[BUILDING:SMELTER:NONE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:A:&amp;quot;..tostring(150*wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:B:&amp;quot;..tostring(150*bars)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..v.token..&amp;quot;]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[PRODUCT:100:&amp;quot;..tostring(bars+wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..token..&amp;quot;][PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FORTRESS_MODE_ENABLED]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY:ADAMANTINE_ALLOYS]&amp;quot;&lt;br /&gt;
            if not done_category then&lt;br /&gt;
                done_category=true&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_NAME:Adamantine alloys]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_DESCRIPTION:Debase adamantine with other metals to get extremely strong alloys.]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_KEY:CUSTOM_SHIFT_A]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FUEL]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[SKILL:SMELT]&amp;quot;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    local entity_lines={}&lt;br /&gt;
    raws.register_inorganics(lines)&lt;br /&gt;
    -- not used in vanilla right now, due to lack of instruments, but you CAN do this&lt;br /&gt;
    raws.register_reactions(reaction_lines)&lt;br /&gt;
end}}&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Lua]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Lua_scripting&amp;diff=307858</id>
		<title>Lua scripting</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Lua_scripting&amp;diff=307858"/>
		<updated>2025-02-27T01:16:51Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Template:Under_construction}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
''This article is about procedural raw generation. Information on [[Utility:DFHack]] scripting can be found at https://docs.dfhack.org/en/stable/.''&lt;br /&gt;
&lt;br /&gt;
[https://www.lua.org/ Lua] scripting is an experimental feature{{version|51.06}}. It is used to create custom procedurally-generated objects that were previously created by hardcoded methods. It was announced in a [https://www.youtube.com/watch?v=Z9rzhFwgfUk video], with the stated goal of &amp;quot;supporting future [[Magic|magical]] endeavors.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Inorganic [[Material definition token|materials]], [[Language token|languages]], [[Creature token|creatures]], [[Interaction token|interactions]],  [[Item token|items]] (currently excluding instruments), [[reaction]]s, [[Entity token|entities]], and [[Plant token|plants]] are open to this system.&lt;br /&gt;
&lt;br /&gt;
Scripts are loaded from a mod's ``scripts/init.lua`` file, as well as from any included files.&lt;br /&gt;
&lt;br /&gt;
==Structure==&lt;br /&gt;
&lt;br /&gt;
As of right now, Lua scripting is confined to generation of procedural objects. This is done by running the ``generate`` function, a global function loaded in ``generators.lua``. It runs unit tests, preprocess, materials, items, languages, creatures, interactions, entities and postprocessing, in that order.&lt;br /&gt;
&lt;br /&gt;
When random objects are first generated, the game populates two global tables, ``world`` and ``random_object_parameters``. ``world`` contains info about the world currently being generated (or, in the future, played in), while ``random_object_parameters`` contains what the game expects to be generated. The most important thing between these is ``random_object_parameters.main_world_randoms``, which is ``true`` for exactly one generation at the start of worldgen; it's what you want to check for if you're generating your own objects&lt;br /&gt;
&lt;br /&gt;
You can set the global ``debug_level`` variable to print some debug info. It's a number, but what numbers are there are completely arbitrary. If it's &amp;gt;0, it'll run unit tests; if it's &amp;gt;=0.5, it'll display what step of generation it's at, at every step. You can use ``get_debug_logger(x)`` to return a function that logs to ``lualog.txt`` if the debug level is at least ``x``.&lt;br /&gt;
&lt;br /&gt;
Unit tests are functions that return a table, containing ``good``, which, if truthy, is considered passed, and ``info``, which is a string that contains information on said pass or fail. These unit tests should have no side effects, i.e. they shouldn't muck with global state any. Here's an example unit test, one that was used during development (but had no reason to be removed):&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=get_random_creature&lt;br /&gt;
|script=&lt;br /&gt;
    get_random_creature=function()&lt;br /&gt;
        local cr=world.creature.get_random_creature()&lt;br /&gt;
        local res={}&lt;br /&gt;
        res.good=type(cr)=='table'&lt;br /&gt;
        res.info=res.good and (&amp;quot;Got a random creature: &amp;quot;..cr.token) or &amp;quot;No random creature could be gotten, even at most permissive!&amp;quot;&lt;br /&gt;
        return res&lt;br /&gt;
    end}}&lt;br /&gt;
&lt;br /&gt;
``preprocess`` is just a table of functions. It runs each function, one at a time. This is where you want your side effects, and, if you're adding an entirely new procedural object type, that's what you probably want. You should also use it if you want to mess around with ``random_object_parameters``, which is allowed (it's how demon types are assigned in vanilla, and you can change the proportions as an end user if you want). The &amp;quot;adamantine alloys&amp;quot; example below is an example of what can be done with preprocess (and postprocess, which is mostly identical except it happens after the rest of generation).&lt;br /&gt;
&lt;br /&gt;
The game then generates all of the individual objects; the general procedure for this is that the game calls the ``generate_from_list`` function on a table of functions, which calls every function and picks one of the resulting tables at random depending on their weights. For example, the ``interactions.secrets`` table contains one entry, that for necromancers; it returns a table containing three entries: ``{interaction=tbl,weight=1,spheres=spheres}``. ``interaction`` is the full raw text of the interaction; ``weight`` is the random weight for the interaction, i.e. if you add another one which returns a table containing ``weight=2``, that will be twice as likely as necromancers. ``spheres=spheres`` is some extra data the generator might be able to use. It actually doesn't, at this point, but one could override ``generate_random_interactions`` with their own version that takes into account ``spheres`` and, say, tries to evenly distribute generated secrets over available spheres. (This didn't end up in vanilla primarily out of concerns of bug-like behavior cropping up).&lt;br /&gt;
&lt;br /&gt;
Languages are special, though; as can be seen below, the ``languages`` table just expects a table containing translations, e.g. ``tbl[&amp;quot;ABBEY&amp;quot;]=&amp;quot;abbey&amp;quot;``. If you want to procedurally add words or symbols (and yes, these are both doable), you can use preprocess or postprocess.&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
Creatures have a lot more to them than other procedural objects. Forgotten beasts are, in a sense, the simplest of them:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=creatures.fb.default&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.default=function(layer_type,tok)&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
    [CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    return {creature=tbl,weight=1}&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
This is a lot of info! First, you build an ``options`` table; it's possible to make a full list of options used in vanilla, but other mods can also use arbitrary options. It then adds all the usual special-to-forgotten-beast tokens, in a big string, followed by calling ``add_regular_tokens(tbl,options)``, which adds some stuff common to all (vanilla) procedural creatures, based on the options given. It sets ``do_water`` and the WATER sphere if the FB is in a water cavern, an option which whitelists certain random creature profiles, as well as adding a random evil sphere. ``populate_sphere_info`` is similar to ``add_regular_tokens``; it adds all of the spheres in ``options.spheres`` to the creature, using the SPHERE token, then, if certain options are set, does more. Then, it gets a random creature profile using ``get_random_creature_profile`` and the options, uses ``add_body_size`` to set the BODY_SIZE tokens and attendant things that come with it, sets the creature tile, and finally runs the Big Function, ``build_procgen_creature``, which creates the description, body, tissues, et cetera.&lt;br /&gt;
&lt;br /&gt;
===Random Creature Profiles===&lt;br /&gt;
A random creature profile is a type of &amp;quot;thing&amp;quot; a generated creature can be. For example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=random_creature_types.GENERAL_QUADRUPED&lt;br /&gt;
|script=&lt;br /&gt;
	GENERAL_QUADRUPED={&lt;br /&gt;
		name_string=&amp;quot;quadruped&amp;quot;,&lt;br /&gt;
		tile='Q',&lt;br /&gt;
		body_base=&amp;quot;QUADRUPED&amp;quot;,&lt;br /&gt;
		c_class=&amp;quot;UNIFORM&amp;quot;,&lt;br /&gt;
		cannot_have_get_more_legs=true,&lt;br /&gt;
		min_size=70000,&lt;br /&gt;
		weight=1000&lt;br /&gt;
		},&lt;br /&gt;
 }}&lt;br /&gt;
&lt;br /&gt;
Of these, only ``cannot_have_get_more_legs`` is optional. ``build_procgen_creature`` has direct access to the RCP, as the first argument, and thus extra table entries can be used however you like.&lt;br /&gt;
&lt;br /&gt;
===Other stuff===&lt;br /&gt;
TODO: Tweaks, random creature materials, random creature classes, color pickers, function that ``build_procgen_creature`` calls in the process of building that can be used to inject your own logic into creature building (e.g. ``btc1_tweaks``), etc.&lt;br /&gt;
&lt;br /&gt;
==Code Samples==&lt;br /&gt;
&lt;br /&gt;
===Divine language===&lt;br /&gt;
This is the [[divine language]], which generates a bunch of random-sounding words from a set of syllables.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--Needs support for {{raw}} in Scriptdata to condense --&amp;gt;&lt;br /&gt;
{{Main:Divine language/script}}&lt;br /&gt;
&lt;br /&gt;
===Identity language===&lt;br /&gt;
This makes a [[Language token|language]] called ``GEN_IDENTITY`` which is like: &amp;quot;Abbey abbeyabbeys the abbey of abbeys&amp;quot; - i.e. it's the &amp;quot;English&amp;quot; language you might see occasionally.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=GEN_IDENTITY&lt;br /&gt;
|script=&lt;br /&gt;
languages.GEN_IDENTITY=function()&lt;br /&gt;
    -- just to demonstrate the absolute most basic method of generating one of these&lt;br /&gt;
    -- also so that you can just mod stuff to use GEN_IDENTITY&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local unempty = function(str1, str2) &lt;br /&gt;
        return str1=='' and str2 or str1&lt;br /&gt;
    end&lt;br /&gt;
    for k,v in ipairs(world.language.word) do&lt;br /&gt;
        local str=''&lt;br /&gt;
        str=unempty(str,v.NOUN_SING)&lt;br /&gt;
        str=unempty(str,v.ADJ)&lt;br /&gt;
        str=unempty(str,v.VERB_FIRST_PRES)&lt;br /&gt;
        str=unempty(str,string.lower(v.token))&lt;br /&gt;
        tbl[v.token]=str&lt;br /&gt;
    end&lt;br /&gt;
    return tbl&lt;br /&gt;
end}}&lt;br /&gt;
&lt;br /&gt;
===New divine metal===&lt;br /&gt;
You can add new metal descriptions for divine metal pretty easily, for example:&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Laughing metal&lt;br /&gt;
|script=&lt;br /&gt;
metal_by_sphere.CHILDREN={&lt;br /&gt;
    name=&amp;quot;laughing metal&amp;quot;,&lt;br /&gt;
    col=&amp;quot;7:0:1&amp;quot;,&lt;br /&gt;
    color=&amp;quot;WHITE&amp;quot;&lt;br /&gt;
}&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===New forgotten beast===&lt;br /&gt;
Add a new kind of forgotten beast.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Unbidden spirit&lt;br /&gt;
|script=&lt;br /&gt;
creatures.fb.unbidden=function(layer_type,tok)&lt;br /&gt;
    if layer_type==0 then return nil end -- land only&lt;br /&gt;
    local tbl={}&lt;br /&gt;
    local options={&lt;br /&gt;
        strong_attack_tweak=true,&lt;br /&gt;
        always_make_uniform=true,&lt;br /&gt;
        always_insubstantial=true,&lt;br /&gt;
        intangible_flier=true,&lt;br /&gt;
        spheres={CAVERNS=true},&lt;br /&gt;
        is_evil=true,&lt;br /&gt;
        sickness_name=&amp;quot;beast sickness&amp;quot;,&lt;br /&gt;
        token=tok&lt;br /&gt;
    }&lt;br /&gt;
    tbl=split_to_lines(tbl,[[&lt;br /&gt;
    [FEATURE_BEAST]&lt;br /&gt;
    [ATTACK_TRIGGER:0:0:2]&lt;br /&gt;
    [NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [CASTE_NAME:unbidden spirit:unbidden spirit:unbidden spirit]&lt;br /&gt;
    [NO_GENDER]&lt;br /&gt;
    [CARNIVORE]&lt;br /&gt;
    [DIFFICULTY:10]&lt;br /&gt;
&lt;br /&gt;
    [NATURAL_SKILL:WRESTLING:6]&lt;br /&gt;
    [NATURAL_SKILL:BITE:6]&lt;br /&gt;
    [NATURAL_SKILL:GRASP_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:STANCE_STRIKE:6]&lt;br /&gt;
    [NATURAL_SKILL:MELEE_COMBAT:6]&lt;br /&gt;
    [NATURAL_SKILL:DODGING:6]&lt;br /&gt;
    [NATURAL_SKILL:SITUATIONAL_AWARENESS:6]&lt;br /&gt;
    [LARGE_PREDATOR]&lt;br /&gt;
    ]])&lt;br /&gt;
    add_regular_tokens(tbl,options)&lt;br /&gt;
    tbl[#tbl+1]=layer_type==0 and &amp;quot;[BIOME:SUBTERRANEAN_WATER]&amp;quot; or &amp;quot;[BIOME:SUBTERRANEAN_CHASM]&amp;quot;&lt;br /&gt;
    if layer_type==0 then options.spheres.WATER=true end&lt;br /&gt;
    options.spheres[pick_random(evil_spheres)]=true&lt;br /&gt;
    options.do_water=layer_type==0&lt;br /&gt;
    populate_sphere_info(tbl,options)&lt;br /&gt;
    local rcp=get_random_creature_profile(options)&lt;br /&gt;
    add_body_size(tbl,math.max(10000000,rcp.min_size),options)&lt;br /&gt;
    tbl[#tbl+1]=&amp;quot;[CREATURE_TILE:&amp;quot;..tile_string(rcp.tile)..&amp;quot;]&amp;quot;&lt;br /&gt;
    build_procgen_creature(rcp,tbl,options)&lt;br /&gt;
    -- Weight is a float; all vanilla objects have weight 1&lt;br /&gt;
    return {creature=tbl,weight=0.5}&lt;br /&gt;
end&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Remove default forgotten beast===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;syntaxhighlight lang=&amp;quot;lua&amp;quot; &amp;gt;&lt;br /&gt;
creatures.fb.default=nil&lt;br /&gt;
&amp;lt;/syntaxhighlight&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adamantine alloys===&lt;br /&gt;
&lt;br /&gt;
You can add your own arbitrary generated objects, though as of right now there's no way to make settings for them. This allows for some ''truly'' wild stuff; here's a fun example: adamantine-metal alloys for every single non-special metal, giving you an average of the properties of them.&lt;br /&gt;
&lt;br /&gt;
{{Scriptdata&lt;br /&gt;
|title=Adamantine alloys&lt;br /&gt;
|script=&lt;br /&gt;
preprocess.adamantine_alloys=function()&lt;br /&gt;
    if not random_object_parameters.main_world_randoms then return end&lt;br /&gt;
    local l=get_debug_logger(2)&lt;br /&gt;
    local lines={}&lt;br /&gt;
    local reaction_lines={}&lt;br /&gt;
    local reaction_names={}&lt;br /&gt;
    local adamantine=world.inorganic.inorganic.ADAMANTINE&lt;br /&gt;
    if not adamantine then return end&lt;br /&gt;
    local adamantine_color=world.descriptor.color[world.descriptor.color_pattern[adamantine.material.color_pattern.SOLID].color[1]]&lt;br /&gt;
    local adamantine_modulus = 2500000  --mildly arbitrary, just below the theoretical limit&lt;br /&gt;
    l(&amp;quot;Starting&amp;quot;)&lt;br /&gt;
    local done_category=false&lt;br /&gt;
    for k,v in ipairs(world.inorganic.inorganic) do&lt;br /&gt;
        if not v.flags.SPECIAL and v.material.flags.IS_METAL then&lt;br /&gt;
            l(v.token)&lt;br /&gt;
            local token=&amp;quot;GEN_ADAMANTINE_&amp;quot;..v.token&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[INORGANIC:&amp;quot;..token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(lines)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[USE_MATERIAL_TEMPLATE:METAL_TEMPLATE]&amp;quot;&lt;br /&gt;
            for kk,vv in pairs(v.material.adj) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_ADJ:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot; --&amp;quot;adamantine molten steel&amp;quot;? it's fine&lt;br /&gt;
            end&lt;br /&gt;
            for kk,vv in pairs(v.material.name) do&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_NAME:&amp;quot;..kk..&amp;quot;:adamantine &amp;quot;..vv..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            l(2)&lt;br /&gt;
            local mat_values={}&lt;br /&gt;
            -- Find the ratio for which you get closest to (but not below) 2000000 in the material's worst property&lt;br /&gt;
            local worst=math.min(v.material.yield.IMPACT,v.material.fracture.SHEAR)&lt;br /&gt;
            local wafers=1&lt;br /&gt;
            local bars=1&lt;br /&gt;
            if worst &amp;lt; 2000000 then&lt;br /&gt;
                local ratio = (2000000-3*worst)/1000000&lt;br /&gt;
                local best_diff=1&lt;br /&gt;
                for i=1,10 do&lt;br /&gt;
                    local wafer_amt=i*ratio&lt;br /&gt;
                    if wafer_amt&amp;gt;1 and wafer_amt&amp;lt;20 and math.ceil(wafer_amt)-wafer_amt&amp;lt;best_diff then&lt;br /&gt;
                        best_diff=math.ceil(wafer_amt)-wafer_amt&lt;br /&gt;
                        wafers=math.ceil(wafer_amt)&lt;br /&gt;
                        bars=i&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            local avg_denom=1/(bars*3+wafers) -- Multiplication just a bit faster than division, we're rounding at the end anyway&lt;br /&gt;
            local solid_cl=nil&lt;br /&gt;
            for kk,vv in pairs(v.material.color_pattern) do&lt;br /&gt;
                -- time to get silly&lt;br /&gt;
                local this_color=world.descriptor.color[world.descriptor.color_pattern[vv].color[1]]&lt;br /&gt;
                local wanted_color={&lt;br /&gt;
                    r=(this_color.r*bars*3+adamantine_color.r*wafers)*avg_denom,&lt;br /&gt;
                    g=(this_color.g*bars*3+adamantine_color.g*wafers)*avg_denom,&lt;br /&gt;
                    b=(this_color.b*bars*3+adamantine_color.b*wafers)*avg_denom,&lt;br /&gt;
                }&lt;br /&gt;
                local best_total_diff=1000000000&lt;br /&gt;
                local best_clp=nil&lt;br /&gt;
                for _,clp in ipairs(world.descriptor.color_pattern) do&lt;br /&gt;
                    if clp.pattern==&amp;quot;MONOTONE&amp;quot; then&lt;br /&gt;
                        local cl=world.descriptor.color[clp.color[1]]&lt;br /&gt;
                        local diff=math.abs(wanted_color.r-cl.r)+math.abs(wanted_color.b-cl.b)+math.abs(wanted_color.g-cl.g)&lt;br /&gt;
                        if diff&amp;lt;best_total_diff then&lt;br /&gt;
                            best_clp=clp&lt;br /&gt;
                            best_total_diff=diff&lt;br /&gt;
                        end&lt;br /&gt;
                    end&lt;br /&gt;
                end&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[STATE_COLOR:&amp;quot;..kk..&amp;quot;:&amp;quot;..best_clp.token..&amp;quot;]&amp;quot;&lt;br /&gt;
                if kk==&amp;quot;SOLID&amp;quot; then solid_cl=world.descriptor.color[best_clp.color[1]] end&lt;br /&gt;
            end&lt;br /&gt;
            local color_str=solid_cl.col_f..&amp;quot;:0:&amp;quot;..solid_cl.col_br&lt;br /&gt;
            l(color_str)&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[DISPLAY_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BUILD_COLOR:&amp;quot;..color_str..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[ITEMS_METAL][ITEMS_HARD][ITEMS_SCALED][ITEMS_BARRED]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPECIAL]&amp;quot;&lt;br /&gt;
            if v.material.flags.ITEMS_DIGGER then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_DIGGER]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value(str)&lt;br /&gt;
                mat_values[str]=mat_values[str] or math.floor((adamantine.material[str]*wafers+v.material[str]*bars*3)*avg_denom+0.5)&lt;br /&gt;
                l(str,mat_values[str])&lt;br /&gt;
                return mat_values[str]&lt;br /&gt;
            end&lt;br /&gt;
            local function new_value_nested(str1,str2)&lt;br /&gt;
                mat_values[str1..str2]=mat_values[str1..str2] or math.floor((adamantine.material[str1][str2]*wafers+v.material[str1][str2]*bars*3)/(bars*3+wafers)+0.5)&lt;br /&gt;
                l(str1..str2,mat_values[str1..str2])&lt;br /&gt;
                return mat_values[str1..str2]&lt;br /&gt;
            end&lt;br /&gt;
            if new_value_nested(&amp;quot;fracture&amp;quot;,&amp;quot;SHEAR&amp;quot;)&amp;gt;170000 or new_value_nested(&amp;quot;yield&amp;quot;,&amp;quot;IMPACT&amp;quot;)&amp;gt;245000 then&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[ITEMS_WEAPON][ITEMS_AMMO]&amp;quot;&lt;br /&gt;
                if new_value(&amp;quot;solid_density&amp;quot;)&amp;lt;10000 then&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[ITEMS_WEAPON_RANGED][ITEMS_ARMOR]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MATERIAL_VALUE:&amp;quot;..new_value(&amp;quot;base_value&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SPEC_HEAT:&amp;quot;..new_value(&amp;quot;temp_spec_heat&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MELTING_POINT:&amp;quot;..new_value(&amp;quot;temp_melting_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[BOILING_POINT:&amp;quot;..new_value(&amp;quot;temp_boiling_point&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[SOLID_DENSITY:&amp;quot;..new_value(&amp;quot;solid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[LIQUID_DENSITY:&amp;quot;..new_value(&amp;quot;liquid_density&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MOLAR_MASS:&amp;quot;..new_value(&amp;quot;molar_mass&amp;quot;)..&amp;quot;]&amp;quot; -- i don't think this is actually correct&lt;br /&gt;
            for _,thing in ipairs({&amp;quot;yield&amp;quot;,&amp;quot;fracture&amp;quot;}) do&lt;br /&gt;
                for force,_ in pairs(v.material[thing]) do&lt;br /&gt;
                    lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_&amp;quot;..string.upper(thing)..&amp;quot;:&amp;quot;..new_value_nested(thing,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                end&lt;br /&gt;
            end&lt;br /&gt;
            for _,force in ipairs(&amp;quot;IMPACT&amp;quot;,&amp;quot;COMPRESSIVE&amp;quot;,&amp;quot;TENSILE&amp;quot;,&amp;quot;TORSION&amp;quot;,&amp;quot;SHEAR&amp;quot;,&amp;quot;BENDING&amp;quot;) do&lt;br /&gt;
                local modulus = v.yield[force] / v.elasticity[force]&lt;br /&gt;
                local average_modulus = (adamantine_modulus*wafers + modulus*bars*3)*avg_denom&lt;br /&gt;
                local strain_at_yield = math.floor(new_value_nested(&amp;quot;yield&amp;quot;,force) / average_modulus + 0.5) -- usually zero, but can be 1 or 2 sometimes&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_YIELD:&amp;quot;..new_value_nested(&amp;quot;yield&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_FRACTURE:&amp;quot;..new_value_nested(&amp;quot;fracture&amp;quot;,force)..&amp;quot;]&amp;quot;&lt;br /&gt;
                lines[#lines+1]=&amp;quot;[&amp;quot;..string.upper(force)..&amp;quot;_STRAIN_AT_YIELD:&amp;quot;..strain_at_yield..&amp;quot;]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            lines[#lines+1]=&amp;quot;[MAX_EDGE:&amp;quot;..new_value(&amp;quot;max_edge&amp;quot;)..&amp;quot;]&amp;quot;&lt;br /&gt;
            local reaction_token=token..&amp;quot;_MAKING&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REACTION:&amp;quot;..reaction_token..&amp;quot;]&amp;quot;&lt;br /&gt;
            add_generated_info(reaction_lines)&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[NAME:make adamantine &amp;quot;..v.material.name.SOLID..&amp;quot; (use bars)]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[BUILDING:SMELTER:NONE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:A:&amp;quot;..tostring(150*wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:ADAMANTINE]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[REAGENT:B:&amp;quot;..tostring(150*bars)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..v.token..&amp;quot;]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[PRODUCT:100:&amp;quot;..tostring(bars+wafers)..&amp;quot;:BAR:NO_SUBTYPE:METAL:&amp;quot;..token..&amp;quot;][PRODUCT_DIMENSION:150]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FORTRESS_MODE_ENABLED]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY:ADAMANTINE_ALLOYS]&amp;quot;&lt;br /&gt;
            if not done_category then&lt;br /&gt;
                done_category=true&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_NAME:Adamantine alloys]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_DESCRIPTION:Debase adamantine with other metals to get extremely strong alloys.]&amp;quot;&lt;br /&gt;
                reaction_lines[#reaction_lines+1]=&amp;quot;[CATEGORY_KEY:CUSTOM_SHIFT_A]&amp;quot;&lt;br /&gt;
            end&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[FUEL]&amp;quot;&lt;br /&gt;
            reaction_lines[#reaction_lines+1]=&amp;quot;[SKILL:SMELT]&amp;quot;&lt;br /&gt;
        end&lt;br /&gt;
    end&lt;br /&gt;
    local entity_lines={}&lt;br /&gt;
    raws.register_inorganics(lines)&lt;br /&gt;
    -- not used in vanilla right now, due to lack of instruments, but you CAN do this&lt;br /&gt;
    raws.register_reactions(reaction_lines)&lt;br /&gt;
end}}&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Lua]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=306852</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=306852"/>
		<updated>2025-02-04T21:08:56Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Animal definitions */ source code verified&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''Entity tokens''' define entities, or [[civilization]]s, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:ENTITY]&amp;lt;/code&amp;gt; [[token]] begins the definition of an entity [[raw file]]. Each new entity definition that follows begins with the &amp;lt;code&amp;gt;[ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; token, where ''entity_ID'' is a unique identifier for that entity, and the entity's properties are then specified by the use of further entity tokens; or, tokens can be added to existing entities using &amp;lt;code&amp;gt;[SELECT_ENTITY:''entity_ID'']&amp;lt;/code&amp;gt; instead.&lt;br /&gt;
&lt;br /&gt;
All known entity tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_MAIN_POPS_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows adventure mode for entities with sites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the SITE_CONTROLLABLE token, then at embark the specific civs can be chosen on the civ list screen. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures. In entities with multiple possible creatures, you can manipulate the chance of one creature being chosen by adding multiple identical creature tags. For instance adding [CREATURE:DWARF][CREATURE:DWARF][CREATURE:DWARF][CREATURE:ELF] to the same entity will make the civs created about 75% dwarven, 25% elven. It should be noted that civilizations are in general weighted by this token: for example, if you have one entity with three [CREATURE:DWARF] tokens and another separate entity with a single [CREATURE:ELF] token, then you can expect to see three times as many of the former placed as the latter (assuming enough unclaimed [START_BIOME:X] space remains). Note that spawn rates are also limited by unclaimed biome space - if an entity can only spawn in a rarer set of biomes (only LAKE_TROPICAL_SALTWATER for example) then their spawn rate will end up being limited by the remaining unclaimed space in that biome type rather than the number of [CREATURE:X] tokens present in the entity raw.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| integer&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
Entity spawning during world gen is influenced by several factors:&lt;br /&gt;
* The &amp;quot;[[Advanced world generation#Number of Civilizations|Number of Civilizations]]&amp;quot; world gen setting places a hard limit on the total number of entities spawned.&lt;br /&gt;
* The &amp;quot;[[Advanced world generation#Playable Civilization Required|Playable Civilization Required]]&amp;quot; world gen setting forces at least one of each [[Entity token#SITE_CONTROLLABLE|SITE_CONTROLLABLE]] entity to spawn (presumably still limited by &amp;quot;Number of Civilizations&amp;quot;).&lt;br /&gt;
* The number of &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens present in an entity modifies its chance of spawning. An entity containing more &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens will spawn more often (assuming other requirements are met) and may even block entities with fewer &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:X] tokens from spawning altogether. You can use [SELECT_ENTITY:VANILLA_ENTITY_X] followed by any number of duplicate &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Entity token#CREATURE|CREATURE]]:VANILLA_CREATURE_X] tokens to attempt to balance the spawn rates of the existing vanilla entities with any custom multi-creature entities you may add.&lt;br /&gt;
* The number of unclaimed [[Entity token#START_BIOME|START_BIOME]] or [[Entity token#EXCLUSIVE_START_BIOME|EXCLUSIVE_START_BIOME]] tiles remaining in the world limits the spawn rate for an entity and allows entities to block each other's spawns. If there is no &amp;quot;starting&amp;quot; [[Biome token|biome]] space left for an entity then it will not spawn and the game will try to spawn a different entity instead. This means that, on average, an entity that can start in ALL_MAIN [[Biome token|biomes]] will spawn more frequently than one that can start only in LAKE_TROPICAL_SALTWATER [[Biome token|biomes]]. This also means that entities whose starting [[Biome token|biomes]] do not overlap will not block each other's spawns.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Controls the expansion of the civilization's territory.  The higher the number is relative to other BIOME_SUPPORT tokens in the entity, the faster it can spread through the biome.  These numbers are evaluated relative to each other, i.e. if one biome is 1 and the other is 2, the spread will be the same as if one was 100 and the other was 200.  Civs can spread out over biomes they cannot actually build in; for example, humans spread quickly over oceans but cannot actually build in them.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| If the civ's territory crosses over this biome, it can build settlements here.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Combination of EXCLUSIVE_START_BIOME and SETTLEMENT_BIOME; allows the civ to start in and create settlements in the biome. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| The birth of the civilization can occur in this biome, but cannot (necessarily) build in it. If the civ does not have SETTLEMENT_BIOME or START_BIOME for the biome in question, it will only construct a single settlement there. Note that the civ's spawn rate may be limited if all of its START or EXCLUSIVE_START biome(s) are rare in the world or have already been fully occupied by other civ spawns.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS  (creates a civ of hillocks only), and MONUMENT (creates a civ without visible sites (except tombs and castles), but may cause worldgen crashes). FORTRESS is no longer a valid entry, castles are currently controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing up on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]]. It also gives the civ a [[demon|special overlord]].&lt;br /&gt;
CAVE_DETAILED civilizations will create fortresses in mountainous regions and hillocks in non-mountainous regions. [DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max historical population '''per entity'''. Multiply this by max starting civ to get the total maximum historical population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:10000]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max historical population per individual site. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:120]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of civ to spawn at world generation. Worldgen picks entities in some sequential order from the raws, and once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over the civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:100]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allows certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token '''must''' be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting, as well as the value of the [[coin]]. Only effective in Adventurer mode due to lack of [[dwarven economy]].&lt;br /&gt;
&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in these ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations are drawn randomly from all translation files. Multiple translation tags will only result in the last one being used. Migrants will sometimes arrive with no name.&lt;br /&gt;
* If GEN_DIVINE is entered, the entity will use a generated divine language, that is, the same language that is used for the names of [[angel]]s.&lt;br /&gt;
* If the entity's main creature has {{token|UTTERANCES|c}}, then this token will be ignored (except when using the naming menu) in favor of procedural [[kobold]]-style [[Kobold language|pseudolanguage]].&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| ALL, REMAINING, BATTLE, BRIDGE, CIV, CRAFT_GUILD, FESTIVAL, HOSPITAL, LIBRARY, MERCHANT_COMPANY, MILITARY_UNIT, OTHER, RELIGION, ROAD, SIEGE, SITE, TEMPLE, TUNNEL, VESSEL, WALL, WAR&lt;br /&gt;
The entity will always use a word from the selected symbol(s) to generate names from that category.&lt;br /&gt;
* OTHER applies the symbol selection to personal names and site names. REMAINING will apply the symbol selection to all categories that have not already been declared above it.&lt;br /&gt;
* Specific to SELECT_SYMBOL, symbols selected this way will be used as &amp;quot;The X&amp;quot; in &amp;quot;The X of Y&amp;quot; names, and nouns from selected symbols can be used as first [[name]]s.&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[language#language_SYM.txt|symbol]]&lt;br /&gt;
| As SELECT_SYMBOL, a word from the subselected symbol(s) will be used in names of that category, in addition to the word from SELECT_SYMBOL (if specified). Used in vanilla to put violent names in sieges and battles.&lt;br /&gt;
* Words chosen with SUBSELECT_SYMBOL will appear as either adjectives or &amp;quot;of Y&amp;quot; in &amp;quot;The X of Y&amp;quot; names.&lt;br /&gt;
* CULL_SYMBOL does not affect subselected symbols.&lt;br /&gt;
&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* category&lt;br /&gt;
* [[Language#language_SYM.txt|symbol]]&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens, also used when announcing arrival of their caravan. Defaults to 7:0:1.&lt;br /&gt;
&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with the terrain of their initial biome.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
Can be specified multiple times, and will pick randomly from the assigned types. Additional instances of each type will weight the random choice, but unlike {{token|CREATURE|e}}, will not make the entity more likely to spawn.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Can be any available [[sphere]] - multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding [[Sphere#WATER|WATER]], for example, means civs of this entity will never get [[Sphere#FIRE|FIRE]] as a religious sphere. Note that the [[Sphere#DEATH|DEATH]] sphere favours the appearance of necromancers (and therefore, towers) &amp;quot;in&amp;quot; the entity.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres. Default is 256, minimum is 0, maximum is 25600.&lt;br /&gt;
* Presently, this doesn't cause them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
* [[Sphere#PLANTS|PLANTS]] and [[Sphere#ANIMALS|ANIMALS]] affect the prevalence of depicting {{token|VEGETATION}} and {{token|NATURAL}} creatures, respectively, in a similar fashion to {{token|ART_FACET_MODIFIER|e}}. &lt;br /&gt;
* [[Sphere#WAR|WAR]] modifies the effective [[item value]] of [[weapon]]s and [[armor]] to [[trader]]s of this entity. The multiplier is SPHERE_ALIGNMENT/256, though this only applies to equipment the entity's main creature can properly wield.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress. As of version 0.44.11, however, this is obsolete due to the changes in how sites are elevated in status.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc.). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE; for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's [[Personality value|cultural values]]. Numbers range from -50 (complete anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
Certain values must be set to 15 or more for civs to create structures and form entities during history gen:&lt;br /&gt;
* 15+ KNOWLEDGE for libraries&lt;br /&gt;
* 15+ COOPERATION ''and'' 15+ CRAFTSMANSHIP for craft guilds&lt;br /&gt;
** Guilds also need guild-valid professions (see [[#PERMITTED_JOB|PERMITTED_JOB]])&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*value or ALL&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Makes values randomized rather than specified.&lt;br /&gt;
This tag overrides the VALUE tag. Using [VARIABLE_VALUE:ALL:x:y] and then overwriting single values with further [VARIABLE_VALUE:value:x:y] tags works.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}, {{text anchor|MERCENARY}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen, which seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the defenders.&lt;br /&gt;
&lt;br /&gt;
Mercenaries and monster hunters from the civ may visit player's fortress and petition for residency there to enlist in the military or hunt monsters in caverns, respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| The season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading, sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots. If the civilization also has the SIEGER token, they will eventually ramp it up to less subtle means of warfare.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest, and your elven ally sits back and does nothing. Additionally, this token determines if the entity can settle in savage biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Without this tag (or AMBUSHER, or ITEM_THIEF), enemy civs will only siege (if capable), and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape. Also causes this civ to be hostile to any entity without this token.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in fortress mode has this tag (e.g. you add BABYSNATCHER to the dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will be friendly to you. However, animals traded away to one's own caravan will count as snatched, reported upon the animal leaving the map, and the animal will not count as having been exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles from [[mead hall]]s. Only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home. Also causes that civ to be hostile to any entity without this token. Without this tag (or AMBUSHER, or BABYSNATCHER), enemy civs will only siege (if capable), and will siege as early as they would otherwise steal.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (e.g. you add ITEM_THIEF to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and kobolds will be friendly to you. However, ALL items traded away to one's own caravan will count as stolen, reported when the items leave the map, and the stolen items will not count as exported.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Said patrols will be hostile to any adventurers they encounter, regardless of race or nationality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Merchants will engage in cross-civ trading and form companies.&lt;br /&gt;
&lt;br /&gt;
In previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that this be fulfilled as well as at least one other non-siege trigger before visiting for non-siege activities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack. This will occur when the progress triggers for sieging are reached. If the civ lacks smaller methods of conflict (AMBUSHER, BABYSNATCHER, ITEM_THIEF), they will instead send smaller-scale sieges when their triggers for &amp;quot;first contact&amp;quot; are reached.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_GUARDIAN}}&lt;br /&gt;
|&lt;br /&gt;
| Guards certain special sites, such as a [[vault]] belonging to a [[demon]] allied with a [[deity]].  Used in generated divine entities. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKULKING}}&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time. Designed to go with ITEM_THIEF, may or may not work with BABYSNATCHER.  Prevents the civ from engaging in diplomacy or ending up at war.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first spring after your fortress becomes a land holder.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as [[bat man]] civilizations. May spawn in any of the three caverns; cavern dweller raids due to [[agitation]] will pull from these. If you embark as this civ, you have access to pets and trees from all three layers, not only the first. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATE_KEYBOARD_INSTRUMENTS}}, {{text anchor|GENERATE_PERCUSSION_INSTRUMENTS}}, {{text anchor|GENERATE_STRINGED_INSTRUMENTS}}, {{text anchor|GENERATE_WIND_INSTRUMENTS}}, {{text anchor|GENERATE_DANCE_FORMS}}, {{text anchor|GENERATE_MUSICAL_FORMS}}, {{text anchor|GENERATE_POETIC_FORMS}}&lt;br /&gt;
|&lt;br /&gt;
| Makes civilizations generate the given instruments/forms.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SCHOLAR}}&lt;br /&gt;
| scholar type&lt;br /&gt;
| ALL, ASTRONOMER, CHEMIST, DOCTOR, ENGINEER, GEOGRAPHER, HISTORIAN, MATHEMATICIAN, NATURALIST, PHILOSOPHER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_SCHOLARS_ON_VALUES_AND_JOBS}}&lt;br /&gt;
|&lt;br /&gt;
| Generates scholars based on the values generated with the VARIABLE_VALUE tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_ARTIFACT_CLAIMS}}&lt;br /&gt;
|&lt;br /&gt;
| Used for kobolds.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MINING_UNDERWORLD_DISASTERS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can breach the [[Underworld]] during world generation, spawning a civilization of {{token|EVIL}} creatures lead by a unique [[demon]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MYTHICAL}}{{version|51.01-beta26}}&lt;br /&gt;
|&lt;br /&gt;
| Builds [[mysterious dungeon]]s.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| Used after a ranged weapon type.&lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). FORCED items will be available 100% of the time, COMMON items 50%, UNCOMMON items 10%, and RARE items 1%. If certain armor types are lacking after performing one pass of randomised checks, the game will repeat random checks until an option is successfully chosen.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal - for those cases, listing the pick under the [WEAPON] token works just as well. Note that this tag is neither necessary nor sufficient to allow use of that item as a mining tool – for that, the item itself needs to be a weapon with [SKILL:MINING].&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| No longer used as of [[:Category:Version 0.42.01|Version 0.42.01]] due to the ability to generate instruments in world generation. It is still usable if pre-defined instruments are modded in, and generated musical forms are capable of selecting pre-defined instruments to use. However, reactions for making instruments, instrument parts, and/or assembling such instruments need to be added as well, as this token no longer adds such instruments to the craftdwarf's workshop menu.&lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional, and valid values are FORCED, COMMON, UNCOMMON, and RARE (anything else is treated as COMMON). Uses the same rarity values and methods as outlined in ARMOR.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
|&lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| While this does not accept a rarity value, something similar can be achieved by having multiple variations of a weapon type with small differences and specifying each of them.{{cite forum|179547}}&lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or {{catlink|Exotic pet|PET_EXOTIC}} will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with {{catlink|Mount|MOUNT}} or {{catlink|Exotic mount|MOUNT_EXOTIC}}), or siege minion (with {{catlink|War animals|TRAINABLE_WAR}} and ''without'' {{catlink|Learns|CAN_LEARN}}). This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well. All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with {{catlink|Mount|MOUNT}} or {{catlink|Exotic mount|MOUNT_EXOTIC}}), and siege minions (with {{catlink|War animals|TRAINABLE_WAR}} and ''without'' {{catlink|Learns|CAN_LEARN}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this, EVIL creatures are skipped, otherwise, evil creatures with SLOW_LEARNER or ''without'' {{catlink|Learns|CAN_LEARN}} will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with {{catlink|Mount|MOUNT}} or {{catlink|Exotic mount|MOUNT_EXOTIC}}), and siege minions (with {{catlink|War animals|TRAINABLE_WAR}} or SLOW_LEARNER), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_EVIL_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Without this GOOD creatures are skipped, otherwise, good creatures ''without'' {{catlink|Learns|CAN_LEARN}} will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with {{catlink|Mount|MOUNT}} or {{catlink|Exotic mount|MOUNT_EXOTIC}}), and siege minions (with {{catlink|War animals|TRAINABLE_WAR}}), even the normally untameable species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Same as USE_GOOD_ANIMALS for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_NON_EXOTIC_PET_RACE}}&lt;br /&gt;
|&lt;br /&gt;
| Makes the civilization use all locally available non-exotic pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and {{catlink|Mount|MOUNT}}. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with {{catlink|Mount|MOUNT}} and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of river products in the goods available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of ocean products (including [[amber]] and [[coral]]) in the goods available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of underground plant products in the goods available for trade. Lack of suitable vegetation in the caverns will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor plant products in the goods available for trade. Lack of suitable vegetation in this civilization's starting area will cause [[World generation#Rejections|worldgen rejection]]s. According to Droseran: &amp;quot;Gives access to plants (structural material) and seeds. It only checks for [EDIBLE_RAW] or [EDIBLE_COOKED] on the plant's structural material. It doesn't check if the plant can be used in a reaction to produce something edible, only if it can be eaten raw or cooked. If an entity with this token is placed in a biome that doesn't have at least one of these tokens on the structural material, the map is rejected. Due to the randomness of plant selection in biomes, this can happen a lot as only about half of the vanilla plants have edible structural materials. Removing either of these tokens from plants dramatically increases map rejections.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of underground plant growths (quarry bush leaves, in unmodded games) in the goods available for trade. According to Droseran: &amp;quot;Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor plant growths in the goods available for trade. According to Droseran: &amp;quot;Will never cause map rejections. It allows growths to be used, but doesn't care if none exist. If an entity doesn't have a farming token, they won't have seeds or plants available on embark/trade. But you can still farm in fortress mode with only this token, you just have to get the seeds manually or trading with another civ.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of indoor tree growths in the goods available for trade. Not used in vanilla entities, as vanilla underground trees do not grow fruit. Needs INDOOR_WOOD to function. Will cause rejections, if growths are unavailable. According to Droseran: &amp;quot;Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of outdoor tree growths in the goods available for trade. Needs OUTDOOR_WOOD to function{{verify}}. According to Droseran: &amp;quot;Gives access to tree growths. It only checks for growths on trees that are [EDIBLE_RAW] or [EDIBLE_COOKED]. If an entity with this token is placed in a biome that does not have a tree with a growth with at least one of these tokens, the map is rejected.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civilization members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit. Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow use of outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with [DIVINE] for clothing. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CRAFTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of materials with [DIVINE] for crafts.{{verify}} Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with [DIVINE] for weapons. Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows use of metals with [DIVINE] for armor. Used for generated divine entities.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Animal definitions ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Start an animal definition.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_TOKEN}}&lt;br /&gt;
| [[creature token]]&lt;br /&gt;
| Select specific creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CASTE_TOKEN}}&lt;br /&gt;
| [[Caste|creature caste token]]&lt;br /&gt;
| Select specific creature caste (requires ANIMAL_TOKEN). Sites with animal populations will still include all castes, but only the selected ones will be used for specific roles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Select creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_FORBIDDEN_CLASS}}&lt;br /&gt;
| [[Creature token#CREATURE_CLASS|creature class]]&lt;br /&gt;
| Forbid creature castes with this creature class (multiple uses allowed).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMAL_ALWAYS_PRESENT}}&lt;br /&gt;
|&lt;br /&gt;
| Animal will be present even if it does not naturally occur in the entity's terrain. All creatures, including [[demon]]s, night trolls and other generated ones will be used if no specific creature or class is selected. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_MOUNT}}, {{text anchor|ANIMAL_ALWAYS_MOUNT}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_WAGON_PULLER}}, {{text anchor|ANIMAL_ALWAYS_WAGON_PULLER}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_SIEGE}}, {{text anchor|ANIMAL_ALWAYS_SIEGE}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PET}}, {{text anchor|ANIMAL_ALWAYS_PET}}&lt;br /&gt;
* {{text anchor|ANIMAL_NEVER_PACK_ANIMAL}}, {{text anchor|ANIMAL_ALWAYS_PACK_ANIMAL}}&lt;br /&gt;
|&lt;br /&gt;
| Override creature usage tokens. Respectively:&lt;br /&gt;
* [[Creature token#MOUNT|MOUNT]] and [[Creature token#MOUNT_EXOTIC|MOUNT_EXOTIC]]&lt;br /&gt;
* [[Creature token#WAGON_PULLER|WAGON_PULLER]]&lt;br /&gt;
* [[Creature token#TRAINABLE_WAR|TRAINABLE_WAR]] and not [[Creature token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
* [[Creature token#PET|PET]] and [[Creature token#PET_EXOTIC|PET_EXOTIC]]&lt;br /&gt;
* [[Creature token#PACK_ANIMAL|PACK_ANIMAL]]&lt;br /&gt;
ALWAYS overrides NEVER if a caste is matched by more than one animal definition.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue styling-related tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select a tissue layer which has the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for the selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[Entity examples]]''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Entities}}&lt;br /&gt;
[[ru:Entity token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Discipline&amp;diff=303368</id>
		<title>Discipline</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Discipline&amp;diff=303368"/>
		<updated>2024-09-04T03:35:20Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 0:0&lt;br /&gt;
| skill      = Discipline&lt;br /&gt;
| profession = Military&lt;br /&gt;
| job name   = None&lt;br /&gt;
| tasks      = None&lt;br /&gt;
| attributes = Unknown&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Discipline''' is a [[skill]] highly relevant to [[military]] dwarves, and somewhat less important for civilians. A dwarf with high discipline is less likely to retreat in battle, cancel a job when witnessing death, or collapse/pass out from over-exertion. This makes it very useful for long, drawn-out fights, where exhaustion may be a factor and many dwarves may die; without discipline even a dwarf with legendary weapon skills will panic and run before he is even able to do anything to the enemies trying to kill you, or might fall over and be killed just from sheer quantity. It is also helpful for keeping your medic from panicking when you're having a bit too much [[fun]] and they lose a patient with others waiting to be tended to.&lt;br /&gt;
&lt;br /&gt;
Active military [[training]] raises the discipline skill (rather quickly, in fact), so giving your dwarves a few months of basic military training is helpful before throwing them onto the battlefield.&lt;br /&gt;
&lt;br /&gt;
Being exposed to things such as dead bodies, being rained on, and cancelling jobs due to being &amp;quot;horrified&amp;quot; also contributes to the raising of the discipline skill.&lt;br /&gt;
&lt;br /&gt;
Somewhat contrary to what one may expect, creatures with a naturally-high tolerance for mental stress and horror will actually have some difficulty training their discipline through exposure and live training, as they will not spend as much time being horrified by what is happening.&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_modding&amp;diff=303362</id>
		<title>Template:V50 modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_modding&amp;diff=303362"/>
		<updated>2024-09-02T15:17:37Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: Made the personality link go directly to the creature tokens in particular, and added values to the entity category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;margin-top:5px&amp;quot;&amp;gt;&lt;br /&gt;
{{Sidebar&lt;br /&gt;
| name  = Template:v50 modding&lt;br /&gt;
| title = [[Modding]]&amp;lt;hr&amp;gt;&lt;br /&gt;
| contentstyle = font-size: 12px; padding-left: 5px; text-align: center;&lt;br /&gt;
&lt;br /&gt;
| heading1 = &amp;lt;big&amp;gt;[[Token]]s&amp;lt;/big&amp;gt;&lt;br /&gt;
| content1 = [[Audio]]{{*}} [[Biome token|Biome]]{{*}} [[Graphics token|Graphics]]{{*}} [[Interaction token|Interaction]]{{*}} [[Mod info token|Mod info]]{{*}} [[Plant token|Plant]]{{*}} [[Speech file|Speech]]{{*}} [[Sphere#Sphere tokens|Sphere]]{{*}} [[Syndrome#The_anatomy_of_a_syndrome|Syndrome]]{{*}} [[World token|World]]&lt;br /&gt;
&lt;br /&gt;
| heading2 = Body tokens&lt;br /&gt;
| content2 = [[Body token|Body]]{{*}} [[Body detail plan token|Body detail plan]]{{*}} [[Bodygloss]]{{*}} [[Tissue definition token|Tissue]]&lt;br /&gt;
&lt;br /&gt;
| heading3 = Creature tokens&lt;br /&gt;
| content3 = [[Creature token|Creature]]{{*}} [[Creature mannerism token|Creature mannerism]]{{*}}  [[Personality trait#Facets|Personality]]{{*}} [[Creature variation token|Creature variation]]{{*}} [[Procedural graphics layer]]&lt;br /&gt;
&lt;br /&gt;
| heading4 = Descriptor tokens&lt;br /&gt;
| content4 = [[Descriptor color token|Descriptor color]]{{*}} [[Color]]{{*}} [[Descriptor pattern token|Descriptor pattern]]{{*}} [[Descriptor shape token|Descriptor shape]]&lt;br /&gt;
&lt;br /&gt;
| heading5 = Entity tokens&lt;br /&gt;
| content5 = [[Entity token|Entity]]{{*}} [[Ethic]]{{*}} [[Language token|Language]]{{*}}  [[Personality trait#Beliefs|Personality]]{{*}} [[Position token|Position]]&lt;br /&gt;
&lt;br /&gt;
| heading6 = Job tokens&lt;br /&gt;
| content6  = [[Building token|Building]]{{*}} [[Labor token|Labor]]{{*}} [[Reaction]]{{*}} [[Skill token|Skill]]{{*}} [[Unit type token|Unit type]]&lt;br /&gt;
&lt;br /&gt;
| heading7 = Item tokens&lt;br /&gt;
| content7 = [[Item token|Item type]]{{*}} [[Item definition token|Item definition]]{{*}} [[Ammo token|Ammo]]{{*}} [[Armor token|Armor]]{{*}} [[Instrument token|Instrument]]{{*}} [[Tool token|Tool]]{{*}} [[Trap component token|Trap component]]{{*}} [[Weapon token|Weapon]]&lt;br /&gt;
&lt;br /&gt;
| heading8 = Material tokens&lt;br /&gt;
| content8  = [[Material token|Material type]]{{*}} [[Material definition token|Material definition]]{{*}} [[Inorganic material definition token|Inorganic material definition]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;includeonly&amp;gt;[[ru:{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Sidebars]][[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Skill_token&amp;diff=303342</id>
		<title>Skill token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Skill_token&amp;diff=303342"/>
		<updated>2024-09-01T01:42:14Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{old}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
A complete list of '''skill tokens''' for [[skill]]s, generally used in [[reaction]]s.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! # !! Token !! Skill !! Description !! Skill type&lt;br /&gt;
|-&lt;br /&gt;
|   0 || {{text anchor|MINING}} || [[Miner]] || Mining || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   1 || {{text anchor|WOODCUTTING}} || [[Wood cutter]] || Wood Cutting || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   2 || {{text anchor|CARPENTRY}} || [[Carpenter]] || Carpentry || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   3 || {{text anchor|ENGRAVE_STONE}} || [[Engraver]] || Engraving || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   4 || {{text anchor|MASONRY}} || [[Mason]] || Masonry || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   5 || {{text anchor|ANIMALTRAIN}} || [[Animal trainer]] || Animal Training || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   6 || {{text anchor|ANIMALCARE}} || [[Animal caretaker]] || Animal Caretaking || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   7 || {{text anchor|DISSECT_FISH}} || [[Fish dissector]] || Fish Dissection || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   8 || {{text anchor|DISSECT_VERMIN}} || [[Animal dissector]] || Animal Dissection || Labor&lt;br /&gt;
|-&lt;br /&gt;
|   9 || {{text anchor|PROCESSFISH}} || [[Fish cleaner]] || Fish Cleaning || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  10 || {{text anchor|BUTCHER}} || [[Butcher]] || Butchery || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  11 || {{text anchor|TRAPPING}} || [[Trapper]] || Trapping || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  12 || {{text anchor|TANNER}} || [[Tanner]] || Tanning || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  13 || {{text anchor|WEAVING}} || [[Weaver]] || Weaving || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  14 || {{text anchor|BREWING}} || [[Brewer]] || Brewing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  15 || {{text anchor|CLOTHESMAKING}} || [[Clothier]] || Clothes Making || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  16 || {{text anchor|MILLING}} || [[Miller]] || Milling || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  17 || {{text anchor|PROCESSPLANTS}} || [[Thresher]] || Threshing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  18 || {{text anchor|CHEESEMAKING}} || [[Cheese maker]] || Cheese Making || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  19 || {{text anchor|MILK}} || [[Milker]] || Milking || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  20 || {{text anchor|COOK}} || [[Cook]] || Cooking || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  21 || {{text anchor|PLANT}} || [[Grower]] || Growing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  22 || {{text anchor|HERBALISM}} || [[Herbalist]] || Herbalism || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  23 || {{text anchor|FISH}} || [[Fisherdwarf|Fisherman]] || Fishing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  24 || {{text anchor|SMELT}} || [[Furnace operator]] || Furnace Operation || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  25 || {{text anchor|EXTRACT_STRAND}} || [[Strand extractor]] || Strand Extraction || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  26 || {{text anchor|FORGE_WEAPON}} || [[Weaponsmith]] || Weaponsmithing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  27 || {{text anchor|FORGE_ARMOR}} || [[Armorsmith]] || Armorsmithing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  28 || {{text anchor|FORGE_FURNITURE}} || [[Metalsmith]] || Metalsmithing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  29 || {{text anchor|CUTGEM}} || [[Gem cutter]] || Gem Cutting || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  30 || {{text anchor|ENCRUSTGEM}} || [[Gem setter]] || Gem Setting || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  31 || {{text anchor|WOODCRAFT}} || [[Wood crafter]] || Wood Crafting || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  32 || {{text anchor|STONECRAFT}} || [[Stone crafter]] || Stone Crafting || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  33 || {{text anchor|METALCRAFT}} || [[Metal crafter]] || Metal Crafting || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  34 || {{text anchor|GLASSMAKER}} || [[Glassmaker]] || Glassmaking || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  35 || {{text anchor|LEATHERWORK}} || [[Leatherworker]] || Leatherworking || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  36 || {{text anchor|BONECARVE}} || [[Bone carver]] || Bone Carving || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  37 || {{text anchor|AXE}} || [[Axeman]] || Axe || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  38 || {{text anchor|SWORD}} || [[Swordsman]] || Sword || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  39 || {{text anchor|DAGGER}} || [[Knife user]] || Knife || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  40 || {{text anchor|MACE}} || [[Maceman]] || Mace || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  41 || {{text anchor|HAMMER}} || [[Hammerman]] || Hammer || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  42 || {{text anchor|SPEAR}} || [[Spearman]] || Spear || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  43 || {{text anchor|CROSSBOW}} || [[Crossbowman]] || Crossbow || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  44 || {{text anchor|SHIELD}} || [[Shield user]] || Shield || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  45 || {{text anchor|ARMOR}} || [[Armor user]] || Armor || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  46 || {{text anchor|SIEGECRAFT}} || [[Siege engineer]] || Siege Engineering || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  47 || {{text anchor|SIEGEOPERATE}} || [[Siege operator]] || Siege Operation || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  48 || {{text anchor|BOWYER}} || [[Bowyer]] || Bowmaking || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  49 || {{text anchor|PIKE}} || [[Pikeman]] || Pike || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  50 || {{text anchor|WHIP}} || [[Lasher]] || Lash || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  51 || {{text anchor|BOW}} || [[Bowman]] || Bow || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  52 || {{text anchor|BLOWGUN}} || [[Blowgunner]] || Blowgun || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  53 || {{text anchor|THROW}} || [[Thrower]] || Throwing || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  54 || {{text anchor|MECHANICS}} || [[Mechanic]] || Machinery || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  55 || {{text anchor|MAGIC_NATURE}} || [[Druid]] || Nature || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  56 || {{text anchor|SNEAK}} || [[Ambusher]] || Ambush || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  57 || {{text anchor|DRESS_WOUNDS}} || [[Wound dresser]] || Wound Dressing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  58 || {{text anchor|DIAGNOSE}} || [[Diagnostician]] || Diagnostics || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  59 || {{text anchor|SURGERY}} || [[Surgeon]] || Surgery || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  60 || {{text anchor|SET_BONE}} || [[Bone doctor]] || Bone Setting || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  61 || {{text anchor|SUTURE}} || [[Suturer]] || Suturing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  62 || {{text anchor|CRUTCH_WALK}} || [[Crutch-walker]] || Crutch-walking || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  63 || {{text anchor|WOOD_BURNING}} || [[Wood burner]] || Wood Burning || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  64 || {{text anchor|LYE_MAKING}} || [[Lye maker]] || Lye Making || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  65 || {{text anchor|SOAP_MAKING}} || [[Soaper]] || Soap Making || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  66 || {{text anchor|POTASH_MAKING}} || [[Potash maker]] || Potash Making || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  67 || {{text anchor|DYER}} || [[Dyer]] || Dyeing || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  68 || {{text anchor|OPERATE_PUMP}} || [[Pump operator]] || Pump Operation || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  69 || {{text anchor|SWIMMING}} || [[Swimmer]] || Swimming || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  70 || {{text anchor|PERSUASION}} || [[Persuader]] || Persuasion || Social&lt;br /&gt;
|-&lt;br /&gt;
|  71 || {{text anchor|NEGOTIATION}} || [[Negotiator]] || Negotiation || Social&lt;br /&gt;
|-&lt;br /&gt;
|  72 || {{text anchor|JUDGING_INTENT}} || [[Judge of intent]] || Judging Intent || Social&lt;br /&gt;
|-&lt;br /&gt;
|  73 || {{text anchor|APPRAISAL}} || [[Appraiser]] || Appraisal || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  74 || {{text anchor|ORGANIZATION}} || [[Organizer]] || Organization || Social&lt;br /&gt;
|-&lt;br /&gt;
|  75 || {{text anchor|RECORD_KEEPING}} || [[Record keeper]] || Record Keeping || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  76 || {{text anchor|LYING}} || [[Liar]] || Lying || Social&lt;br /&gt;
|-&lt;br /&gt;
|  77 || {{text anchor|INTIMIDATION}} || [[Intimidator]] || Intimidation || Social&lt;br /&gt;
|-&lt;br /&gt;
|  78 || {{text anchor|CONVERSATION}} || [[Conversationalist]] || Conversation || Social&lt;br /&gt;
|-&lt;br /&gt;
|  79 || {{text anchor|COMEDY}} || [[Comedian]] || Comedy || Social&lt;br /&gt;
|-&lt;br /&gt;
|  80 || {{text anchor|FLATTERY}} || [[Flatterer]] || Flattery || Social&lt;br /&gt;
|-&lt;br /&gt;
|  81 || {{text anchor|CONSOLE}} || [[Consoler]] || Consoling || Social&lt;br /&gt;
|-&lt;br /&gt;
|  82 || {{text anchor|PACIFY}} || [[Pacifier]] || Pacification || Social&lt;br /&gt;
|-&lt;br /&gt;
|  83 || {{text anchor|TRACKING}} || [[Tracker]] || Tracking || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  84 || {{text anchor|KNOWLEDGE_ACQUISITION}} || [[Student]] || Studying || Labor&lt;br /&gt;
|-&lt;br /&gt;
|  85 || {{text anchor|CONCENTRATION}} || [[Concentration]] || Concentration || Social&lt;br /&gt;
|-&lt;br /&gt;
|  86 || {{text anchor|DISCIPLINE}} || [[Discipline]] || Discipline || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  87 || {{text anchor|SITUATIONAL_AWARENESS}} || [[Observer]] || Observation || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  88 || {{text anchor|WRITING}} || [[Writer]] || Writing || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|  89 || {{text anchor|PROSE}} || [[Wordsmith]] || Prose || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
|  90 || {{text anchor|POETRY}} || [[Poet]] || Poetry || Performance&lt;br /&gt;
|-&lt;br /&gt;
|  91 || {{text anchor|READING}} || [[Reader]] || Reading || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  92 || {{text anchor|SPEAKING}} || [[Speaker]] || Speaking || Performance&lt;br /&gt;
|-&lt;br /&gt;
|  93 || {{text anchor|COORDINATION}} || [[Coordination]] || Coordination || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  94 || {{text anchor|BALANCE}} || [[Balance]] || Balance || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  95 || {{text anchor|LEADERSHIP}} || [[Leader]] || Leadership || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  96 || {{text anchor|TEACHING}} || [[Teacher]] || Teaching || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|  97 || {{text anchor|MELEE_COMBAT}} || [[Fighter]] || Fighting || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  98 || {{text anchor|RANGED_COMBAT}} || [[Archer]] || Archery || Combat&lt;br /&gt;
|-&lt;br /&gt;
|  99 || {{text anchor|WRESTLING}} || [[Wrestler]] || Wrestling || Combat&lt;br /&gt;
|-&lt;br /&gt;
| 100 || {{text anchor|BITE}} || [[Biter]] || Biting || Combat&lt;br /&gt;
|-&lt;br /&gt;
| 101 || {{text anchor|GRASP_STRIKE}} || [[Striker]] || Striking || Combat&lt;br /&gt;
|-&lt;br /&gt;
| 102 || {{text anchor|STANCE_STRIKE}} || [[Kicker]] || Kicking || Combat&lt;br /&gt;
|-&lt;br /&gt;
| 103 || {{text anchor|DODGING}} || [[Dodger]] || Dodging || Combat&lt;br /&gt;
|-&lt;br /&gt;
| 104 || {{text anchor|MISC_WEAPON}} || [[Misc. object user]] || Misc. Object || Combat&lt;br /&gt;
|-&lt;br /&gt;
| 105 || {{text anchor|KNAPPING}} || [[Knapper]] || Knapping || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 106 || {{text anchor|MILITARY_TACTICS}} || [[Military tactics]] || Military Tactics || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 107 || {{text anchor|SHEARING}} || [[Shearer]] || Shearing || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 108 || {{text anchor|SPINNING}} || [[Spinner]] || Spinning || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 109 || {{text anchor|POTTERY}} || [[Potter]] || Pottery || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 110 || {{text anchor|GLAZING}} || [[Glazer]] || Glazing || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 111 || {{text anchor|PRESSING}} || [[Presser]] || Pressing || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 112 || {{text anchor|BEEKEEPING}} || [[Beekeeper]] || Beekeeping || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 113 || {{text anchor|WAX_WORKING}} || [[Wax worker]] || Wax Working || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 114 || {{text anchor|CLIMBING}} || [[Climber]] || Climbing || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 115 || {{text anchor|GELD}} || [[Gelder]] || Gelding || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 116 || {{text anchor|DANCE}} || [[Dancer]] || Dancing || Performance&lt;br /&gt;
|-&lt;br /&gt;
| 117 || {{text anchor|MAKE_MUSIC}} || [[Musician]] || Music Making || Performance&lt;br /&gt;
|-&lt;br /&gt;
| 118 || {{text anchor|SING}} || [[Singer]] || Singing || Performance&lt;br /&gt;
|-&lt;br /&gt;
| 119 || {{text anchor|PLAY_KEYBOARD_INSTRUMENT}} || [[Keyboardist]] || Keyboard Instrument Playing || Performance&lt;br /&gt;
|-&lt;br /&gt;
| 120 || {{text anchor|PLAY_STRINGED_INSTRUMENT}} || [[Stringed instrumentalist]] || Stringed Instrument Playing || Performance&lt;br /&gt;
|-&lt;br /&gt;
| 121 || {{text anchor|PLAY_WIND_INSTRUMENT}} || [[Wind instrumentalist]] || Wind Instrument Playing || Performance&lt;br /&gt;
|-&lt;br /&gt;
| 122 || {{text anchor|PLAY_PERCUSSION_INSTRUMENT}} || [[Percussionist]] || Percussion Instrument Playing || Performance&lt;br /&gt;
|-&lt;br /&gt;
| 123 || {{text anchor|CRITICAL_THINKING}} || [[Critical thinker]] || Critical Thinking || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 124 || {{text anchor|LOGIC}} || [[Logician]] || Logic || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 125 || {{text anchor|MATHEMATICS}} || [[Mathematician]] || Mathematics || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 126 || {{text anchor|ASTRONOMY}} || [[Astronomer]] || Astronomy || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 127 || {{text anchor|CHEMISTRY}} || [[Chemist]] || Chemistry || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 128 || {{text anchor|GEOGRAPHY}} || [[Geographer]] || Geography || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 129 || {{text anchor|OPTICS_ENGINEER}} || [[Optics engineer]] || Optics Engineering || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 130 || {{text anchor|FLUID_ENGINEER}} || [[Fluid engineer]] || Fluid Engineering || Knowledge&lt;br /&gt;
|-&lt;br /&gt;
| 131 || {{text anchor|PAPERMAKING}} || [[Papermaker]] || Papermaking || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 132 || {{text anchor|BOOKBINDING}} || [[Bookbinder]] || Bookbinding || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 133|| {{text anchor|INTRIGUE}} || [[Schemer]] || Scheming || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 134|| {{text anchor|RIDING}} || [[Rider]] || Riding || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 135|| {{text anchor|CUT_STONE}} || [[Stonecutter]] || Stonecutter || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 136|| {{text anchor|CARVE_STONE}} || [[Stone carver]] || Stone Carving || Labor&lt;br /&gt;
|-&lt;br /&gt;
| 137|| {{text anchor|MODSKILL01}} || [[Mod skill|Skill 1]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 138|| {{text anchor|MODSKILL02}} || [[Mod skill|Skill 2]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 139|| {{text anchor|MODSKILL03}} || [[Mod skill|Skill 3]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 140|| {{text anchor|MODSKILL04}} || [[Mod skill|Skill 4]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 141|| {{text anchor|MODSKILL05}} || [[Mod skill|Skill 5]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 142|| {{text anchor|MODSKILL06}} || [[Mod skill|Skill 6]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 143|| {{text anchor|MODSKILL07}} || [[Mod skill|Skill 7]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 144|| {{text anchor|MODSKILL08}} || [[Mod skill|Skill 8]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 145|| {{text anchor|MODSKILL09}} || [[Mod skill|Skill 9]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
| 146|| {{text anchor|MODSKILL10}} || [[Mod skill|Skill 10]] || Mod skill || Miscellaneous&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Skills}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=302849</id>
		<title>Reaction</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Reaction&amp;diff=302849"/>
		<updated>2024-08-10T19:59:38Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Material token */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
'''Reactions''' are modular, editable formulas that take specific ingredients, or reagents, and use them to produce a desired item.  A lot of reactions are hardcoded—building beds or creating glass, for example—but a few are freely editable, and it's (sometimes) quite simple to add additional ones. There is a separate page with custom [[reaction examples]].&lt;br /&gt;
&lt;br /&gt;
== Reaction differences between modes ==&lt;br /&gt;
{{migrated section}}&lt;br /&gt;
&lt;br /&gt;
In [[fortress mode]], reactions are linked to specific buildings, and must be added to a civilization's [[entity token|entity file]] to be usable by that civilization. This has the useful effect of limiting new items and materials (such as special [[wood]] or [[metal]]) to civilizations that have the requisite reaction — so that if you give your custom civilization a reaction to produce &amp;quot;star metal&amp;quot; or some other custom material, only they will be able to use it.&lt;br /&gt;
&lt;br /&gt;
In [[adventure mode]], reactions are freely available in the {{k|x}} menu via the {{DFtext|create}} option, and any adventurer character can make free use of them. Reagents may be held in the hands or dropped on the ground, but cannot be used within a backpack or quiver. There are several bugs with adventure mode reactions, chief of which is the fact that you cannot select liquid reagents.{{verify}} &amp;lt;!-- reaction product tag works now, liquids and improvement quality don't --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Anatomy of a reaction ==&lt;br /&gt;
Reactions are found within reaction_x files (such as reaction_smelter or reaction_other).  All reaction files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:REACTION]&amp;lt;/code&amp;gt; token that tells the game that the file contains reaction definitions.&lt;br /&gt;
&lt;br /&gt;
The reactions themselves generally adhere to the following structure:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:&amp;lt;identifier&amp;gt;]&lt;br /&gt;
      [NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
      [BUILDING:&amp;lt;BUILDING NAME&amp;gt;:&amp;lt;BUILDING KEY&amp;gt;]&lt;br /&gt;
      [REAGENT:A:150:BAR:NONE:POTASH:NONE]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NONE:PEARLASH:NONE][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL] &lt;br /&gt;
      [SKILL:&amp;lt;SKILL TOKEN&amp;gt;]&lt;br /&gt;
      [MAX_MULTIPLIER:&amp;lt;multiplier&amp;gt;]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
      [ADVENTURE_MODE_ENABLED]&lt;br /&gt;
      [DESCRIPTION:&amp;lt;description&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
* ''[[#Reaction identifier|identifier]]'': The internal ID of the reaction.&lt;br /&gt;
* ''[[#Reaction name|name]]'': The name of the reaction, visible to the player in the Fortress mode or Adventure mode menus.&lt;br /&gt;
* ''[[#Building|building]]'': The building ID that the reaction uses, and the relevant keyboard shortcut.&lt;br /&gt;
* ''[[#Reagents|...reagents...]]'': Zero or more reagents (ingredients) that are required to be in stock for the reaction to be possible.&lt;br /&gt;
* ''[[#Products|...products...]]'': Zero or more products that are created from the reaction.&lt;br /&gt;
* ''[[#Fuel|fuel]]'': (optional) If present, the reaction requires charcoal, coke or a magma-powered workshop.&lt;br /&gt;
* ''[[#Skill|skill]]'': (optional) The skill required and trained by the reaction.&lt;br /&gt;
* ''[[#Max multiplier|multiplier]]'': (optional) If present, the reaction will only be done the specified number of times per job; used to limit the output of reactions that accept stacks of items as reagents.&lt;br /&gt;
* ''[[#Automatic|automatic]]'': (optional) If present, the reaction will automatically be enqueued whenever it can possibly be performed.&lt;br /&gt;
* ''[[#Adventure mode enabled|adventure mode enabled]]'': (optional) If present, the reaction can be used by the player in Adventure mode.&lt;br /&gt;
* ''[[#Description|description]]'': (optional) If present, shows pop-up description when the reaction is selected in workshop (not working in v50).&lt;br /&gt;
&lt;br /&gt;
=== Reaction identifier ===&lt;br /&gt;
The REACTION token assigns a unique ID to your reaction.&lt;br /&gt;
    [REACTION:&amp;lt;reaction identifier&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
The ''reaction identifier'' may be anything, so long as it is unique within the raw data files. A good habit to get into is to append a short prefix or suffix to each name related to the name of your mod, to ensure nobody else is going to make an identical reaction and thereby mess up the game if their mod is run alongside yours.  This is referenced in an entity definition via [[Entity_token#PERMITTED_REACTION|PERMITTED_REACTION]] to allow that entity to use the reaction.&lt;br /&gt;
&lt;br /&gt;
=== Reaction name ===&lt;br /&gt;
The REACTION_NAME token assigns a descriptive name to your reaction in-game.&lt;br /&gt;
    [REACTION_NAME:&amp;lt;name&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Name ====&lt;br /&gt;
This can be anything at all, and is how the reaction will appear in the job list of the building it is assigned to, and so should describe the reaction. '''Tan a hide''', for example, is the name of the default leather-producing reaction. Generally this should be written as a small descriptive verb phrase, with the first letter capitalized, for consistency with the existing reactions.&lt;br /&gt;
&lt;br /&gt;
=== Building ===&lt;br /&gt;
The BUILDING token assigns the reaction to a building.  Adding multiple BUILDING tokens will cause the reaction to be available at all of the specified buildings.  Omitting the BUILDING token entirely will make the reaction unusable in Fortress mode (often used to restrict certain reactions to [[Reaction#Adventure_Mode_enabled|Adventure mode]]).&lt;br /&gt;
&lt;br /&gt;
    [BUILDING:&amp;lt;building name&amp;gt;:&amp;lt;building key&amp;gt;]&lt;br /&gt;
* [[#Building name|''building name:'']] The ID of the building the reaction appears in.&lt;br /&gt;
* [[#Building key|''building key:'']] The hotkey to queue up the reaction in the specified building.&lt;br /&gt;
&lt;br /&gt;
==== Building name ====&lt;br /&gt;
This is the ID of the building where the reaction will be carried out.  Valid building names are as follows:&lt;br /&gt;
&lt;br /&gt;
* ASHERY - [[Ashery]]&lt;br /&gt;
* BOWYER - [[Bowyer's workshop]]&lt;br /&gt;
* CARPENTER - [[Carpenter's workshop]]&lt;br /&gt;
* CLOTHES - [[Clothier's shop]]&lt;br /&gt;
* CRAFTSMAN - [[Craftsdwarf's workshop]]&lt;br /&gt;
* FARMER - [[Farmer's workshop]]&lt;br /&gt;
* GLASS - [[Glass furnace]]&lt;br /&gt;
* KILN - [[Kiln]] and [[Magma kiln]]&lt;br /&gt;
* KITCHEN - [[Kitchen]]&lt;br /&gt;
* LEATHER - [[Leather works]]&lt;br /&gt;
* MASON - [[Stoneworker's workshop]]&lt;br /&gt;
* METALSMITH - [[Metalsmith's forge]]&lt;br /&gt;
* MILLSTONE - [[Millstone]]&lt;br /&gt;
* QUERN - [[Quern]]&lt;br /&gt;
* SIEGE - [[Siege workshop]]&lt;br /&gt;
* SMELTER - [[Smelter]] and [[Magma smelter]]&lt;br /&gt;
* STILL - [[Still]]&lt;br /&gt;
* TANNER - [[Tanner's shop]]&lt;br /&gt;
* WOOD - [[Wood furnace]]&lt;br /&gt;
* Any custom (raw-defined) building, such as:&lt;br /&gt;
** SOAP_MAKER - [[Soap maker's workshop]]&lt;br /&gt;
** SCREW_PRESS - [[Screw press]]&lt;br /&gt;
&lt;br /&gt;
Custom reactions cannot be added to the following buildings:&lt;br /&gt;
* JEWELER - [[Jeweler's workshop]]&lt;br /&gt;
&lt;br /&gt;
==== Building key ====&lt;br /&gt;
This defines the shortcut key(s) used to queue up the reaction in the workshop during gameplay in Classic mode only.  It can be NONE for no shortcut, or take the format of CUSTOM_X, where X can be: any uppercase letter, which shows as a lowercase letter in the building UI, eg. &amp;quot;CUSTOM_A&amp;quot; creates the shortcut {{k|a}}; or a valid modifier key (ALT, CTRL, or SHIFT) followed by an uppercase letter, eg. CUSTOM_SHIFT_A.&lt;br /&gt;
&lt;br /&gt;
=== Category ===&lt;br /&gt;
&lt;br /&gt;
Categories are custom submenus for buildings' reaction menus. A reaction doesn't require a category, but if you have a lot of reactions, categories can be invaluable for organizing and presenting those reactions to players.&lt;br /&gt;
&lt;br /&gt;
Categories can be nested indefinitely—you can have a category within a category within a category within a category within a category within... but as a practical matter, nesting categories more than 2 deep is not recommended.&lt;br /&gt;
&lt;br /&gt;
Categories will be displayed in alphabetical order, first off the file name and then off the category name.  &lt;br /&gt;
&lt;br /&gt;
Categories currently have no effect on adventure mode reactions.&lt;br /&gt;
&lt;br /&gt;
==== Defining a category ====&lt;br /&gt;
&lt;br /&gt;
Each category needs to be defined within a reaction, usually one which should appear within its menu. Categories only need to be defined once.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_NAME || style=&amp;quot;vertical-align: top&amp;quot;| String || The name of the category as displayed in-game.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_DESCRIPTION || style=&amp;quot;vertical-align: top&amp;quot;| String || Optional. If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_PARENT || style=&amp;quot;vertical-align: top&amp;quot;| Category ID || Optional. If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CATEGORY_KEY || style=&amp;quot;vertical-align: top&amp;quot;| Hotkey token || Optional. If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey.  Uses the same format as the BUILDING KEY described above.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Adding reactions to an existing category ====&lt;br /&gt;
&lt;br /&gt;
Just include the tag [CATEGORY:&amp;lt;category_id&amp;gt;] within your reaction definition, and if the category exists, your reaction will be added to its menu. You can only add reactions to custom categories.&lt;br /&gt;
&lt;br /&gt;
Each reaction can belong to only one category.&lt;br /&gt;
&lt;br /&gt;
=== Reagents ===&lt;br /&gt;
&lt;br /&gt;
REAGENTs are a little bit complicated. They are the ingredients that the reaction will use.  You can define as many as you like within a reaction.&lt;br /&gt;
&lt;br /&gt;
    [REAGENT:&amp;lt;name&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
* ''[[#Reagent name|name]]'': The name of the reagent, local to the reaction.&lt;br /&gt;
* ''[[#Quantity|quantity]]'': The amount of the item that will be used in the reaction.&lt;br /&gt;
* ''[[#Item_token|item token]]'': The type (and subtype) of the item you require.&lt;br /&gt;
* ''[[#Material_token|material token]]'': The material the item should be made of.&lt;br /&gt;
* ''[[#Modifiers|...modifiers...]]'': Zero or more tokens which further clarify the acceptable types when the item type and material types are insufficient to distinguish them.&lt;br /&gt;
&lt;br /&gt;
==== &amp;lt;span id=&amp;quot;Reagent name&amp;quot;&amp;gt;Name&amp;lt;/span&amp;gt; ====&lt;br /&gt;
&lt;br /&gt;
The name field is a small string used to identify the reagent within the reaction. The name is not visible to the player. It is local to the reaction and does not need to be unique across all of the reactions, so you can reuse the same names over and over, although each reagent within the same individual reaction must have a different name.&lt;br /&gt;
&lt;br /&gt;
Most reagents are simply named '''A''', '''B''', and so forth in default reactions, although names such as '''TOOLSTONE''', '''FLUX''', or '''seeds''' will also work equally well. The PRODUCT may make reference to this name &amp;amp;ndash; for instance, if a container '''B''' is specified as a reagent, PRODUCT_TO_CONTAINER:B specifies that container.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
How many or how much of this reagent the reaction requires.  For most item types this is just the number of them required.  However, some other item types─specifically bars, cloth, thread, globs, liquids, powder, and sheets of paper or parchment─instead use numbers representing the size of the material within one (or more) of these items. For example, while REAGENT:A:'''''10''''':'''''TOY''''':NONE:NONE:NONE is ten unique, solid toy items, REAGENT:A:'''''10''''':'''''THREAD''''':NONE:NONE:NONE is an extremely tiny portion of a random spool of thread. One can see which items have what size quantities in the description of the [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] token.&lt;br /&gt;
&lt;br /&gt;
If one of the reagents is in a stack, or the reaction is only using a fraction of the amount of a sized item, the reaction will consume the entire stack, or as much of the sized item as possible, and multiply the product accordingly.  This behaviour can be controlled using the [[Reaction#MAX_MULTIPLIER|MAX_MULTIPLIER]] token.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
[[Item token]]s are of the form ITEM_TYPE:ITEM_SUBTYPE.&lt;br /&gt;
&lt;br /&gt;
The ITEM_TYPE is the category of item you require; WEAPON, TOY or SKIN_TANNED, for example.&lt;br /&gt;
&lt;br /&gt;
The ITEM_SUBTYPE is name of the exact item that you require. Examples are ITEM_WEAPON_SPEAR or ITEM_TOY_PUZZLEBOX. Some items, like quivers or backpacks, or chunks of stone or metal, have no subtype and only require the item token to be filled in; so if you're asking for those you should set the subtype to NONE. Subtypes are defined within the local raw data files and their exact names can be referenced by looking at the corresponding file.&lt;br /&gt;
&lt;br /&gt;
For reagents, the item token can also be set to ANY_RAW_MATERIAL:NONE (to permit BAR, BOULDER, POWDER_MISC, or GLOB) or ANY_CRAFT:NONE (to permit FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET). Internally, these special values are both converted to NONE:NONE and merely set special modifiers (similar to [BUILDMAT])—they cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
For backwards compatibility, reagents can also accept &amp;quot;METAL_ORE:metal_id&amp;quot; in place of both the item and material tokens—this is equivalent to using the reagent BOULDER:NONE:NONE:NONE with the modifier [METAL_ORE:metal_id] (see below).&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
[[Material token]]s come in several forms. For most reagents, this will typically be INORGANIC:MATERIAL_ID or NONE:NONE (to allow multiple materials using other modifier tokens).&lt;br /&gt;
&lt;br /&gt;
Some reactions will allow the player to select specific materials after creating the job (or in [[Reaction#material_token_2|some cases]], armor size from the product), by clicking on the magnifying glass icon next to the job in the workshop queue.  To permit this behaviour in your reaction, the reagent materials must be specified as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Item Type&lt;br /&gt;
! Material&lt;br /&gt;
! Notes&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BAR&amp;lt;br&amp;gt;BLOCKS&amp;lt;br&amp;gt;BOULDER&amp;lt;br&amp;gt;ROUGH&amp;lt;br&amp;gt;SMALLGEM || style=&amp;quot;vertical-align: top&amp;quot;| INORGANIC:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These all appear as &amp;quot;stone&amp;quot; in the material selection menu, and list all inorganic materials regardless of any material modifier tokens, eg. [ITEMS_METAL]. BAR and BLOCKS made of organic materials, and BOULDER made of clay, are excluded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKIN_TANNED or WOOD || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Other Item Types || style=&amp;quot;vertical-align: top&amp;quot;| NONE:NONE || style=&amp;quot;vertical-align: top&amp;quot;| These will appear if a material modifier token other than [ANY_LEATHER_MATERIAL] is included. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Modifiers ====&lt;br /&gt;
&lt;br /&gt;
Reagents may also have extra tokens added on, following the REAGENT token, in order to modify their behaviour.&lt;br /&gt;
&lt;br /&gt;
Generally speaking, if you set a field in a reagent to NONE, the reaction won't discriminate when it comes to that particular field. For example, if you require a BOULDER reagent but leave the material as NONE:NONE, it will grab any available BOULDER-type item regardless of material. Modifiers can then be used to restrict this to only certain broad classes of materials.&lt;br /&gt;
&lt;br /&gt;
The following is a list of all known reagent modifiers:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_BONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [BONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_GEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_HORN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [HORN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_LEATHER_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [LEATHER] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PEARL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [PEARL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_PLANT_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SHELL_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SHELL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SILK_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SILK] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_SOAP_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOAP] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STONE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_STRAND_TISSUE&lt;br /&gt;
|&lt;br /&gt;
| Reagent is made of a tissue having TISSUE_SHAPE:STRANDS, intended for matching hair and wool. Must be used with USE_BODY_COMPONENT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_TOOTH_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [TOOTH] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_WOOD_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [WOOD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ANY_YARN_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [YARN] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| BUILDMAT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a general [[building material]] - BAR, BLOCKS, BOULDER, or WOOD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CAN_USE_ARTIFACT&lt;br /&gt;
|&lt;br /&gt;
| Reagent can be an Artifact. Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| Reagent is a container that holds the specified reagent (where ''Reagent name'' is the locally-defined name of the reagent).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| CONTAINS_LYE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a BARREL or TOOL which contains at least one item of type LIQUID_MISC made of LYE. Use of this token is discouraged, as it does not work with buckets (instead, use [CONTAINS:lye] &amp;amp;mdash; note the colon &amp;amp;mdash; and a corresponding lye reagent [REAGENT:lye:150:LIQUID_MISC:NONE:LYE]).&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_ABSORB&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have ABSORPTION:0&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| DOES_NOT_DETERMINE_PRODUCT_AMOUNT&lt;br /&gt;
|&lt;br /&gt;
| Reagent quantity is ignored for the purposes of producing extra outputs. Typically used for containers so that [[stack]]s of reagents will correctly produce additional outputs.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| EMPTY&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must be empty.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FIRE_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 11000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FOOD_STORAGE_CONTAINER&lt;br /&gt;
|&lt;br /&gt;
| Reagent is either a BARREL or a TOOL with the FOOD_STORAGE use.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| GLASS_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the IS_GLASS token. All 3 types of [[glass]] have this token hardcoded.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HARD_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_HARD] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Reagent must have an edge.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_ITEM_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the item reaction product specified by PRODUCT_ID - [[Reaction#Item_reaction_products|see below]] for more details. This can be used interchangeably with HAS_MATERIAL_REACTION_PRODUCT.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* PRODUCT_ID&lt;br /&gt;
| Reagent material must have the material reaction product specified by PRODUCT_ID - [[Reaction#Material_reaction_products|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| HAS_TOOL_USE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE]] value&lt;br /&gt;
| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagent's item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_CRAFTED_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_DIVINE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [DIVINE] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| IS_SAND_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [SOIL_SAND] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MAGMA_BUILD_SAFE&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be solid and stable at temperatures approaching 12000. Only works with items of type BAR, BLOCKS, BOULDER, WOOD, and ANVIL - all others are considered unsafe.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ITEM_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must have the [ITEMS_METAL] token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| METAL_ORE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Metal ID&lt;br /&gt;
| Reagent material must be an ore of the specified metal.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| MIN_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Reagent's item size must be at least as large as ''Integer''. The reagent's item type must be BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, or GLOB for this to work.  See [[Reaction#PRODUCT_DIMENSION|PRODUCT_DIMENSION]] below.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NO_EDGE_ALLOWED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ARTIFACT{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Reagent item must not be an artifact.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
|&lt;br /&gt;
| If the reagent is a container, it must not contain [[lye]] or [[milk]]. Not necessary if specifying [EMPTY].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_ENGRAVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent can not be engraved. For example, a memorial slab can not be engraved.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_IMPROVED&lt;br /&gt;
|&lt;br /&gt;
| Reagent has not been decorated.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| NOT_WEB&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be collected (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ON_GROUND&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from inventories (workshops, wagon) and causes infinite gathering for reactions in workshop.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| POTASHABLE (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| Alias for [CONTAINS_LYE].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRESERVE_REAGENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| REACTION_CLASS&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* CLASS_ID&lt;br /&gt;
| Reagent material must have the reaction class specified by CLASS_ID - [[Reaction#Reaction_classes|see below]] for more details.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| UNROTTEN&lt;br /&gt;
|&lt;br /&gt;
| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| USE_BODY_COMPONENT&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a body part (CORPSE or CORPSEPIECE). Must be used even if your reagent item type is CORPSE or CORPSEPIECE, otherwise it will match any item.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WEB_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be undisturbed (to distinguish silk thread from webs). Only makes sense for items of type THREAD.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WORTHLESS_STONE_ONLY&lt;br /&gt;
|&lt;br /&gt;
| Reagent material must be non-[[economic]].&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| WOVEN_ITEM&lt;br /&gt;
|&lt;br /&gt;
| Reagent must be a clothing item made of a woven material, ie. plant, silk, or yarn cloth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Products ===&lt;br /&gt;
&lt;br /&gt;
Products are the end product of the reaction. A reaction can have as many products as it likes.&lt;br /&gt;
&lt;br /&gt;
Products are almost identical to reagents, except that they do not need to be named, can't have fields undefined, and don't use the quantity field to determine the product size. Instead, the token [PRODUCT_DIMENSION:X] is tacked on after the PRODUCT token, determining the size of the product.&lt;br /&gt;
&lt;br /&gt;
Products can be produced directly to a container using the [PRODUCT_TO_CONTAINER:''name''] token, where the ''name'' is the [[#Reagent name|name]] of a reagent. This requires the reagent to have the [PRESERVE_REAGENT] token.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [PRODUCT:&amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:&amp;lt;item token&amp;gt;:&amp;lt;material token&amp;gt;][...modifiers...]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
&lt;br /&gt;
The percentage chance the product will be produced when the reaction is completed. Must be an integer.&lt;br /&gt;
&lt;br /&gt;
==== Quantity ====&lt;br /&gt;
&lt;br /&gt;
Determines how many of the product will be produced. For the item types AMMO, REMAINS, MEAT, FISH, FISH_RAW, PLANT, PLANT_GROWTH, DRINK, CHEESE, LIQUID_MISC, COIN, and EGG, the resulting items will be created as a single [[stack]], while all other item types will produce multiple individual items.&lt;br /&gt;
&lt;br /&gt;
If a reaction can take stacks of input items, then it will attempt to perform the reaction enough times to consume as many full sets of reagents as it can—for example, if a reaction &amp;quot;1 piece of meat + 2 pieces of fish -&amp;gt; 3 pieces of cheese&amp;quot; is given a stack of 5 meat and 5 fish, it will produce 6 pieces of cheese and leave 3 meat and 1 fish behind. Using the token DOES_NOT_DETERMINE_PRODUCT_AMOUNT allows a reagent to be excluded from this calculation - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==== Item token ====&lt;br /&gt;
&lt;br /&gt;
The [[item token]] and subtype of the item you produce.&lt;br /&gt;
&lt;br /&gt;
If your item has an [[Reaction#Item reaction products|item reaction product]] and you want the item type and material to be derived from one of the reagents, you can use GET_ITEM_DATA_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of both the item token ''and'' the material token (see next section). You can also specify GET_ITEM_DATA_FROM_REAGENT:reagent:NONE in order to make a direct copy of the source item, though this will not work for complex items such as corpses or prepared meals.&lt;br /&gt;
&lt;br /&gt;
For products, this can also be set to CRAFTS:NONE to produce up to three random [[craft]] items. This value cannot be used in any other context.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the product will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, you can use GET_MATERIAL_FROM_REAGENT:reagent:NONE in place of the material token in order to directly use the reagent's own material; if the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID to use that.&lt;br /&gt;
&lt;br /&gt;
Similarly to choosing material types for a reagent, if the item product is armor/clothing, and has the appropriate [[Entity_token#Available_resources|armor token]] in the entity file, you will be able to choose the armor/clothing size for different creatures by clicking the magnifying glass of the workshop task. However, this will only work if the product material is [[Modding pitfalls#My_custom_armor.2Fclothing_reaction_won.27t_let_user_choose_size|cloth leather or certain metals]], and the item is also recognized by the related vanilla workshop reaction{{verify}}.&lt;br /&gt;
&lt;br /&gt;
==== Product modifiers ====&lt;br /&gt;
&lt;br /&gt;
Zero or more tokens which further set the properties or disposition of the resulting product item.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| FORCE_EDGE&lt;br /&gt;
|&lt;br /&gt;
| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PASTE&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PASTE state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_PRESSED&lt;br /&gt;
|&lt;br /&gt;
| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_DIMENSION&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| Specifies the dimension of the product for those items that use dimensions. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token. &lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TO_CONTAINER&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Places the product in a container; ''Name'' must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| PRODUCT_TOKEN&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Name]]&lt;br /&gt;
| Allows the product to be referred to by the given name for the purpose of being passed down as and argument in other tokens, in the same fashion as reagent names.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| TRANSFER_ARTIFACT_STATUS&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Improvements ===&lt;br /&gt;
&lt;br /&gt;
Improvements are applied to existing reagents. A reaction can have as many improvements as it likes.&lt;br /&gt;
&lt;br /&gt;
Restating this in the above style, we have:&lt;br /&gt;
   [IMPROVEMENT:&amp;lt;probability&amp;gt;:&amp;lt;reagent name&amp;gt;:&amp;lt;improvement type&amp;gt;:&amp;lt;material token&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==== Probability ====&lt;br /&gt;
The percentage chance the improvement will be applied to the reagent when the reaction is completed.&lt;br /&gt;
&lt;br /&gt;
==== Reagent name ====&lt;br /&gt;
The [[#Reagent name|name]] of the reagent that will be improved. In order to be meaningful, this reagent must have [PRESERVE_REAGENT].&lt;br /&gt;
&lt;br /&gt;
==== Improvement type ====&lt;br /&gt;
The following improvement types can be used:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| COVERED&lt;br /&gt;
| Item is encrusted/studded/decorated with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| GLAZED&lt;br /&gt;
| Item is glazed with &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| RINGS_HANGING&lt;br /&gt;
| Item is adorned with hanging rings of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| BANDS&lt;br /&gt;
| Item is encircled with bands of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| SPIKES&lt;br /&gt;
| Item menaces with spikes of &amp;lt;material&amp;gt;.&lt;br /&gt;
|-&lt;br /&gt;
| PAGES&lt;br /&gt;
| Adds pages to a [[book]].&lt;br /&gt;
|-&lt;br /&gt;
| SPECIFIC&lt;br /&gt;
| With subtype ROLLERS, adds rollers of &amp;lt;material&amp;gt; to a [[scroll]]; with subtype HANDLE, adds a handle of &amp;lt;material&amp;gt; to an item; with subtype TRACTION_BENCH_CHAIN or TRACTION_BENCH_ROPE adds a chain or rope of &amp;lt;material&amp;gt; to an item.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
All other item improvement tokens (ART_IMAGE, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE, and ILLUSTRATION) are ignored.&lt;br /&gt;
&lt;br /&gt;
==== Material token ====&lt;br /&gt;
&lt;br /&gt;
A [[material token]] describing what the decoration will be made of.&lt;br /&gt;
&lt;br /&gt;
If you want the product's material to be derived from one of the reagents, and the reagent has a [[Reaction#Material_reaction_products|material reaction product]] defined, you can use GET_MATERIAL_FROM_REAGENT:reagent:REACTION_PRODUCT_ID in place of the material token. You can also specify GET_MATERIAL_FROM_REAGENT:reagent:NONE in order to directly use the reagent's own material.&lt;br /&gt;
&lt;br /&gt;
=== Other tokens ===&lt;br /&gt;
&lt;br /&gt;
==== Fuel ====&lt;br /&gt;
&lt;br /&gt;
The FUEL token means that the reaction requires coke or charcoal to be performed. Fuel is not needed when the reaction is performed at a magma workshop (a [[magma kiln]], [[magma smelter]], or any custom building having [NEEDS_MAGMA]).&lt;br /&gt;
&lt;br /&gt;
==== Skill ====&lt;br /&gt;
&lt;br /&gt;
The [[Skill token|skill tokens]] determine what skill the reaction requires and trains; also how quickly skill is gained, how quickly those skill gains raise attributes, and how skill level affects the quality of the reaction product.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]] &lt;br /&gt;
| (Optional) This identifies the skill required to carry out the reaction and is trained when the reaction is performed.  Only one skill may be specified; if multiple skill tokens are defined only the last will be used.  A reaction with no product will yield no experience gain.  A reaction with no SKILL token will complete in a default amount of time.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of skill gained each time the reaction is carried out.  The default value is 30; higher values increase the amount of skill gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| ATTRIBUTE_IP&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Integer&lt;br /&gt;
| (Optional, requires SKILL token)  This adjusts the amount of [[Attribute|attribute]] gain that skill gain from this reaction results in.  The default value is 10; higher values increase the amount of attribute gain.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| SKILL_ROLL_RANGE&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| (Optional, requires SKILL token)  This changes how much skill level affects the quality of the reaction product.  The default is [SKILL_ROLL_RANGE:11:5]. The ''range'' is the base &amp;quot;die roll&amp;quot; and the ''multiplier'' determines how much the dwarf's skill can affect the reaction; the skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1), where random(x) gives a random number from 0 to x-1, inclusive (which also means that the minimum for the range is 1). The higher result on the roll, the better. Both numbers can be lowered to make the skill check harder. For example, with the default values a dwarf who is proficient in a skill has a skill level of 5; their roll will be random(11)+random(13)+random(13), meaning this dwarf can roll anywhere from 0 to 34; similarly, unskilled dwarves can roll 0 to 10 while legendary+0 (skill 15) dwarves can roll 0 to 84. If this is changed to [SKILL_ROLL_RANGE:1:8], then instead a proficient dwarf will have random(1)+random(21)+random(21), giving a roll of 0 to 40, with unskilled dwarves always rolling 0 and legendary dwarves going all the way up to 120.&lt;br /&gt;
&lt;br /&gt;
As a consequence, increasing the multiplier will always make legendary dwarves more effective, even if base roll is reduced to its minimum of 1, with the default going up to 84 for default and 90 for [SKILL_ROLL_RANGE:1:6].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Max multiplier ====&lt;br /&gt;
&lt;br /&gt;
The [MAX_MULTIPLIER:&amp;lt;#&amp;gt;] token specifies how many times to do the reaction. This can be used to limit stacked reagent use to the specified quantity instead of the whole stack.&lt;br /&gt;
&lt;br /&gt;
==== Automatic ====&lt;br /&gt;
&lt;br /&gt;
The AUTOMATIC token means that the reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
This token only works with jobs performed at a [[kiln]], [[smelter]], [[tanner's shop]], [[kitchen]], or custom workshop, and [[standing orders]] allow you to limit which ones trigger; custom reactions performed at a [[quern]], [[millstone]]{{verify}}, [[still]]{{verify}} or [[craftsdwarf's workshop]]{{verify}} cannot be made automatic.&lt;br /&gt;
&lt;br /&gt;
==== Adventure mode enabled ====&lt;br /&gt;
&lt;br /&gt;
The ADVENTURE_MODE_ENABLED token means that this version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage assuming the reaction also has a usable building assigned and is a {{token|PERMITTED_REACTION|entity}} within the entity file.&lt;br /&gt;
&lt;br /&gt;
==== Description ====&lt;br /&gt;
&lt;br /&gt;
This feature is exclusive to Classic Mode, as no description window pops up when mousing over reactions in workshops in Premium.&lt;br /&gt;
&lt;br /&gt;
The [DESCRIPTION:&amp;lt;string&amp;gt;] token provides a text description of the reaction when it is highlighted in the building UI.  Multiple DESCRIPTION tokens can be defined in a reaction, and each will appear on a new line.  The pop-up box that contains the description is limited to 325 characters total.  Alternatively, this token can reference a DESCRIPTION token in an existing tool definition by replacing ''string'' with USE_TOOL:&amp;lt;ITEM_SUBTYPE&amp;gt;; or an existing instrument definition with USE_INSTRUMENT:&amp;lt;ITEM_SUBTYPE&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
== Reaction classes and products ==&lt;br /&gt;
&lt;br /&gt;
When you're doing things like tanning hides or brewing alcohol, having separate reactions for every single possible raw material is unwieldy and terrible. However, you can let the reaction itself ask the material for details and process them all with the same reaction. There are three types of tags to dictate this behavior.&lt;br /&gt;
&lt;br /&gt;
=== Reaction classes ===&lt;br /&gt;
&lt;br /&gt;
The simplest token is the reaction class. If it is tacked on a material, a reaction can limit reagents to only those materials that have the specified arbitrary [REACTION_CLASS:whatever] identifier.&lt;br /&gt;
&lt;br /&gt;
We want a reaction that smelts iron and flux into pig iron. However, there are a half-dozen different stones that count as flux. Instead of clogging up the smelter job menu with six nearly identical reactions that all take in either dolomite or limestone or marble for the same result, we use a reaction class.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:PIG_IRON_MAKING]&lt;br /&gt;
      [NAME:make pig iron bars]&lt;br /&gt;
      [BUILDING:SMELTER:NONE]&lt;br /&gt;
      [REAGENT:A:150:BAR:NO_SUBTYPE:METAL:IRON]&lt;br /&gt;
      [REAGENT:B:1:BOULDER:NO_SUBTYPE:NONE:NONE]'''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [REAGENT:C:150:BAR:NO_SUBTYPE:COAL:NO_MATGLOSS]&lt;br /&gt;
      [PRODUCT:100:1:BAR:NO_SUBTYPE:METAL:PIG_IRON][PRODUCT_DIMENSION:150]&lt;br /&gt;
      [FUEL]&lt;br /&gt;
      [SKILL:SMELT]&lt;br /&gt;
&lt;br /&gt;
Note how reagent B asks for &amp;quot;NONE:NONE&amp;quot; as its material. This means &amp;quot;boulders of any kind as long as they have the reaction class named FLUX&amp;quot;. Stuff like calcite, here:&lt;br /&gt;
&lt;br /&gt;
   [INORGANIC:CALCITE]&lt;br /&gt;
      [USE_MATERIAL_TEMPLATE:STONE_TEMPLATE]&lt;br /&gt;
      [STATE_NAME_ADJ:ALL_SOLID:calcite][DISPLAY_COLOR:7:7:1][TILE:'&amp;quot;']&lt;br /&gt;
      '''[REACTION_CLASS:FLUX]'''&lt;br /&gt;
      [ENVIRONMENT_SPEC:LIMESTONE:CLUSTER_SMALL:100]&lt;br /&gt;
      [ENVIRONMENT_SPEC:MARBLE:CLUSTER_SMALL:100]&lt;br /&gt;
      [MATERIAL_VALUE:2]&lt;br /&gt;
      [IS_STONE]&lt;br /&gt;
      [MELTING_POINT:12902]&lt;br /&gt;
      [SOLID_DENSITY:2930]&lt;br /&gt;
&lt;br /&gt;
The label itself can be absolutely anything. It's only used to find a match between the material and the reaction. Note that some reaction classes have special meanings to the game itself—notably, the [[site finder]] knows that &amp;quot;FLUX&amp;quot; should be connected to the &amp;quot;Flux stone&amp;quot; filter.&lt;br /&gt;
&lt;br /&gt;
=== Material reaction products ===&lt;br /&gt;
&lt;br /&gt;
But what if it's not all the same what materials the members of the reaction class put out? If a tanner starts working on a bear pelt, a horse hide, some dragon scales and a section of human skin, surely they all can't produce generic boot leather! No, the reaction must get the chance to ask the &amp;quot;reaction class&amp;quot; what the reagent should turn out as. We will declare a material reaction product.&lt;br /&gt;
&lt;br /&gt;
   [REACTION:TAN_A_HIDE]&lt;br /&gt;
      [NAME:tan a hide]&lt;br /&gt;
      [BUILDING:TANNER:CUSTOM_T]&lt;br /&gt;
         [REAGENT:flaps of skin:1:NONE:NONE:NONE:NONE][USE_BODY_COMPONENT][UNROTTEN]&lt;br /&gt;
            '''[HAS_MATERIAL_REACTION_PRODUCT:TAN_MAT]'''&lt;br /&gt;
         [PRODUCT:100:1:SKIN_TANNED:NONE:'''GET_MATERIAL_FROM_REAGENT:flaps of skin:TAN_MAT''']&lt;br /&gt;
      [SKILL:TANNER]&lt;br /&gt;
      [AUTOMATIC]&lt;br /&gt;
&lt;br /&gt;
Where you'd usually have some fresh bodypart with the TAN_MAT reaction class produce some generic SKIN_TANNED, this goes further. Instead of declaring a material, the spool of pattern-ready tailoring leather (SKIN_TANNED) now comes out as whatever the skin flaps' material reaction product (named TAN_MAT) says in the material's definition (GET_MATERIAL_FROM_REAGENT). And what does it say?&lt;br /&gt;
&lt;br /&gt;
   [MATERIAL_TEMPLATE:SKIN_TEMPLATE]&lt;br /&gt;
         [STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
         [STATE_NAME:ALL_SOLID:skin]&lt;br /&gt;
         [STATE_ADJ:ALL_SOLID:skin]&lt;br /&gt;
         ...&lt;br /&gt;
         [ABSORPTION:100]&lt;br /&gt;
         '''[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]'''&lt;br /&gt;
         [IMPLIES_ANIMAL_KILL]&lt;br /&gt;
         [ROTS]&lt;br /&gt;
&lt;br /&gt;
It says that the caller of the TAN_MAT hook always comes out as the LEATHER of whatever creature the skin has been peeled off of (LOCAL_CREATURE_MAT). For example, skin taken from a butchered dog would be turned into dog leather. Change the SKIN_TEMPLATE MATERIAL_REACTION_PRODUCT to TAN_MAT:INORGANIC:GOLD instead and your tanner turns into Midas.  Use your imagination.&lt;br /&gt;
&lt;br /&gt;
If the item you're creating should be made of the ''same'' material as the raw material you're using (e.g. if you're carving a log into a training spear), you can specify &amp;quot;NONE&amp;quot; instead of the MATERIAL_REACTION_PRODUCT code:&lt;br /&gt;
&lt;br /&gt;
   [REACTION:MAKE WOODEN TRAINING SPEAR]&lt;br /&gt;
      [NAME:make wooden training spear]&lt;br /&gt;
      [BUILDING:CARPENTER:NONE]&lt;br /&gt;
      [REAGENT:log:1:WOOD:NONE:NONE:NONE][ANY_PLANT_MATERIAL]&lt;br /&gt;
      [PRODUCT:100:1:WEAPON:ITEM_WEAPON_SPEAR_TRAINING:'''GET_MATERIAL_FROM_REAGENT:log:NONE''']&lt;br /&gt;
      [SKILL:CARPENTRY]&lt;br /&gt;
&lt;br /&gt;
As with reaction classes, some MATERIAL_REACTION_PRODUCT identifiers have special meanings to the game itself - notably, the [[site finder]] knows that &amp;quot;FIRED_MAT&amp;quot; should be connected to the &amp;quot;Clay&amp;quot; filter, and &amp;quot;CHEESE_MAT&amp;quot; is used when making [[cheese]] from [[milk]].&lt;br /&gt;
&lt;br /&gt;
=== Item reaction products ===&lt;br /&gt;
&lt;br /&gt;
Item reaction products are an even more powerful form of the above. Where material reaction products can only affect what type of stuff the predestined end product is made of, item reaction products can decide the entire end result ahead of time. Item AND material.&lt;br /&gt;
&lt;br /&gt;
Let's assume for a moment that we're completely tired of leather earrings and hair crowns. We want a crafting reaction that takes cloth and only produces things that make sense.&lt;br /&gt;
&lt;br /&gt;
      [REACTION:TAILOR_THE_BEST_THING]&lt;br /&gt;
            [NAME:weave something that makes sense]&lt;br /&gt;
            [BUILDING:CRAFTSMAN]&lt;br /&gt;
            [REAGENT:woven fabric:1:CLOTH:NONE:NONE:NONE]&lt;br /&gt;
               '''[HAS_ITEM_REACTION_PRODUCT:BEST_OPTION]'''&lt;br /&gt;
            [PRODUCT:100:1:'''GET_ITEM_DATA_FROM_REAGENT:woven fabric:BEST_OPTION''']&lt;br /&gt;
            [SKILL:CLOTHIER]&lt;br /&gt;
&lt;br /&gt;
Now we need to come up with the counterpart tags in the materials. Hmmm... cotton is thin and soft, so it makes pretty good undergarments. An undershirt, maybe?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:COTTON] Gossypium hirsutum / sp.&lt;br /&gt;
                  [NAME:cotton plant][NAME_PLURAL:cotton plants][ADJ:cotton plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:ARMOR:ITEM_ARMOR_TUNIC:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Then jute fabric. Isn't that burlap? And what's about the only thing they make from burlap?&lt;br /&gt;
&lt;br /&gt;
         [PLANT:JUTE] Corchorus capsularis / Corchorus olitorius&lt;br /&gt;
                  [NAME:jute plant][NAME_PLURAL:jute plants][ADJ:jute plant]&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:STRUCTURAL:STRUCTURAL_PLANT_TEMPLATE]&lt;br /&gt;
                  [BASIC_MAT:LOCAL_PLANT_MAT:STRUCTURAL]&lt;br /&gt;
                  [DRY][BIOME:ANY_TROPICAL]&lt;br /&gt;
                  [VALUE:2]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:THREAD:THREAD_PLANT_TEMPLATE]&lt;br /&gt;
                     [MATERIAL_VALUE:2]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:BAG:NONE:LOCAL_PLANT_MAT:THREAD]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
Sacks, of course! Wait, how about silk?&lt;br /&gt;
&lt;br /&gt;
         [CREATURE:SPIDER_CAVE]&lt;br /&gt;
                  [DESCRIPTION:A tiny underground bug, sought after for its thread.]&lt;br /&gt;
                  [NAME:cave spider:cave spiders:cave spider]&lt;br /&gt;
                  ...&lt;br /&gt;
                  [USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
                     '''[ITEM_REACTION_PRODUCT:BEST_OPTION:PANTS:ITEM_PANTS_THONG:LOCAL_CREATURE_MAT:SILK]'''&lt;br /&gt;
                  ...&lt;br /&gt;
&lt;br /&gt;
This goes on for as long as you let it. The ITEM_REACTION_PRODUCT declares the identifier and then the item and material with subtypes, just like a normal reaction's product line would.&lt;br /&gt;
&lt;br /&gt;
Do note that MATERIAL_REACTION_PRODUCT and ITEM_REACTION_PRODUCT use the same IDs, so you cannot have both a material and item reaction product of the same name. Also, though you cannot use GET_ITEM_DATA_FROM_REAGENT with a MATERIAL_REACTION_PRODUCT (there'd be no item type information), you ''can'' use GET_MATERIAL_FROM_REAGENT on an ITEM_REACTION_PRODUCT (in case you want to force your own item type).&lt;br /&gt;
&lt;br /&gt;
== Reactions and world generation ==&lt;br /&gt;
&lt;br /&gt;
There are several things to keep in mind when you're adding reactions to a game that already exists.&lt;br /&gt;
&lt;br /&gt;
* Most entity changes require a regen, but adding PERMITTED_REACTION tokens for reactions that existed at the time of world generation to the entity file in the save directory do not.&lt;br /&gt;
* Adding reactions to the raws in a save directory requires you to regen the world.&lt;br /&gt;
* You can alter an existing reaction in any way you like without regenning the world, so long as you don't alter the reaction identifier.&lt;br /&gt;
&lt;br /&gt;
== Full token list ==&lt;br /&gt;
&lt;br /&gt;
For the sake of convenience and readability, this is a complete compilation of the previously listed reaction tokens in alphabetical order:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ADVENTURE_MODE_ENABLED}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| This version of the reaction can be used by the wanderers of Adventure Mode without needing to also give the dwarves at home in a fortress access to it.  When using this token, it will be allowed for adventurers of any race, without editing entity files. This token does not prevent Fortress Mode usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_BONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [BONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_GEM_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_GEM] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_HORN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [HORN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_LEATHER_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [LEATHER] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PEARL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [PEARL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_PLANT_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be subordinate to a PLANT object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SHELL_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SHELL] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SILK_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SILK] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_SOAP_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [SOAP] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STONE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [IS_STONE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_STRAND_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is made of a tissue having [TISSUE_SHAPE:STRANDS], intended for matching hair and wool. Must be used with [USE_BODY_COMPONENT].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_TOOTH_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [TOOTH] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_WOOD_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [WOOD] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ANY_YARN_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [YARN] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ATTRIBUTE_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of attribute gain given per skill improvement. Default is 10.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|AUTOMATIC}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The reaction will be queued automatically if the reaction reagents are all present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BAG}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has to be a bag. Intended to be used with an item type of BOX, to prevent chests, coffers, and other containers from being used instead. Deprecated as of Version 0.50.01 in favor of BAG:NONE [[item token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDING}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#building name|Building name]]&lt;br /&gt;
* [[#building key|In-building reaction hotkey]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the building that the reaction will be performed in, and the button used to queue the reaction once that building's menu is accessed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|BUILDMAT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is able to be used to build structures (Boulders, Wood, Blocks, Bars).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_ARTIFACT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent can be an Artifact.  Using [PRESERVE_REAGENT] with this is strongly advised.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_HOSPITAL_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[healthcare|hospital]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CAN_USE_LOCATION_RESERVED}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the reagent to be an item that is otherwise reserved for use by a [[locations|location]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Puts the reaction in a category. Categories are custom submenus for reaction menus. The category ID is a unique identifier for the category. It is only used in the raws, and will not appear in the game.&lt;br /&gt;
&lt;br /&gt;
If you're defining multiple categories within the same reaction - for example, if you intend the reaction to be nested two deep, and haven't yet defined the super-category - the ''last'' CATEGORY token within the reaction definition is the one that the reaction will appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| The name of the category as displayed in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, when the category is highlighted in a building menu, this string will be displayed in the Helpful Hint box.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_PARENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Category ID &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category will be a submenu of the indicated category, rather than a submenu of the reaction's building.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CATEGORY_KEY}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Hotkey&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Category&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If present, this category can be selected from its parent menu (whether a building or a parent category) using the given hotkey while playing in Classic mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is a container that holds the specified reagent.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|CONTAINS_LYE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must contain LYE. No longer used - instead, use one reagent for the LYE itself and another reagent with [CONTAINS:lye_reagent].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* String&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| A description of the reaction that appears when it is highlighted in the building UI.  ''String'' can also be replaced with a reference to existing DESCRIPTION tokens in tools (using USE_TOOL:&amp;lt;tool_id&amp;gt;) or musical instruments (using USE_TOOL:&amp;lt;instrument_id&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_ABSORB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have [ABSORPTION:0].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|DOES_NOT_DETERMINE_PRODUCT_AMOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Performing a reaction with large [[stack]]s of inputs can allow multiple sets of outputs to be produced. Setting this flag causes the reagent to be ignored in this process - for example, with the reaction &amp;quot;1 plant + 1 barrel -&amp;gt; 5 alcohol (into barrel)&amp;quot;, using this on the barrel allows the reaction to be performed as &amp;quot;5 plant + 1 barrel -&amp;gt; 25 alcohol&amp;quot; instead of &amp;quot;5 plant + 5 barrel -&amp;gt; 25 alcohol&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|EMPTY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a container, it must be empty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FIRE_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be considered [[fire-safe]] (stable [[temperature]] below {{ct|11000}}) - i.e. not wood, and not coal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FORCE_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is given a sharp edge. Used for knapping.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FOOD_STORAGE_CONTAINER}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a barrel or any non-absorbing tool with [TOOL_USE:FOOD_STORAGE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|FUEL}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reaction either use up a unit of coal or charcoal or else be performed at a magma workshop.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|GLASS_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material has [IS_GLASS].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be sharpened (used for carving).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_ITEM_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to HAS_MATERIAL_REACTION_PRODUCT, but requires the reagents material to have a matching ITEM_REACTION_PRODUCT entry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* PRODUCT_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Similar to REACTION_CLASS, but requires the reagents material to have a matching [[Material definition token|MATERIAL_REACTION_PRODUCT]] entry. Intended for reactions which transform one class of material into another, such as skin-&amp;gt;leather and fat-&amp;gt;tallow.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_TOOL_USE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Tool token#TOOL_USE|TOOL_USE value]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be a [[tool]] with the specific TOOL_USE value. The reagents item type must be TOOL:NONE for this to make any sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|HAS_WRITING_IMPROVEMENT}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must contain writing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IMPROVEMENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Probability&lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* Improvement type&lt;br /&gt;
* Material Token&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Applies an improvement to the named reagent.  Only meaningful if said reagent has [PRESERVE_REAGENT]. Improvement types include BANDS, COVERED, GLAZED, PAGES, RINGS_HANGING, and SPIKES&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_CRAFTED_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|IS_DIVINE_MATERIAL}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must have the [DIVINE] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAGMA_BUILD_SAFE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Currently broken - Reagent must be considered [[magma-safe]] (stable [[temperature]] below {{ct|12000}}).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MAX_MULTIPLIER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Sets the maximum number of times a reaction is allowed to run when using stacked reagents. This can be used to ensure that the reaction doesn't repeat until the entire stack is depleted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|METAL_ORE}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Inorganic material&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be an ore of the specified metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|MIN_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires that the reagent have a size of at least ''integer''. Only effective with BAR, POWDER_MISC, LIQUID_MISC, DRINK, THREAD, CLOTH, and GLOB items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NAME}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#name|Name]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines the name used by the reaction in-game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NO_EDGE_ALLOWED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not have an edge, so must be blunt. Sharp stones (produced using knapping) and most types of weapon/ammo can not be used with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ARTIFACT}}{{verify}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent item must not be an artifact.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_CONTAIN_BARREL_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| If the reagent is a Barrel, it must not contain an item that has to reside in a barrel.  Barrel items appear to be lye and milk.  Alcohol appears to be covered as part of [EMPTY].  A reaction which places an item in a barrel should probably have both tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_ENGRAVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been engraved i.e. a blank memorial slab.&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_IMPROVED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent has not been decorated.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|NOT_WEB}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;collected&amp;quot; - used with THREAD:NONE to exclude webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|ON_GROUND}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| Reagent must be on the ground. Grabs from stockpiles. Does not grab from bins in stockpiles, nor inventories (workshops, wagon). Causes infinite collection of items if reaction is in workshop, as reagents are no longer on ground when brought to workshop. Untested in adventure mode; possibly more useful for adv. mode reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|POTASHABLE}} (Deprecated)&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Alias for [CONTAINS_LYE].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRESERVE_REAGENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not destroyed, which is the normal effect, at the completion of the reaction. Typically used for containers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
*Probability of success (%)&lt;br /&gt;
*Quantity&lt;br /&gt;
*Item token:subtype&lt;br /&gt;
*Material token:subtype&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a thing that comes out of the reaction. GET_MATERIAL_FROM_REAGENT and GET_ITEM_DATA_FROM_REAGENT can be used to defer the choice of material and/or item to the appropriate tag in a given reagent's material - the former comes in place of the material token, the latter replaces both the item and material tokens. See above for detailed information on how the hooks work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_DIMENSION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;|&lt;br /&gt;
* Size&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies the amount of the product for those items that use dimension. For items of type BAR, DRINK, GLOB, LIQUID_MISC, and POWDER_MISC, one item is dimension 150; one item of CLOTH or SHEET is dimension 10000; and one item of THREAD is dimension 15000. Has no effect on any other item types. Note: this is not the actual [[storage]] volume of the product, which is hard-coded by the item token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PASTE state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product is created in the SOLID_PRESSED state.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TO_CONTAINER}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Places the product in a container; reagent name must be the name of a reagent with the [PRESERVE_REAGENT] token and a container item type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|PRODUCT_TOKEN}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Name&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Allows the product to be referred to by the given name, for the purpose of being passed down as argument in other tokens in the same fashion as reagent names.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Identifier&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Defines a new reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REACTION_CLASS}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* CLASS_ID (custom)&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Requires the reagent's material to have a matching [[Material definition token|REACTION_CLASS]] entry. Intended for reactions which accept a variety of materials but where the input material does not determine the output material, such as FLUX (for making pig iron and steel) and GYPSUM (for producing plaster powder).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|REAGENT}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[#Reagent name|Reagent name]]&lt;br /&gt;
* [[#quantity|Quantity]]&lt;br /&gt;
* [[Item token]]&lt;br /&gt;
* [[Material token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Specifies a given reagent as an input for a reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* [[Skill token]]&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill used by the reaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_IP}}&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Integer&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Amount of skill given per product made. Default is 30. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|SKILL_ROLL_RANGE}}&lt;br /&gt;
|  style=&amp;quot;vertical-align: top&amp;quot;| &lt;br /&gt;
* Range&lt;br /&gt;
* Multiplier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Skill modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Determines how [[skill]] level affects [[quality]] of the reaction product.  The skill roll is random(range) + random((skill level * multipler)/2 + 1) + random((skill level * multipler)/2 + 1). random(x) returns a number between 0 and x-1, so range is always 1 or more.  The default is 11. The default multiplier is 5. Higher skill rolls give better results.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|TRANSFER_ARTIFACT_STATUS}}&lt;br /&gt;
| &lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Product modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Transfers artifact status from the reagent to the product.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|UNROTTEN}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must not be rotten, mainly for organic materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|USE_BODY_COMPONENT}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must come off a creature's body.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WEB_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent must be &amp;quot;undisturbed&amp;quot; - used with THREAD:NONE to gather webs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WORTHLESS_STONE_ONLY}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent is not made of an economic stone.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| {{text anchor|WOVEN_ITEM}}&lt;br /&gt;
|&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent modifier&lt;br /&gt;
| style=&amp;quot;vertical-align: top&amp;quot;| Reagent material must be a woven material, eg. plant cloth, silk, yarn. This ''excludes'' CLOTH or THREAD items.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Examples ==&lt;br /&gt;
:''Main articles: [[Reaction Examples]]''&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Reaction]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=302745</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=302745"/>
		<updated>2024-08-01T21:59:57Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: mouths too actually&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[:Category:material template raw pages|material templates]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Material properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;template name&amp;gt;&lt;br /&gt;
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PREFIX}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;prefix&amp;gt; or NONE&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STONE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot; instead of &amp;quot;boulders&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GEM}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
* &amp;lt;plural&amp;gt;&lt;br /&gt;
* OVERWRITE_SOLID (optional)&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEMP_DIET_INFO}}&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;type&amp;gt;&lt;br /&gt;
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_DYE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_tokens|color token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used as [[dye]], and defines color of dyed items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE}}&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUILD_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BASIC_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_tokens|color token]]&amp;gt;&lt;br /&gt;
| Determines the color of the material at the specified state. See [[Material_definition_token#Material states|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
| Determines the name of the material at the specified state, as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ABSORPTION}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (certain generated creatures can do this).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (certain generated creatures can do this).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (certain generated creatures can do this).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAX_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MULTIPLY_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPEC_HEAT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;specific heat capacity&amp;gt;&lt;br /&gt;
| Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Items composed of this material will initially have this temperature. Used in conjunction with &amp;lt;code&amp;gt;[SPEC_HEAT:NONE]&amp;lt;/code&amp;gt; to make material's temperature fixed at the specified value. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOLID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;density&amp;gt;&lt;br /&gt;
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;density&amp;gt;&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MOLAR_MASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EXTRACT_STORAGE}}&lt;br /&gt;
| * BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUTCHER_SPECIAL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;prefix&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOCK_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;singular&amp;gt;&lt;br /&gt;
*&amp;lt;plural&amp;gt;&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WAFERS}}&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;item reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.&lt;br /&gt;
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|REACTION_CLASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction class name&amp;gt;&lt;br /&gt;
| Used to classify all items made of the material, so that reactions can use them as generic reagents.&lt;br /&gt;
In default raws, the following are used:&lt;br /&gt;
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX&lt;br /&gt;
* CAN_GLAZE - items made from this material can be glazed.&lt;br /&gt;
* FLUX - can be used as [[flux]] in pig iron and steel making.&lt;br /&gt;
* GYPSUM - can be processed into [[gypsum plaster]].&lt;br /&gt;
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[lead|LEAD]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.&amp;lt;br /&amp;gt; Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt; The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HARDENS_WITH_WATER}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP_LEVEL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYNDROME}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ANTLER}}&lt;br /&gt;
|&lt;br /&gt;
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SCALE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HOOF}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHITIN}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CARTILAGE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_CATEGORY}}&lt;br /&gt;
| category&lt;br /&gt;
| Probably used in graphics. The following values for &amp;quot;category&amp;quot; are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Material states===&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid material states:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|'''SOLID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''LIQUID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''GAS'''&lt;br /&gt;
|-&lt;br /&gt;
|'''POWDER''' (or '''SOLID_POWDER''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PASTE''' (or '''SOLID_PASTE''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PRESSED''' (or '''SOLID_PRESSED''')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL'''&lt;br /&gt;
|Denotes all possible material states.&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL_SOLID'''&lt;br /&gt;
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material usage tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPLIES_ANIMAL_KILL}}&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;. Unlike milled plants, such as sugar and flour, &amp;quot;Bone Meal&amp;quot; barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STRUCTURAL_PLANT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SEED_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BONE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HORN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PEARL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHELL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SILK}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GENERATES_MIASMA}}&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROTS}}&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot; in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GOO_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PUS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;sweat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;tears&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;spit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EVAPORATES}}&lt;br /&gt;
|&lt;br /&gt;
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ENTERS_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_VERMIN}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_RAW}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_COOKED}}&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DO_NOT_CLEAN_GLOB}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NO_STONE_STOCKPILE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_BARRED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SCALED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SOFT}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_HARD}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|UNDIGGABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_UNGLAZED}}&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|YARN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GLASS}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as &amp;quot;raw&amp;quot; instead of &amp;quot;rough&amp;quot; in its raw form or being displayed in the &amp;quot;glass&amp;quot; trade/embark category.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_CERAMIC}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CRYSTAL_GLASSABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON}}&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON_RANGED}}&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ANVIL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_AMMO}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DIGGER}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DELICATE}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SIEGE_ENGINE}}&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_QUERN}}&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material. Does not appear to work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_NAME &lt;br /&gt;
| &lt;br /&gt;
* text &lt;br /&gt;
| Defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INJECTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_CONTACT}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_INHALED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INGESTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&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;
| {{text_anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&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 affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (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;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Hardcoded material]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Material definition token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=302744</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=302744"/>
		<updated>2024-08-01T21:11:51Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Material properties */ sometimes you're reading the code and say &amp;quot;Neat!&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following [[token]]s can be used in [[material]] definitions (whether for inorganics or those within plants and creatures) as well as in [[:Category:material template raw pages|material templates]].&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Material properties==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;template name&amp;gt;&lt;br /&gt;
| Resets all material tokens back to their default values, then imports the tokens of the specified preexisting material template (overriding any tokens defined prior to itself in the material). This means USE_MATERIAL_TEMPLATE should be the first token present in any material using it. It cannot be used inside of a [MATERIAL_TEMPLATE:X] which prevents the creation of nested material template structures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PREFIX}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;prefix&amp;gt; or NONE&lt;br /&gt;
| Applies a prefix to all items made from the material. For PLANT and CREATURE materials, this defaults to the plant/creature name. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STONE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
| Overrides the name of [[Item_token#BOULDER|BOULDER]] items (i.e. mined-out stones) made of the material (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot; instead of &amp;quot;boulders&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GEM}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;name&amp;gt;&lt;br /&gt;
* &amp;lt;plural&amp;gt;&lt;br /&gt;
* OVERWRITE_SOLID (optional)&lt;br /&gt;
| Used to indicate that said material is a gemstone - when tiles are mined out, rough gems will be yielded instead of boulders. Plural can be &amp;quot;STP&amp;quot; to automatically append an &amp;quot;s&amp;quot; to the singular form, and OVERWRITE_SOLID will override the relevant STATE_NAME and STATE_ADJ values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEMP_DIET_INFO}}&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;type&amp;gt;&lt;br /&gt;
| Specifies what the material should be treated as when drinking water contaminated by it, for generating unhappy [[thought]]s. Valid values are BLOOD, SLIME, VOMIT, ICHOR, PUS, GOO, GRIME, and FILTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_DYE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_tokens|color token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used as [[dye]], and defines color of dyed items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE}}&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent unmined tiles made of this material. Generally only used with stones. Defaults to 219 ('█').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Main:Character table|tile value or character]]&amp;gt;&lt;br /&gt;
| Specifies the tile that will be used to represent [[Item_token#BOULDER|BOULDER]] items made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The on-screen color of the material. Uses a standard 3-digit [[Color|color token]]. Equivalent to [TILE_COLOR:a:b:c], [BUILD_COLOR:b:a:X] (X = 1 if 'a' equals 'b', 0 otherwise), and [BASIC_COLOR:a:c]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUILD_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use both the foreground and background color: [[door]]s, [[floodgate]]s, [[hatch cover]]s, [[bin]]s, [[barrel]]s, and [[cage]]s. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|background color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of unmined tiles containing this material (for stone and soil), as well as [[engraving]]s in this material. Defaults to 7:7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BASIC_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground color]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_values|foreground brightness]]&amp;gt;&lt;br /&gt;
| The color of objects made of this material which use only the foreground color, including workshops, floors and boulders, and smoothed walls. Defaults to 7:1 (white).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_COLOR}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Color#Color_tokens|color token]]&amp;gt;&lt;br /&gt;
| Determines the color of the material at the specified state. See [[Material_definition_token#Material states|below]] for a list of valid material states. Color comes from descriptor_color_standard.txt. The nearest color value is used to display contaminants and body parts made of this material in ASCII and to color items and constructions made from this material with graphics. Example:&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GRAY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
| Determines the name of the material at the specified state, as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Like [[Material_definition_token#STATE_NAME|STATE_NAME]], but used in different situations. Equipment made from the material uses the state adjective and not the state name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STATE_NAME_ADJ}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| Sets both [[Material_definition_token#STATE_NAME|STATE_NAME]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ABSORPTION}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| The material's tendency to absorb liquids. Containers made of materials with nonzero absorption cannot hold liquids unless they have been [[glaze]]d. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact (in kilopascals) the material can withstand before it will start deforming permanently. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard of an impact the material can withstand before it will fail entirely. Used for blunt-force combat. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPACT_STRAIN_AT_YIELD}} or {{text_anchor|IMPACT_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given (in parts-per-100000) when the yield point is reached. Used for blunt-force combat. Defaults to 0. Apparently affects in combat whether the corresponding tissue is bruised (value &amp;gt;= 50000), torn (value between 25000 and 49999), or fractured (value &amp;lt;= 24999)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will start deforming permanently. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be compressed before it will fail entirely. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COMPRESSIVE_STRAIN_AT_YIELD}} or {{text_anchor|COMPRESSIVE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it has been compressed to its yield point. Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will start deforming permanently. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be stretched before it will fail entirely. Determines a tissue's resistance to a latching and tearing bite. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TENSILE_STRAIN_AT_YIELD}} or {{text_anchor|TENSILE_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is stretched to its yield point. Determines a tissue's resistance to a latching and tearing bite. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will start deforming permanently. Used for latching and shaking with a blunt attack (certain generated creatures with beaks can do this).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be twisted before it will fail entirely. Used for latching and shaking with a blunt attack (certain generated creatures with beaks can do this).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TORSION_STRAIN_AT_YIELD}} or {{text_anchor|TORSION_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when it is twisted to its yield point. Used for latching and shaking with a blunt attack (certain generated creatures with beaks can do this).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will start deforming permanently. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be sheared before it will fail entirely. Used for cutting calculations. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHEAR_STRAIN_AT_YIELD}} or {{text_anchor|SHEAR_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when sheared to its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_YIELD}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will start deforming permanently. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_FRACTURE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how hard the material can be bent before it will fail entirely. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BENDING_STRAIN_AT_YIELD}} or {{text_anchor|BENDING_ELASTICITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies how much the material will have given when bent to its yield point. Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAX_EDGE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| How sharp the material is. Used in cutting calculations. Applying a value of at least 10000 to a stone will allow weapons to be made from that stone. Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Value modifier for the material. Defaults to 1. This number can be made negative by placing a &amp;quot;-&amp;quot; in front, resulting in things that you are paid to buy and must pay to sell.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MULTIPLY_VALUE}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPEC_HEAT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;specific heat capacity&amp;gt;&lt;br /&gt;
| Rate at which the material heats up or cools down (in joules/kilogram-kelvin). If set to NONE, the temperature will be fixed at its initial value. See [[Temperature]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature above which the material takes damage from heat. May be set to NONE. If the material has an ignite point but no heatdam point, it will burn for a very long time (9 months and 16.8 days). Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Items composed of this material will initially have this temperature. Used in conjunction with &amp;lt;code&amp;gt;[SPEC_HEAT:NONE]&amp;lt;/code&amp;gt; to make material's temperature fixed at the specified value. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_HEATDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's HEATDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_COLDDAM_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's COLDDAM_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_IGNITE_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's IGNITE_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MELTING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's MELTING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_BOILING_POINT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's BOILING_POINT, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IF_EXISTS_SET_MAT_FIXED_TEMP}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;temperature&amp;gt;&lt;br /&gt;
| Changes a material's MAT_FIXED_TEMP, but only if it was not set to NONE. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOLID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;density&amp;gt;&lt;br /&gt;
| Specifies the density (in kilograms per cubic meter) of the material when in solid form. Also affects combat calculations; affects blunt-force damage and ability of weak-in-impact-yield blunt attacks to pierce armor. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_DENSITY}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;density&amp;gt;&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE. Also affects combat calculations; affects blunt force damage like SOLID_DENSITY, but only for attacks made by liquids (e.g. forgotten beasts made of water).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MOLAR_MASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Specifies (in kg/mol) the molar mass of the material in gaseous form. Only affects combat calculations like the densities, and only for attacks made by gases (e.g. forgotten beasts made of steam).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EXTRACT_STORAGE}}&lt;br /&gt;
| * BARREL or FLASK&lt;br /&gt;
| Specifies the type of container used to store the material. Used in conjunction with the [EXTRACT_BARREL], [EXTRACT_VIAL], or [EXTRACT_STILL_VIAL] [[plant token]]s. Defaults to BARREL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BUTCHER_SPECIAL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
| Specifies the item type used for butchering results made of this material. Stock raws use GLOB:NONE for fat and MEAT:NONE for other meat materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;prefix&amp;gt;&lt;br /&gt;
*&amp;lt;name&amp;gt;&lt;br /&gt;
*&amp;lt;adjective&amp;gt;&lt;br /&gt;
| When a creature is butchered, meat yielded from organs made from this material will be named via this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOCK_NAME}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;singular&amp;gt;&lt;br /&gt;
*&amp;lt;plural&amp;gt;&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WAFERS}}&lt;br /&gt;
|&lt;br /&gt;
| The material forms &amp;quot;wafers&amp;quot; instead of &amp;quot;[[bar]]s&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MATERIAL_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a product material. The first argument is used by HAS_MATERIAL_REACTION_PRODUCT and GET_MATERIAL_FROM_REAGENT in reaction raws. The remainder is a material reference, generally LOCAL_CREATURE_MAT:SUBTYPE or LOCAL_PLANT_MAT:SUBTYPE or INORGANIC:STONETYPE.&lt;br /&gt;
[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_REACTION_PRODUCT}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;item reference&amp;gt;&lt;br /&gt;
*&amp;lt;[[item token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Used with reaction raws to associate a reagent material with a complete item.  The first argument is used by HAS_ITEM_REACTION_PRODUCT and GET_ITEM_DATA_FROM_REAGENT in reaction raws.  The rest refers to the type of item, then its material.&lt;br /&gt;
[ITEM_REACTION_PRODUCT:BAG_ITEM:PLANT_GROWTH:LEAVES:LOCAL_PLANT_MAT:LEAF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|REACTION_CLASS}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;reaction class name&amp;gt;&lt;br /&gt;
| Used to classify all items made of the material, so that reactions can use them as generic reagents.&lt;br /&gt;
In default raws, the following are used:&lt;br /&gt;
* FAT, TALLOW, SOAP, PARCHMENT, PAPER_PLANT, PAPER_SLURRY, MILK, CHEESE, WAX&lt;br /&gt;
* CAN_GLAZE - items made from this material can be glazed.&lt;br /&gt;
* FLUX - can be used as [[flux]] in pig iron and steel making.&lt;br /&gt;
* GYPSUM - can be processed into [[gypsum plaster]].&lt;br /&gt;
* CALCIUM_CARBONATE - can be used in production of [[quicklime]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|METAL_ORE}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[lead|LEAD]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER acceptable as a [[Reactions#Reagents|reagent]] in reactions that require [[Item_token#Related_Tokens|&amp;quot;METAL_ORE:MATERIAL_NAME&amp;quot;]], as well as [[Smelter|smelting]] directly into metal [[bar]]s.&amp;lt;br /&amp;gt; Places the material under &amp;quot;Metal Ores&amp;quot; in Stone stockpiles.&amp;lt;br /&amp;gt; The specified value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;inorganic material name e.g. [[Raw_adamantine|RAW_ADAMANTINE]]&amp;gt;&lt;br /&gt;
* &amp;lt;value&amp;gt;&lt;br /&gt;
| Makes BOULDER items made of the material acceptable for [[Strand extractor|strand extraction]] into threads; see also STOCKPILE_THREAD_METAL. Value presumably determines the probability of this product extracted.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HARDENS_WITH_WATER}}&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP_LEVEL}}&lt;br /&gt;
|&lt;br /&gt;
*&amp;lt;value&amp;gt;&lt;br /&gt;
| Determines effectiveness of soap - if the amount of grime on a body part is more than 3-SOAP_LEVEL, it sets it to 3-SOAP_LEVEL; as such setting it above 3 is bad. [[Soap]] has [SOAP_LEVEL:2]. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYNDROME}}&lt;br /&gt;
|&lt;br /&gt;
| Begins defining a [[syndrome]] applied by the material. Multiple syndromes can be specified. See [[Syndrome token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ANTLER}}&lt;br /&gt;
|&lt;br /&gt;
| Found in the raws of several antler-wielding animals. It is used to show an antler as bodypart.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SCALE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HOOF}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHITIN}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CARTILAGE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| Probably used in graphics.&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT_CATEGORY}}&lt;br /&gt;
| category&lt;br /&gt;
| Probably used in graphics. The following values for &amp;quot;category&amp;quot; are used in the vanilla raws: STANDARD, EYE, BRIAN, LUNG, HEART, LIVER, INTESTINES, STOMACH, GIZZARD, PANCREAS, SPLEEN, KIDNEY.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Material states===&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid material states:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-&lt;br /&gt;
|'''SOLID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''LIQUID'''&lt;br /&gt;
|-&lt;br /&gt;
|'''GAS'''&lt;br /&gt;
|-&lt;br /&gt;
|'''POWDER''' (or '''SOLID_POWDER''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PASTE''' (or '''SOLID_PASTE''')&lt;br /&gt;
|-&lt;br /&gt;
|'''PRESSED''' (or '''SOLID_PRESSED''')&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The following can be specified within tokens such as [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_NAME_ADJ|STATE_NAME_ADJ]] and [[Material_definition_token#STATE_ADJ|STATE_ADJ]] to make them apply to several of the above material states simultaneously:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
!Value&lt;br /&gt;
!Description&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL'''&lt;br /&gt;
|Denotes all possible material states.&lt;br /&gt;
|-&lt;br /&gt;
|'''ALL_SOLID'''&lt;br /&gt;
|Denotes 'SOLID', 'POWDER', 'PASTE' and 'PRESSED'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Material usage tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IMPLIES_ANIMAL_KILL}}&lt;br /&gt;
|&lt;br /&gt;
| Lets the game know that an animal was likely killed in the production of this item. Entities opposed to killing animals ([[elf|Elves]] in vanilla) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based alcohol, allowing its storage in food stockpiles under &amp;quot;Drink (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ALCOHOL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic alcohol. Implied by both ALCOHOL_PLANT and ALCOHOL_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant-based cheese,  allowing its storage in food stockpiles under &amp;quot;Cheese (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as animal-based cheese, allowing its storage in food stockpiles under &amp;quot;Cheese (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic cheese. Implied by both CHEESE_PLANT and CHEESE_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as creature powder, allowing its storage in food stockpiles under &amp;quot;Bone Meal&amp;quot;. Unlike milled plants, such as sugar and flour, &amp;quot;Bone Meal&amp;quot; barrels or pots may not contain bags. Custom reactions using this product better use buckets or jugs instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|POWDER_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as generic powder. Implied by both POWDER_MISC_PLANT and POWDER_MISC_CREATURE. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB}} or {{text_anchor|STOCKPILE_GLOB_SOLID}}&lt;br /&gt;
|&lt;br /&gt;
| Permits globs of the material in solid form to be stored in food stockpiles under &amp;quot;Fat&amp;quot; - without it, dwarves will come by and &amp;quot;clean&amp;quot; the items, destroying them (unless [DO_NOT_CLEAN_GLOB] is also included).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PASTE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as milled paste, allowing its storage in food stockpiles under &amp;quot;Paste&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_GLOB_PRESSED}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pressed goods, allowing its storage in food stockpiles under &amp;quot;Pressed Material&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_PLANT_GROWTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant growth (e.g. fruits, leaves), allowing its storage in food stockpiles under Plant Growth/Fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant extract, allowing its storage in food stockpiles under &amp;quot;Extract (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_CREATURE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a creature extract, allowing its storage in food stockpiles under &amp;quot;Extract (Animal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC_OTHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a miscellaneous liquid, allowing its storage in food stockpiles under &amp;quot;Misc. Liquid&amp;quot; along with lye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIQUID_MISC}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a generic liquid. Implied by LIQUID_MISC_PLANT, LIQUID_MISC_CREATURE, and LIQUID_MISC_OTHER. Exact behavior unknown, possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STRUCTURAL_PLANT_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SEED_MAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as a plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BONE}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as bone, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as wood, allowing its use for carpenters and storage in wood stockpiles. Entities opposed to killing plants (i.e. [[Elf|Elves]]) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|THREAD_PLANT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant fiber, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Plant)&amp;quot; and &amp;quot;Cloth (Plant)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as tooth, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HORN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as horn, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HAIR}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as hair, allowing for its use for spinners and restriction from refuse stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PEARL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as pearl, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHELL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as shell, allowing its use for bone carvers and restriction from stockpiles by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as leather, allowing its use for leatherworkers and storage in leather stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SILK}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as silk, allowing its use for clothiers and storage in cloth stockpiles under &amp;quot;Thread (Silk)&amp;quot; and &amp;quot;Cloth (Silk)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SOAP}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as soap, allowing it to be used as a bath detergent and stored in bar/block stockpiles under &amp;quot;Bars: Other Materials&amp;quot;.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GENERATES_MIASMA}}&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|MEAT}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROTS}}&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately. Currently only affects [[food]] and [[refuse]], other items made of this material will not rot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NERVOUS_TISSUE}}&lt;br /&gt;
|&lt;br /&gt;
| In most living creatures, it controls many bodily functions and movements by sending signals around the body. See: [[Nervous tissue]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BLOOD_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;blood&amp;quot; in Adventurer mode tile descriptions (&amp;quot;Here we have a Dwarf in a slurry of blood.&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ICHOR_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;ichor&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GOO_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;goo&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SLIME_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;slime&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PUS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;pus&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SWEAT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;sweat&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TEARS_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;tears&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SPIT_MAP_DESCRIPTOR}}&lt;br /&gt;
|&lt;br /&gt;
| Tells the game to classify contaminants of this material as being &amp;quot;spit&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EVAPORATES}}&lt;br /&gt;
|&lt;br /&gt;
| Contaminants composed of this material evaporate over time, slowly disappearing from the map. Used internally by water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ENTERS_BLOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Used for materials which cause [[syndrome]]s, causes it to enter the creature's blood instead of simply spattering on the surface.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_VERMIN}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_RAW}}&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EDIBLE_COOKED}}&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DO_NOT_CLEAN_GLOB}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents globs made of this material from being cleaned up and destroyed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|NO_STONE_STOCKPILE}}&lt;br /&gt;
|&lt;br /&gt;
| Prevents the material from showing up in Stone stockpile settings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into minecarts, wheelbarrows, and stepladders at the metalsmith's forge.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_BARRED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SCALED}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_LEATHER}}&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SOFT}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into clothing, amulets, bracelets, earrings, backpacks, and quivers, contingent on which workshops accept the material. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_HARD}}&lt;br /&gt;
|&lt;br /&gt;
| The material can be made into furniture, crafts, mechanisms, and blocks, contingent on which workshops accept the material. Random [[finished goods|crafts]] made from this material include all seven items. Given to [[stone]], [[wood]], [[bone]], [[shell]], [[chitin]], [[nail|claws]], [[tooth|teeth]], [[horn|horns]], [[horn|hooves]] and [[wax|beeswax]]. [[Hair]], [[pearl|pearls]] and eggshells also have the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_STONE}}&lt;br /&gt;
|&lt;br /&gt;
| Used to define that the material is a stone. Allows its usage in [[masonry]] and [[stonecrafting]] and storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|UNDIGGABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Used for a stone that cannot be dug into.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|DISPLAY_UNGLAZED}}&lt;br /&gt;
|&lt;br /&gt;
| Causes containers made of this material to be prefixed with &amp;quot;unglazed&amp;quot; if they have not yet been [[glaze]]d.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|YARN}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as yarn, allowing its use for clothiers and its storage in cloth stockpiles under &amp;quot;Thread (Yarn)&amp;quot; and &amp;quot;Cloth (Yarn)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|STOCKPILE_THREAD_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as metal thread, permitting thread and cloth to be stored in cloth stockpiles under &amp;quot;Thread (Metal)&amp;quot; and &amp;quot;Cloth (Metal)&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_METAL}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as being metal, allowing it to be used at forges.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_GLASS}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass. Appears to only affect the [[Reaction#GLASS_MATERIAL|[GLASS_MATERIAL]]] reaction token. Does not cause the game to treat the material like glass, i.e being referred to as &amp;quot;raw&amp;quot; instead of &amp;quot;rough&amp;quot; in its raw form or being displayed in the &amp;quot;glass&amp;quot; trade/embark category.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|IS_CERAMIC}}&lt;br /&gt;
|&lt;br /&gt;
| Defines the material as a ceramic. Examples include CERAMIC_EARTHENWARE, CERAMIC_STONEWARE and CERAMIC_PORCELAIN.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CRYSTAL_GLASSABLE}}&lt;br /&gt;
|&lt;br /&gt;
| Can be used in the production of crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON}}&lt;br /&gt;
| &lt;br /&gt;
| Melee [[Weapon#Manufactured weapons|weapons]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_WEAPON_RANGED}}&lt;br /&gt;
|&lt;br /&gt;
| Ranged weapons can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ANVIL}}&lt;br /&gt;
|&lt;br /&gt;
| [[Anvil]]s can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_AMMO}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Ammunition|Ammunition]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DIGGER}}&lt;br /&gt;
|&lt;br /&gt;
| [[Weapon#Dwarf-manufactured weapons|Picks]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| [[Armor]] can be made out of this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_DELICATE}}&lt;br /&gt;
|&lt;br /&gt;
| Used internally by amber and coral. Functionally equivalent to ITEMS_HARD.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_SIEGE_ENGINE}}&lt;br /&gt;
|&lt;br /&gt;
| Siege engine parts can be made out of this material. Does not appear to work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEMS_QUERN}}&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material. Does not appear to work.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&lt;br /&gt;
Below is a table with some of the tokens you can use when declaring a [SYNDROME] token. For all the tokens you can use, see the [[Syndrome token]] page.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_NAME &lt;br /&gt;
| &lt;br /&gt;
* text &lt;br /&gt;
| Defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INJECTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by injection (by a creature)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_CONTACT}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted on contact (e.g. poison dust or liquid)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_INHALED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by inhalation (e.g. poison vapor or gas)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SYN_INGESTED}}&lt;br /&gt;
|  &lt;br /&gt;
| Syndrome can be contracted by ingestion (when the material is eaten in solid or liquid form)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&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;
| {{text_anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &lt;br /&gt;
* creature class name&lt;br /&gt;
| Makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text_anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &lt;br /&gt;
* creature name&lt;br /&gt;
* caste name or ALL&lt;br /&gt;
| Makes the creature immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_PAIN&amp;lt;br /&amp;gt;CE_SWELLING&amp;lt;br /&amp;gt;CE_OOZING&amp;lt;br /&amp;gt;CE_BRUISING&amp;lt;br /&amp;gt;CE_BLISTERS&amp;lt;br /&amp;gt;CE_NUMBNESS&amp;lt;br /&amp;gt;CE_PARALYSIS&amp;lt;br /&amp;gt;CE_FEVER&amp;lt;br /&amp;gt;CE_BLEEDING&amp;lt;br /&amp;gt;CE_COUGH_BLOOD&amp;lt;br /&amp;gt;CE_VOMIT_BLOOD&amp;lt;br /&amp;gt;CE_NAUSEA&amp;lt;br /&amp;gt;CE_UNCONSCIOUSNESS&amp;lt;br /&amp;gt;CE_NECROSIS&amp;lt;br /&amp;gt;CE_IMPAIR_FUNCTION&amp;lt;br /&amp;gt;CE_DROWSINESS&amp;lt;br /&amp;gt;CE_DIZZINESS&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 affected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:BY_CATEGORY:category:tissue (optional)&lt;br /&gt;
*BP:BY_TYPE:type:tissue (optional)&lt;br /&gt;
*BP:BY_TOKEN:token:tissue (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;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Inorganic material definition token]]&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Hardcoded material]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Material definition token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302434</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302434"/>
		<updated>2024-07-10T21:13:57Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* T */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear on [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]] in adventure mode. Has no effect during fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ANIMAL_ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302433</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=302433"/>
		<updated>2024-07-10T21:11:29Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* T */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range. If this is not specified it uses the numbers 10:50:95:105:150:190.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
This and {{token|TRADE_CAPACITY|c}} are required for {{token|PACK_ANIMAL|c}} to function properly, if an animal contains the aforementioned requirements without this tag: items loaded by the merchants will be dropped upon departure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes [[cave adaptation]].&lt;br /&gt;
Allows for creature's race to be involved in jokes that end in &amp;quot;And the [race] saw the sun and vomited on the spot!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3×3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too. Do not include this creature token on an intelligent entity that you intend to play as in fortress mode because it will prevent them from feeding themselves.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
Incompatible with {{token|PACK_ANIMAL|c}} on a technicality, if included: hauled items are likely to be dropped upon entering the map (even if {{token|TRADE_CAPACITY|c}} is present) in contrast to when the merchants depart.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A vermin featuring this tag will remain visible to an adventurer, even at night, and from a distance. Ostensibly bugged as of v0.47.05. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision, as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear on [[experiment|experiments]]. &lt;br /&gt;
Prevents {{token|LOCAL_POPS_PRODUCE_HEROES|c}} from functioning. Causes the creature to count as {{token|NOT_LIVING|c}}. Killing a creature featuring this token provides one point of &amp;quot;hero&amp;quot; reputation. Adds the creature's description as part of the initial summary of their historical figure in legends. Prevents creature behavior enabled by {{token|LARGE_PREDATOR|c}}. People will react to creatures with this token as a night creature (natch). In adventure mode, ambushes involving these units will say &amp;quot;Night creature!&amp;quot; instead of &amp;quot;Ambush!&amp;quot; &lt;br /&gt;
&lt;br /&gt;
Prevents the AI from using ANIMATE interactions unless the newly-animated opposed-to-life undead will not attack them. The check for this is specifically whether the unit is: &lt;br /&gt;
*a ghost&lt;br /&gt;
*an animated unit &lt;br /&gt;
*a unit with the {{token|NO_AGING|c}} token added via {{token|CE_ADD_TAG|c}}. (This allows for the default exclusion of elves and goblins, unless raised as intelligent undead.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;small&amp;gt;''This token should not be confused with other NIGHT_CREATURE_X tokens.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&amp;lt;small&amp;gt;''This token is not well understood at the present time.''&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless, making it unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep, but can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions, or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]] in adventure mode. Has no effect during fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
Creatures with this tag but without {{token|BENIGN|c}}, and/or with {{token|LARGE_PREDATOR|c}} leads to hauled items being dropped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Speech file|text set]]&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include [[text_dwarf.txt/raw|text_dwarf.txt]] (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_DWARF]&amp;lt;/code&amp;gt;) and text_elf.txt (&amp;lt;code&amp;gt;[SLAIN_SPEECH:SLAIN_ELF]&amp;lt;/code&amp;gt;) in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. Completely ignored if the animal does not also have PACK_ANIMAL or WAGON, instead using BODY_SIZE^(2/3)/20, even if they're a pack animal due to ALWAYS_PACK_ANIMAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=302111</id>
		<title>Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=302111"/>
		<updated>2024-06-23T20:44:23Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following [[token]]s can be used to define and use interactions. (''It appears that, at least in order to make the big list make a little more sense, [[Necromancer#Modding|some]]  [[Interaction_examples|examples]] of those may be necessary.'')&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| Global&lt;br /&gt;
| ID&lt;br /&gt;
| Used to start defining a new interaction. The term &amp;quot;interaction ID&amp;quot; refers to the text specified within this token; this is used to make reference to the interaction in various other places.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPERIMENT_ONLY}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_SOURCE}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:&lt;br /&gt;
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.&lt;br /&gt;
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]].&lt;br /&gt;
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].&lt;br /&gt;
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].&lt;br /&gt;
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].&lt;br /&gt;
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].&lt;br /&gt;
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].&lt;br /&gt;
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which no longer generate); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.&lt;br /&gt;
* '''EXPERIMENT''' - This can be used by NIGHT_CREATURE_EXPERIMENTERs while &amp;quot;performing horrible experiments&amp;quot; in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_1}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_2}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING_SECOND}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING_SECOND: have]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING_THIRD}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING_THIRD: has]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_NAME}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.&lt;br /&gt;
&lt;br /&gt;
[IS_NAME:the secrets of life and death]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SPHERE}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET_GOAL}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* '''STAY_ALIVE'''&lt;br /&gt;
* '''MAINTAIN_ENTITY_STATUS'''&lt;br /&gt;
* '''START_A_FAMILY'''&lt;br /&gt;
* '''RULE_THE_WORLD'''&lt;br /&gt;
* '''CREATE_A_GREAT_WORK_OF_ART'''&lt;br /&gt;
* '''CRAFT_A_MASTERWORK'''&lt;br /&gt;
* '''BRING_PEACE_TO_THE_WORLD'''&lt;br /&gt;
* '''BECOME_A_LEGENDARY_WARRIOR'''&lt;br /&gt;
* '''MASTER_A_SKILL'''&lt;br /&gt;
* '''FALL_IN_LOVE'''&lt;br /&gt;
* '''SEE_THE_GREAT_NATURAL_SITES'''&lt;br /&gt;
* '''IMMORTALITY'''&lt;br /&gt;
* '''MAKE_A_GREAT_DISCOVERY'''&lt;br /&gt;
* '''ATTAIN_RANK_IN_SOCIETY'''&lt;br /&gt;
* '''BATHE_WORLD_IN_CHAOS'''&lt;br /&gt;
However, currently only IMMORTALITY will result in a secret being pursued during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.&lt;br /&gt;
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].&lt;br /&gt;
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices&lt;br /&gt;
* '''MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET''' - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_USAGE_HINT}}&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_REGION}}&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:&lt;br /&gt;
&lt;br /&gt;
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment&lt;br /&gt;
&lt;br /&gt;
[[Biome|Terrain]]:&lt;br /&gt;
&lt;br /&gt;
* '''DESERT'''&lt;br /&gt;
* '''FOREST'''&lt;br /&gt;
* '''GLACIER'''&lt;br /&gt;
* '''GRASSLAND'''&lt;br /&gt;
* '''HILLS'''&lt;br /&gt;
* '''LAKE'''&lt;br /&gt;
* '''MOUNTAINS'''&lt;br /&gt;
* '''OCEAN'''&lt;br /&gt;
* '''SWAMP'''&lt;br /&gt;
* '''TUNDRA'''&lt;br /&gt;
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications&lt;br /&gt;
&lt;br /&gt;
[[Surroundings#Combinations &amp;amp; characteristics of surroundings|Alignment]]:&lt;br /&gt;
&lt;br /&gt;
* '''NORMAL_ALLOWED'''&lt;br /&gt;
* '''EVIL_ALLOWED'''&lt;br /&gt;
* '''GOOD_ALLOWED'''&lt;br /&gt;
* '''SAVAGE_ALLOWED'''&lt;br /&gt;
* '''EVIL_ONLY'''&lt;br /&gt;
* '''GOOD_ONLY'''&lt;br /&gt;
* '''SAVAGE_ONLY'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_FREQUENCY}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Probability&lt;br /&gt;
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.&lt;br /&gt;
&lt;br /&gt;
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_TARGET}}&lt;br /&gt;
| Global&lt;br /&gt;
| ID, type&lt;br /&gt;
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:&lt;br /&gt;
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.&lt;br /&gt;
* '''CREATURE''' - The target is a [[Creature|unit]].&lt;br /&gt;
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.&lt;br /&gt;
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_LOCATION}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:&lt;br /&gt;
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.&lt;br /&gt;
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].&lt;br /&gt;
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.&lt;br /&gt;
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.&lt;br /&gt;
* '''CONTEXT_ITEM''' - Used with CORPSE.&lt;br /&gt;
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.&lt;br /&gt;
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].&lt;br /&gt;
* '''RANDOM_NEARBY_LOCATION''' - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MANUAL_INPUT}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_REQUIRES}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)&lt;br /&gt;
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.&lt;br /&gt;
* '''HAS_BLOOD'''&lt;br /&gt;
* '''MORTAL'''&lt;br /&gt;
* '''NO_AGING'''&lt;br /&gt;
* '''STERILE'''&lt;br /&gt;
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_FORBIDDEN}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MATERIAL}}&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| type&lt;br /&gt;
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:&lt;br /&gt;
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.&lt;br /&gt;
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.&lt;br /&gt;
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_EFFECT}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:&lt;br /&gt;
&lt;br /&gt;
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target.  You must specify the syndrome details just below this interaction effect using the &amp;lt;code&amp;gt;[[Syndrome#SYNDROME|[SYNDROME]]]&amp;lt;/code&amp;gt; tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.&lt;br /&gt;
&lt;br /&gt;
* '''RESURRECT''' - Takes a target corpse and returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.&lt;br /&gt;
&lt;br /&gt;
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}}  and {{token|IE_SYNDROME_TAG|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''CONTACT''' - Causes the creatures to touch.&lt;br /&gt;
&lt;br /&gt;
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.&lt;br /&gt;
&lt;br /&gt;
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.&lt;br /&gt;
&lt;br /&gt;
* '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''CHANGE_ITEM_QUALITY''' - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.&lt;br /&gt;
&lt;br /&gt;
* '''SUMMON_UNIT''' - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''PROPEL_UNIT''' - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.&lt;br /&gt;
&lt;br /&gt;
* '''CHANGE_WEATHER''' - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''RAISE_GHOST''' - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ARENA_NAME}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TARGET}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_INTERMITTENT}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:&lt;br /&gt;
* '''WEEKLY'''&lt;br /&gt;
&lt;br /&gt;
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_IMMEDIATE}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_LOCATION}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. &lt;br /&gt;
Valid values:&lt;br /&gt;
* '''IN_WATER'''&lt;br /&gt;
* '''IN_MAGMA'''&lt;br /&gt;
* '''NO_WATER'''&lt;br /&gt;
* '''NO_MAGMA'''&lt;br /&gt;
* '''NO_THICK_FOG'''&lt;br /&gt;
* '''OUTSIDE'''&lt;br /&gt;
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.&lt;br /&gt;
&lt;br /&gt;
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with &amp;lt;code&amp;gt;[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ADD_WEATHER}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_WEATHER&lt;br /&gt;
| type&lt;br /&gt;
| Indicates what type of weather is added. Valid values:&lt;br /&gt;
* '''FOG_MIST'''&lt;br /&gt;
* '''FOG_NORMAL'''&lt;br /&gt;
* '''FOG_THICK'''&lt;br /&gt;
* '''FRONT_WARM'''&lt;br /&gt;
* '''FRONT_COLD'''&lt;br /&gt;
* '''FRONT_OCCLUDED'''&lt;br /&gt;
* '''STRATUS_ALTO'''&lt;br /&gt;
* '''STRATUS_PROPER'''&lt;br /&gt;
* '''STRATUS_NIMBUS'''&lt;br /&gt;
* '''CUMULUS_MED'''&lt;br /&gt;
* '''CUMULUS_MULTI'''&lt;br /&gt;
* '''CUMULUS_NIMBUS'''&lt;br /&gt;
* '''CIRRUS'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_REMOVE_WEATHER}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_WEATHER&lt;br /&gt;
| type&lt;br /&gt;
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_GRIME_LEVEL}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| amount?&lt;br /&gt;
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SYNDROME_TAG}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| syndrome trigger flag&lt;br /&gt;
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_PROPEL_FORCE}}&lt;br /&gt;
| Within I_EFFECT:PROPEL_UNIT&lt;br /&gt;
| amount&lt;br /&gt;
| Indicates the amount of force that the target will be propelled with.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ITEM}}&lt;br /&gt;
| Within I_EFFECT:CREATE_ITEM&lt;br /&gt;
| &amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:[[item token]]:[[material token]]&lt;br /&gt;
| Defines what item will be created.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ITEM_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CREATE_ITEM&lt;br /&gt;
| &amp;lt;[[Item_quality|quality]]&amp;gt; OR &amp;lt;minimum [[Item_quality|quality]]&amp;gt;:&amp;lt;maximum [[Item_quality|quality]]&amp;gt;&lt;br /&gt;
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):&lt;br /&gt;
* '''0''' = ordinary&lt;br /&gt;
* '''1''' = well-crafted&lt;br /&gt;
* '''2''' = finely crafted&lt;br /&gt;
* '''3''' = superior quality&lt;br /&gt;
* '''4''' = exceptional&lt;br /&gt;
* '''5''' = masterwork&lt;br /&gt;
* '''ARTIFACT'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SET_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_ITEM_QUALITY&lt;br /&gt;
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]&lt;br /&gt;
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CHANGE_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_ITEM_QUALITY&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;creature token&amp;gt;:&amp;lt;caste token&amp;gt;&lt;br /&gt;
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CREATURE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CREATURE_CASTE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TIME_RANGE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;minimum [[Time|ticks]]&amp;gt;:&amp;lt;maximum [[Time|ticks]]&amp;gt;&lt;br /&gt;
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
|&lt;br /&gt;
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
To enable a particular type of creature to use an interaction directly, the [[creature token]] &amp;lt;code&amp;gt;[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:&amp;lt;interaction name&amp;gt;]]]&amp;lt;/code&amp;gt; should be added to its creature raws (replacing '&amp;lt;interaction name&amp;gt;' with the ID of the desired interaction; for an interaction called &amp;lt;code&amp;gt;[INTERACTION:CLEANING]&amp;lt;/code&amp;gt; in the raws, the ID would be &amp;quot;CLEANING&amp;quot;), followed by a series of [CDI:...] tokens as detailed below.&lt;br /&gt;
&lt;br /&gt;
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token &amp;lt;code&amp;gt;[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;[[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]]&amp;lt;/code&amp;gt; and additional CDI tokens as required.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid CDI tokens. Precede them with &amp;quot;CDI:&amp;quot; in the style of &amp;lt;code&amp;gt;[CDI:ADV_NAME:Clean]&amp;lt;/code&amp;gt;, for example.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_NAME}}&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET}}&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:&lt;br /&gt;
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target&lt;br /&gt;
* '''TOUCHABLE''' - the source needs to be able to touch the target&lt;br /&gt;
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])&lt;br /&gt;
* '''SELF_ALLOWED''' - the target can be the source&lt;br /&gt;
* '''SELF_ONLY''' - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_RANGE}}&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TARGET_NUMBER}}&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCATION_HINT}}&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USAGE_HINT}}&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified in fortress mode, the interaction will be performed at the every opportunity in combat. Multiple usage hints may be specified. Valid values:&lt;br /&gt;
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.&lt;br /&gt;
* '''ATTACK''' - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.&lt;br /&gt;
* '''DEFEND''' - Used in combat. Creature will target itself.&lt;br /&gt;
* '''FLEEING''' - Used when fleeing an enemy.  Creature will target itself.&lt;br /&gt;
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.&lt;br /&gt;
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.&lt;br /&gt;
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.&lt;br /&gt;
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.&lt;br /&gt;
* '''MINOR_BLESSING''' - Used in divination dice blessings. Targets the roller.&lt;br /&gt;
* '''MEDIUM_BLESSING''' - Used in divination dice blessings. Targets the roller.&lt;br /&gt;
* '''MINOR_CURSE''' - Used in divination dice curses. Targets the roller.&lt;br /&gt;
* '''MEDIUM_CURSE''' - Used in divination dice curses. Targets the roller.&lt;br /&gt;
* '''MAJOR_CURSE''' - Used in disturbance and deity curses.  Targets the tomb disturber/temple defiler.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAIT_PERIOD}}&lt;br /&gt;
| number&lt;br /&gt;
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.&lt;br /&gt;
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REQUIRED}}&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example),  or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL}}&lt;br /&gt;
| &lt;br /&gt;
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL_SPEECH}}&lt;br /&gt;
| text set&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Text sets are defined in text_* raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_MUTUAL}}&lt;br /&gt;
| &lt;br /&gt;
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB}}&lt;br /&gt;
| self:other:mutual&lt;br /&gt;
| When a creature uses the interaction, a combat report message will be displayed in the form:&lt;br /&gt;
&lt;br /&gt;
[interaction user(s)] [VERB text] [target creature (if applicable)]&lt;br /&gt;
&lt;br /&gt;
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.&lt;br /&gt;
&lt;br /&gt;
[CDI:VERB:lick:licks:lick each other]&lt;br /&gt;
&lt;br /&gt;
[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB_REVERSE}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_VERB}}&lt;br /&gt;
| self:other&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOW}}&lt;br /&gt;
| [[#Breath Attack Types|Breath attack token]]&lt;br /&gt;
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:&lt;br /&gt;
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''&lt;br /&gt;
* '''[[Interaction_token#FIREJET|FIREJET]]'''&lt;br /&gt;
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]&lt;br /&gt;
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
  		[CDI:ADV_NAME:Breath custom material]&lt;br /&gt;
  		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
  		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
  		[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
  		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
  		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
  		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
  		[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
The most important part is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
&lt;br /&gt;
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
&lt;br /&gt;
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
    '''[CDI:MATERIAL:&amp;lt;[[material token]]&amp;gt;:&amp;lt;material emission type&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
    [CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]&lt;br /&gt;
shoots a sharp [[gabbro]] rock&lt;br /&gt;
    [CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]&lt;br /&gt;
releases a cloud of [[Cave wheat|dwarven wheat flour]]&lt;br /&gt;
    [CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]&lt;br /&gt;
creates a pool of [[dwarf|dwarven]] tears&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    '''[CDI:FLOW:&amp;lt;flow emission type&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]]  or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    [CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Usage Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_DUST_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_VAPOR_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_GAS_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately).  Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a &amp;quot;burst of steel&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_DUST}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. &amp;lt;s&amp;gt;DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&amp;lt;/s&amp;gt; You know you want to.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_VAPOR}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_GAS}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_DUST}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of creeping dust. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_VAPOR}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of creeping vapor. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_GAS}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_FALLING_MATERIAL}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLID_GLOB}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHARP_ROCK}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIQUID_GLOB}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target.  [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPATTER_POWDER}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a [[contaminant|pile of powder]] at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPATTER_LIQUID}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a [[contaminant|pool of liquid]] at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEB_SPRAY}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Emits a burst of [[web]]s that entangle target creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRAGONFIRE}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREJET}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREBALL}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a fireball that burns the target creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.&lt;br /&gt;
&lt;br /&gt;
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.&lt;br /&gt;
&lt;br /&gt;
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets.  Make sure to make your creatures immune to their own breath weapons!&lt;br /&gt;
&lt;br /&gt;
==Creature and Caste Flags==&lt;br /&gt;
&lt;br /&gt;
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Creature Flags|&lt;br /&gt;
ALL_CASTES_ALIVE&lt;br /&gt;
ARTIFICIAL_HIVEABLE&lt;br /&gt;
BIOME_DESERT_BADLAND&lt;br /&gt;
BIOME_DESERT_ROCK&lt;br /&gt;
BIOME_DESERT_SAND&lt;br /&gt;
BIOME_FOREST_TAIGA&lt;br /&gt;
BIOME_FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
BIOME_FOREST_TEMPERATE_CONIFER&lt;br /&gt;
BIOME_FOREST_TROPICAL_CONIFER&lt;br /&gt;
BIOME_FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
BIOME_GLACIER&lt;br /&gt;
BIOME_GRASSLAND_TEMPERATE&lt;br /&gt;
BIOME_GRASSLAND_TROPICAL&lt;br /&gt;
BIOME_LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_MARSH_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_MOUNTAIN&lt;br /&gt;
BIOME_OCEAN_ARCTIC&lt;br /&gt;
BIOME_OCEAN_TEMPERATE&lt;br /&gt;
BIOME_OCEAN_TROPICAL&lt;br /&gt;
BIOME_POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_POOL_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_SAVANNA_TEMPERATE&lt;br /&gt;
BIOME_SAVANNA_TROPICAL&lt;br /&gt;
BIOME_SHRUBLAND_TEMPERATE&lt;br /&gt;
BIOME_SHRUBLAND_TROPICAL&lt;br /&gt;
BIOME_SUBTERRANEAN_CHASM&lt;br /&gt;
BIOME_SUBTERRANEAN_LAVA&lt;br /&gt;
BIOME_SUBTERRANEAN_WATER&lt;br /&gt;
BIOME_SWAMP_MANGROVE&lt;br /&gt;
BIOME_SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_TUNDRA&lt;br /&gt;
DOES_NOT_EXIST&lt;br /&gt;
EQUIPMENT&lt;br /&gt;
EQUIPMENT_WAGON&lt;br /&gt;
EVIL&lt;br /&gt;
FANCIFUL&lt;br /&gt;
GENERATED&lt;br /&gt;
GOOD&lt;br /&gt;
HAS_ANY_BENIGN&lt;br /&gt;
HAS_ANY_CANNOT_BREATHE_AIR&lt;br /&gt;
HAS_ANY_CANNOT_BREATHE_WATER&lt;br /&gt;
HAS_ANY_CAN_SWIM&lt;br /&gt;
HAS_ANY_CARNIVORE&lt;br /&gt;
HAS_ANY_COMMON_DOMESTIC&lt;br /&gt;
HAS_ANY_CURIOUS_BEAST&lt;br /&gt;
HAS_ANY_DEMON&lt;br /&gt;
HAS_ANY_FEATURE_BEAST&lt;br /&gt;
HAS_ANY_FLIER&lt;br /&gt;
HAS_ANY_FLY_RACE_GAIT&lt;br /&gt;
HAS_ANY_GRASP&lt;br /&gt;
HAS_ANY_GRAZER&lt;br /&gt;
HAS_ANY_HAS_BLOOD&lt;br /&gt;
HAS_ANY_IMMOBILE&lt;br /&gt;
HAS_ANY_INTELLIGENT_LEARNS&lt;br /&gt;
HAS_ANY_INTELLIGENT_SPEAKS&lt;br /&gt;
HAS_ANY_LARGE_PREDATOR&lt;br /&gt;
HAS_ANY_LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
HAS_ANY_MEGABEAST&lt;br /&gt;
HAS_ANY_MISCHIEVIOUS&lt;br /&gt;
HAS_ANY_NATURAL_ANIMAL&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_HUNTER&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_NIGHTMARE&lt;br /&gt;
HAS_ANY_NOT_FIREIMMUNE&lt;br /&gt;
HAS_ANY_NOT_FLIER&lt;br /&gt;
HAS_ANY_NOT_LIVING&lt;br /&gt;
HAS_ANY_OUTSIDER_CONTROLLABLE&lt;br /&gt;
HAS_ANY_POWER&lt;br /&gt;
HAS_ANY_RACE_GAIT&lt;br /&gt;
HAS_ANY_SEMIMEGABEAST&lt;br /&gt;
HAS_ANY_SLOW_LEARNER&lt;br /&gt;
HAS_ANY_SUPERNATURAL&lt;br /&gt;
HAS_ANY_TITAN&lt;br /&gt;
HAS_ANY_UNIQUE_DEMON&lt;br /&gt;
HAS_ANY_UTTERANCES&lt;br /&gt;
HAS_ANY_VERMIN_HATEABLE&lt;br /&gt;
HAS_ANY_VERMIN_MICRO&lt;br /&gt;
HAS_FEMALE&lt;br /&gt;
HAS_MALE&lt;br /&gt;
LARGE_ROAMING&lt;br /&gt;
LOOSE_CLUSTERS&lt;br /&gt;
MATES_TO_BREED&lt;br /&gt;
MUNDANE&lt;br /&gt;
OCCURS_AS_ENTITY_RACE&lt;br /&gt;
SAVAGE&lt;br /&gt;
SMALL_RACE - applies to any vermin creature&lt;br /&gt;
TWO_GENDERS&lt;br /&gt;
UBIQUITOUS&lt;br /&gt;
VERMIN_EATER&lt;br /&gt;
VERMIN_FISH&lt;br /&gt;
VERMIN_GROUNDER&lt;br /&gt;
VERMIN_ROTTER&lt;br /&gt;
VERMIN_SOIL&lt;br /&gt;
VERMIN_SOIL_COLONY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Caste Flags|&lt;br /&gt;
ADOPTS_OWNER&lt;br /&gt;
ALCOHOL_DEPENDENT&lt;br /&gt;
ALL_ACTIVE&lt;br /&gt;
AMBUSHPREDATOR&lt;br /&gt;
AQUATIC_UNDERSWIM&lt;br /&gt;
ARENA_RESTRICTED&lt;br /&gt;
AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
BENIGN&lt;br /&gt;
BLOODSUCKER&lt;br /&gt;
BONECARN&lt;br /&gt;
CANNOT_BREATHE_AIR&lt;br /&gt;
CANNOT_CLIMB&lt;br /&gt;
CANNOT_JUMP&lt;br /&gt;
CANOPENDOORS&lt;br /&gt;
CAN_BREATHE_WATER&lt;br /&gt;
CAN_LEARN / INTELLIGENT_LEARNS&lt;br /&gt;
CAN_SPEAK / INTELLIGENT_SPEAKS&lt;br /&gt;
CAN_SWIM&lt;br /&gt;
CAN_SWIM_INNATE&lt;br /&gt;
CARNIVORE&lt;br /&gt;
CAVE_ADAPT&lt;br /&gt;
COLONY_EXTERNAL&lt;br /&gt;
COMMON_DOMESTIC&lt;br /&gt;
CONVERTED_SPOUSE&lt;br /&gt;
COOKABLE_LIVE&lt;br /&gt;
CRAZED&lt;br /&gt;
CREPUSCULAR&lt;br /&gt;
CURIOUS_BEAST&lt;br /&gt;
CURIOUS_BEAST_EATER&lt;br /&gt;
CURIOUS_BEAST_GUZZLER&lt;br /&gt;
CURIOUS_BEAST_ITEM&lt;br /&gt;
DEMON&lt;br /&gt;
DIE_WHEN_VERMIN_BITE&lt;br /&gt;
DIURNAL&lt;br /&gt;
DIVE_HUNTS_VERMIN&lt;br /&gt;
EQUIPS&lt;br /&gt;
EXTRAVISION&lt;br /&gt;
FEATURE_ATTACK_GROUP&lt;br /&gt;
FEATURE_BEAST&lt;br /&gt;
FIREIMMUNE&lt;br /&gt;
FIREIMMUNE_SUPER&lt;br /&gt;
FISHITEM&lt;br /&gt;
FLEEQUICK&lt;br /&gt;
FLIER&lt;br /&gt;
GELDABLE&lt;br /&gt;
GETS_INFECTIONS_FROM_ROT&lt;br /&gt;
GETS_WOUND_INFECTIONS&lt;br /&gt;
GNAWER&lt;br /&gt;
GRAZER&lt;br /&gt;
HASSHELL&lt;br /&gt;
HAS_BABYSTATE&lt;br /&gt;
HAS_BLOOD&lt;br /&gt;
HAS_CHILDSTATE&lt;br /&gt;
HAS_COLOR&lt;br /&gt;
HAS_FLY_RACE_GAIT&lt;br /&gt;
HAS_GLOW_COLOR&lt;br /&gt;
HAS_GLOW_TILE&lt;br /&gt;
HAS_GRASP&lt;br /&gt;
HAS_NERVES&lt;br /&gt;
HAS_PUS&lt;br /&gt;
HAS_RACE_GAIT&lt;br /&gt;
HAS_ROTTABLE&lt;br /&gt;
HAS_SECRETION&lt;br /&gt;
HAS_SOLDIER_TILE&lt;br /&gt;
HAS_SOUND_ALERT&lt;br /&gt;
HAS_SOUND_PEACEFUL_INTERMITTENT&lt;br /&gt;
HAS_TILE&lt;br /&gt;
HUNTS_VERMIN&lt;br /&gt;
IMMOBILE&lt;br /&gt;
IMMOBILE_LAND&lt;br /&gt;
IMMOLATE&lt;br /&gt;
ITEMCORPSE&lt;br /&gt;
LAIR_HUNTER&lt;br /&gt;
LARGE_PREDATOR&lt;br /&gt;
LAYS_EGGS&lt;br /&gt;
LAYS_UNUSUAL_EGGS&lt;br /&gt;
LIGAMENTS&lt;br /&gt;
LIGHT_GEN&lt;br /&gt;
LISP&lt;br /&gt;
LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
LOCKPICKER&lt;br /&gt;
MAGICAL&lt;br /&gt;
MAGMA_VISION&lt;br /&gt;
MANNERISM_BREATH&lt;br /&gt;
MANNERISM_EYELIDS&lt;br /&gt;
MANNERISM_LAUGH&lt;br /&gt;
MANNERISM_POSTURE&lt;br /&gt;
MANNERISM_SIT&lt;br /&gt;
MANNERISM_SMILE&lt;br /&gt;
MANNERISM_STRETCH&lt;br /&gt;
MANNERISM_WALK&lt;br /&gt;
MATUTINAL&lt;br /&gt;
MEANDERER&lt;br /&gt;
MEGABEAST&lt;br /&gt;
MILKABLE&lt;br /&gt;
MISCHIEVIOUS&lt;br /&gt;
MOUNT&lt;br /&gt;
MOUNT_EXOTIC&lt;br /&gt;
MULTIPART_FULL_VISION&lt;br /&gt;
MULTIPLE_LITTER_RARE&lt;br /&gt;
NATURAL_ANIMAL&lt;br /&gt;
NIGHT_CREATURE&lt;br /&gt;
NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
NIGHT_CREATURE_EXPERIMENTER&lt;br /&gt;
NIGHT_CREATURE_HUNTER&lt;br /&gt;
NIGHT_CREATURE_NIGHTMARE&lt;br /&gt;
NOBONES&lt;br /&gt;
NOBREATHE&lt;br /&gt;
NOCTURNAL&lt;br /&gt;
NOEMOTION&lt;br /&gt;
NOEXERT&lt;br /&gt;
NOFEAR&lt;br /&gt;
NOMEAT&lt;br /&gt;
NONAUSEA&lt;br /&gt;
NOPAIN&lt;br /&gt;
NOSKIN&lt;br /&gt;
NOSKULL&lt;br /&gt;
NOSMELLYROT&lt;br /&gt;
NOSTUCKINS&lt;br /&gt;
NOSTUN&lt;br /&gt;
NOTHOUGHT&lt;br /&gt;
NOT_BUTCHERABLE&lt;br /&gt;
NOT_LIVING&lt;br /&gt;
NO_AUTUMN&lt;br /&gt;
NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
NO_DIZZINESS&lt;br /&gt;
NO_DRINK&lt;br /&gt;
NO_EAT&lt;br /&gt;
NO_FEVERS&lt;br /&gt;
NO_PHYS_ATT_GAIN&lt;br /&gt;
NO_PHYS_ATT_RUST&lt;br /&gt;
NO_SLEEP&lt;br /&gt;
NO_SPRING&lt;br /&gt;
NO_SUMMER&lt;br /&gt;
NO_THOUGHT_CENTER_FOR_MOVEMENT&lt;br /&gt;
NO_UNIT_TYPE_COLOR&lt;br /&gt;
NO_VEGETATION_PERTURB&lt;br /&gt;
NO_WINTER&lt;br /&gt;
OPPOSED_TO_LIFE&lt;br /&gt;
OUTSIDER_CONTROLLABLE&lt;br /&gt;
PACK_ANIMAL&lt;br /&gt;
PARALYZEIMMUNE&lt;br /&gt;
PATTERNFLIER&lt;br /&gt;
PEARL&lt;br /&gt;
PET&lt;br /&gt;
PET_EXOTIC&lt;br /&gt;
POWER&lt;br /&gt;
REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
REMAINS_UNDETERMINED&lt;br /&gt;
RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
SEMIMEGABEAST&lt;br /&gt;
SLOW_LEARNER&lt;br /&gt;
SPOUSE_CONVERSION_TARGET&lt;br /&gt;
SPOUSE_CONVERTER&lt;br /&gt;
SPREAD_EVIL_SPHERES_IF_RULER&lt;br /&gt;
STANCE_CLIMBER&lt;br /&gt;
STRANGE_MOODS&lt;br /&gt;
SUPERNATURAL&lt;br /&gt;
TENDONS&lt;br /&gt;
THICKWEB&lt;br /&gt;
TITAN&lt;br /&gt;
TRAINABLE_HUNTING&lt;br /&gt;
TRAINABLE_WAR&lt;br /&gt;
TRANCES&lt;br /&gt;
TRAPAVOID&lt;br /&gt;
UNIQUE_DEMON&lt;br /&gt;
UTTERANCES&lt;br /&gt;
VEGETATION&lt;br /&gt;
VERMIN_GOBBLER&lt;br /&gt;
VERMIN_HATEABLE&lt;br /&gt;
VERMIN_MICRO&lt;br /&gt;
VERMIN_NOFISH&lt;br /&gt;
VERMIN_NOROAM&lt;br /&gt;
VERMIN_NOTRAP&lt;br /&gt;
VESPERTINE&lt;br /&gt;
WAGON_PULLER&lt;br /&gt;
WEBBER&lt;br /&gt;
WEBIMMUNE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Interaction examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Interaction token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=302110</id>
		<title>Interaction token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Interaction_token&amp;diff=302110"/>
		<updated>2024-06-23T20:42:55Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Usage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The following [[token]]s can be used to define and use interactions. (''It appears that, at least in order to make the big list make a little more sense, [[Necromancer#Modding|some]]  [[Interaction_examples|examples]] of those may be necessary.'')&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
==Definitions==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Context&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| Global&lt;br /&gt;
| ID&lt;br /&gt;
| Used to start defining a new interaction. The term &amp;quot;interaction ID&amp;quot; refers to the text specified within this token; this is used to make reference to the interaction in various other places.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXPERIMENT_ONLY}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Disallows use of the interaction in play, but if the interaction animates or resurrects corpses, or has an I_SOURCE:EXPERIMENT tag, it can be used in worldgen. Animation and resurrection interactions do not need I_SOURCE:EXPERIMENT to work in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_SOURCE}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Defines what things are capable of triggering this interaction - multiple sources may be specified. Valid values:&lt;br /&gt;
* '''CREATURE_ACTION''' - Specifies that the interaction may be used in conjunction with [[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION]]] and [[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]], but it isn't actually necessary for this. It might exist simply to allow for the inclusion of IS_ tokens (detailed below) to be applied when the interaction is used in this context.&lt;br /&gt;
* '''ATTACK''' - Allows the interaction to be used in conjunction with [[Creature_token#SPECIALATTACK_INTERACTION|[SPECIALATTACK_INTERACTION]]] and [[Syndrome#CE_SPECIAL_ATTACK_INTERACTION|[CE_SPECIAL_ATTACK_INTERACTION]]].&lt;br /&gt;
* '''INGESTION''' - Allows the interaction to be used in conjunction with [[Syndrome#CE_BODY_MAT_INTERACTION|[CE_BODY_MAT_INTERACTION]]].&lt;br /&gt;
* '''DEITY''' - Allows the interaction to be inflicted upon mortals by the gods, for reasons dictated by [[Interaction_token#IS_USAGE_HINT|[IS_USAGE_HINT]]].&lt;br /&gt;
* '''SECRET''' - Allows the interaction to act as a secret which can be learnt and passed on to others, as specified via [[Interaction_token#IS_SECRET|[IS_SECRET]]]. Appropriate [[Interaction_token#I_EFFECT|interaction effects]] with a [[Interaction_token#IE_TARGET|creature target]] will be applied to individuals who learn the secret. It is possible to set restrictions on who may learn the secret by using creature target tokens as described below. Also see [[Interaction_token#IS_SECRET_GOAL|[IS_SECRET_GOAL]]] and [[Interaction_token#IS_SPHERE|[IS_SPHERE]]].&lt;br /&gt;
* '''REGION''' - Allows the interaction to take place spontaneously in regions specified using [[Interaction_token#IS_REGION|[IS_REGION]]]. Also see [[Interaction_token#IS_FREQUENCY|[IS_FREQUENCY]]] and [[Interaction_token#IE_INTERMITTENT|[IE_INTERMITTENT]]].&lt;br /&gt;
* '''DISTURBANCE''' - Allows the interaction to take place spontaneously in disturbed [[tomb|tombs]]; generated interactions with this token are used to create [[mummy|mummies]].&lt;br /&gt;
* '''UNDERGROUND_SPECIAL''' - Allows the interaction to take place spontaneously in [[Demonic fortress|curious underground structures]] (which no longer generate); generated interactions with this token used to be used to produce [[undead|zombies]] when creating the structure's inhabitants.&lt;br /&gt;
* '''EXPERIMENT''' - This can be used by NIGHT_CREATURE_EXPERIMENTERs while &amp;quot;performing horrible experiments&amp;quot; in worldgen. Only seems relevant for interactions that target living creatures. Note that all NIGHT_CREATURE_EXPERIMENTERs have access to generated experiments, and due to the large number of generated experiments available custom experiment interactions will tend to show up very rarely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_1}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure; this is displayed in legends mode following the name of the historical figure who performed the interaction and preceding the name of the targeted historical figure (or, in the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], the historical figure from whom the consumed material was extracted).&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_1: cursed]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_HIST_STRING_2}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Describes what the interaction did to a historical figure; this is displayed in legends mode after the name of the historical figure who was targeted by the interaction. In the case of [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]], it is displayed after the name of the historical figure from whom the consumed material was extracted.&lt;br /&gt;
&lt;br /&gt;
[IS_HIST_STRING_2: to assume the form of a lizard-like monster every full moon]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Displayed as an announcement when the interaction is carried out during play. The text follows the name of the target unit, and is preceded by [[Interaction_token#IS_TRIGGER_STRING_SECOND|IS_TRIGGER_STRING_SECOND]] or [[Interaction_token#IS_TRIGGER_STRING_THIRD|IS_TRIGGER_STRING_THIRD]]. May be limited to [[Interaction_token#I_SOURCE|[I_SOURCE:DEITY]]] and [[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]] interactions at present; this still needs to be tested.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING: been infected with a contagious ghoulish condition]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING_SECOND}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the second person.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING_SECOND: have]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_TRIGGER_STRING_THIRD}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| text&lt;br /&gt;
| Presented before the [[Interaction_token#IS_TRIGGER_STRING|IS_TRIGGER_STRING]] when describing the event in the third person.&lt;br /&gt;
&lt;br /&gt;
[IS_TRIGGER_STRING_THIRD: has]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_NAME}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| string&lt;br /&gt;
| Generally used with [[Interaction_token#I_SOURCE|[I_SOURCE:SECRET]]] interactions to describe what the secret is about (though it may be used to name any I_SOURCE). This name is engraved onto the appropriate secret-containing slabs from worldgen, and is used in legends mode when describing the secret being learnt by historical figures.&lt;br /&gt;
&lt;br /&gt;
[IS_NAME:the secrets of life and death]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SPHERE}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Indicates the [[sphere]] to which this secret pertains. Only one sphere can be defined for each [I_SOURCE:SECRET] token, so several [I_SOURCE:SECRET] tokens are required to make a secret belong to multiple spheres.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET_GOAL}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Goal token&lt;br /&gt;
| Indicates why somebody would want to learn the secret. Valid values:&lt;br /&gt;
* '''STAY_ALIVE'''&lt;br /&gt;
* '''MAINTAIN_ENTITY_STATUS'''&lt;br /&gt;
* '''START_A_FAMILY'''&lt;br /&gt;
* '''RULE_THE_WORLD'''&lt;br /&gt;
* '''CREATE_A_GREAT_WORK_OF_ART'''&lt;br /&gt;
* '''CRAFT_A_MASTERWORK'''&lt;br /&gt;
* '''BRING_PEACE_TO_THE_WORLD'''&lt;br /&gt;
* '''BECOME_A_LEGENDARY_WARRIOR'''&lt;br /&gt;
* '''MASTER_A_SKILL'''&lt;br /&gt;
* '''FALL_IN_LOVE'''&lt;br /&gt;
* '''SEE_THE_GREAT_NATURAL_SITES'''&lt;br /&gt;
* '''IMMORTALITY'''&lt;br /&gt;
* '''MAKE_A_GREAT_DISCOVERY'''&lt;br /&gt;
* '''ATTAIN_RANK_IN_SOCIETY'''&lt;br /&gt;
* '''BATHE_WORLD_IN_CHAOS'''&lt;br /&gt;
However, currently only IMMORTALITY will result in a secret being pursued during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_SECRET}}&lt;br /&gt;
| Within I_SOURCE:SECRET&lt;br /&gt;
| Secret Flag&lt;br /&gt;
| Indicates how the secret can be learned. Valid values:&lt;br /&gt;
* '''SUPERNATURAL_LEARNING_POSSIBLE''' - gods may gift the secret to their worshippers. Secrets with [[Interaction_token#IS_SPHERE|[IS_SPHERE]]] specified may only be granted by gods who have at least one matching sphere.&lt;br /&gt;
* '''MUNDANE_RESEARCH_POSSIBLE''' - the secret can be researched by mundane means. This doesn't do anything at present. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222].&lt;br /&gt;
* '''MUNDANE_TEACHING_POSSIBLE''' - the secret can be taught to apprentices&lt;br /&gt;
* '''MUNDANE_RECORDING_POSSIBLE:TITLE_SET:NAME_SET''' - the secret can be written in books whose title and name are taken from the specified text sets. If this tag is present, a slab will be created upon learning the secret by supernatural means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_USAGE_HINT}}&lt;br /&gt;
| Within I_SOURCE:DEITY&lt;br /&gt;
| Usage Hint token&lt;br /&gt;
| Indicates why a deity would choose to perform this interaction. See [[Interaction_token#USAGE_HINT|CDI:USAGE_HINT]] below for valid values - in this context, '''MINOR_BLESSING''', '''MEDIUM_BLESSING''', '''MINOR_CURSE''', '''MEDIUM_CURSE''', and '''MAJOR_CURSE''' are the only values that make sense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_REGION}}&lt;br /&gt;
| Within I_SOURCE:REGION&lt;br /&gt;
| Region type&lt;br /&gt;
| Indicates what types of regions are capable of performing this interaction. This token may be specified several times per I_SOURCE to permit multiple terrain/alignment types. Valid values:&lt;br /&gt;
&lt;br /&gt;
* '''ANY''' permits the interaction to occur in all regions, regardless of terrain or alignment&lt;br /&gt;
&lt;br /&gt;
[[Biome|Terrain]]:&lt;br /&gt;
&lt;br /&gt;
* '''DESERT'''&lt;br /&gt;
* '''FOREST'''&lt;br /&gt;
* '''GLACIER'''&lt;br /&gt;
* '''GRASSLAND'''&lt;br /&gt;
* '''HILLS'''&lt;br /&gt;
* '''LAKE'''&lt;br /&gt;
* '''MOUNTAINS'''&lt;br /&gt;
* '''OCEAN'''&lt;br /&gt;
* '''SWAMP'''&lt;br /&gt;
* '''TUNDRA'''&lt;br /&gt;
* '''ANY_TERRAIN''' permits the interaction to occur in all regions which meet alignment specifications&lt;br /&gt;
&lt;br /&gt;
[[Surroundings#Combinations &amp;amp; characteristics of surroundings|Alignment]]:&lt;br /&gt;
&lt;br /&gt;
* '''NORMAL_ALLOWED'''&lt;br /&gt;
* '''EVIL_ALLOWED'''&lt;br /&gt;
* '''GOOD_ALLOWED'''&lt;br /&gt;
* '''SAVAGE_ALLOWED'''&lt;br /&gt;
* '''EVIL_ONLY'''&lt;br /&gt;
* '''GOOD_ONLY'''&lt;br /&gt;
* '''SAVAGE_ONLY'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IS_FREQUENCY}}&lt;br /&gt;
| Within I_SOURCE&lt;br /&gt;
| Probability&lt;br /&gt;
| When used with [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]], determines how likely it is for the region(s) specified via [[Interaction_token#IS_REGION|[IS_REGION]]] to possess this interaction.&lt;br /&gt;
&lt;br /&gt;
Note: it appears that regions aren't allowed to possess more than a single regional interaction at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_TARGET}}&lt;br /&gt;
| Global&lt;br /&gt;
| ID, type&lt;br /&gt;
| Defines the targets available for subsequent use with [[Interaction_token#I_EFFECT|[I_EFFECT]]] tokens. Multiple targets may be specified; the precise target(s) used with each interaction effect are indicated via their ID (see [[Interaction_token#IE_TARGET|[IE_TARGET]]]). Valid values:&lt;br /&gt;
* '''CORPSE''' - The target is a [[Item_token#CORPSE|CORPSE]] or [[Item_token#CORPSEPIECE|CORPSEPIECE]] item.&lt;br /&gt;
* '''CREATURE''' - The target is a [[Creature|unit]].&lt;br /&gt;
* '''MATERIAL''' - This is a valid target for use in [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] interaction effects, and is used to set the material or flow type of the emission. This information, in turn, is either obtained from an [[Interaction_token#IT_MATERIAL|[IT_MATERIAL]]] token or by using [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]]. Using the latter implies that the precise emission info will be provided when defining [[Interaction_token#Breath_attacks|how an interaction user can use the interaction in question via CDI tokens]], enabling one to create 'template' material emission interactions such as the MATERIAL_EMISSION and MATERIAL_EMISSION_WITH_HIDE interactions included in the vanilla raws.&lt;br /&gt;
* '''LOCATION''' - The target is a [[tile|local map tile]]. If used with [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_CREATURE_OR_LOCATION]]], creatures at the target tile are also valid targets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_LOCATION}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| Location&lt;br /&gt;
| This is often included after [[Interaction_token#I_TARGET|[I_TARGET]]] token to add more detail about the target. Valid values:&lt;br /&gt;
* '''CONTEXT_CREATURE''' - Used with CREATURE to target the whole unit.&lt;br /&gt;
* '''CONTEXT_BP''' - Used with CREATURE to target the body part specified in [[Interaction_token#BP_REQUIRED|[CDI:BP_REQUIRED]]].&lt;br /&gt;
* '''CONTEXT_LOCATION''' - Used with LOCATION to target only a tile.&lt;br /&gt;
* '''CONTEXT_CREATURE_OR_LOCATION''' - Used with LOCATION to allow for targetting of both creatures and tiles.&lt;br /&gt;
* '''CONTEXT_ITEM''' - Used with CORPSE.&lt;br /&gt;
* '''CONTEXT_REGION''' - Can only be used by [[Interaction_token#I_SOURCE|[I_SOURCE:REGION]]] interactions.&lt;br /&gt;
* '''CONTEXT_MATERIAL''' - Used with MATERIAL if you want an [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] to obtain the emission material/flow type from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].&lt;br /&gt;
* '''RANDOM_NEARBY_LOCATION''' - Used with LOCATION. Targets a location from somewhere random within a number of squares from another LOCATION target specified by its target ID. For example, [I_TARGET:B:LOCATION] with [IT_LOCATION:RANDOM_NEARBY_LOCATION:A:5] will randomly select a tile lying somewhere within a radius of 5 tiles from [I_TARGET:A:LOCATION]. A walkable path between the two locations must exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MANUAL_INPUT}}&lt;br /&gt;
| Within I_TARGET&lt;br /&gt;
| text&lt;br /&gt;
| Tells the adventure mode player what they should be selecting. If not specified, the player will only be able to target themselves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_AFFECTED_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction can target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CREATURE}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| CREATURE:CASTE&lt;br /&gt;
| Specifies specific creatures the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_IMMUNE_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature class&lt;br /&gt;
| Specifies creature classes the interaction cannot target.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_REQUIRES}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must have the specified property. Valid values:&lt;br /&gt;
* '''FIT_FOR_ANIMATION''' - Any corpse or body part that can become a zombie (heads, hands, etc.)&lt;br /&gt;
* '''FIT_FOR_RESURRECTION''' - The target corpse's UPPERBODY must be attached.&lt;br /&gt;
* '''HAS_BLOOD'''&lt;br /&gt;
* '''MORTAL'''&lt;br /&gt;
* '''NO_AGING'''&lt;br /&gt;
* '''STERILE'''&lt;br /&gt;
* Creature token: '''BLOODSUCKER, CAN_LEARN, CAN_SPEAK, CRAZED, EXTRAVISION, MISCHIEVOUS''' (or '''MISCHIEVIOUS'''), '''NO_CONNECTIONS_FOR_MOVEMENT, NO_DIZZINESS, NO_DRINK, NO_EAT, NO_FEVERS, NO_PHYS_ATT_GAIN, NO_PHYS_ATT_RUST, NO_SLEEP, NO_THOUGHT_CENTER_FOR_MOVEMENT, NOBREATHE, NOEMOTION, NOEXERT, NOFEAR, NONAUSEA, NOPAIN, NOSTUN, NOT_LIVING, NOTHOUGHT, OPPOSED_TO_LIFE, PARALYZEIMMUNE, SUPERNATURAL, TRANCES, UTTERANCES'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_FORBIDDEN}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| Creature token or property&lt;br /&gt;
| Indicates that the target must not have the specified property. Valid values are the same as for IT_REQUIRES.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_TARGET_IF_ALREADY_AFFECTED}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| &lt;br /&gt;
| Prevents the interaction from targeting a creature that's already under the effect of the same interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_CANNOT_HAVE_SYNDROME_CLASS}}&lt;br /&gt;
| Within I_TARGET:CORPSE or I_TARGET:CREATURE&lt;br /&gt;
| [[Syndrome]] class&lt;br /&gt;
| Prevents the interaction from targeting a creature under the effects of a syndrome having the specified SYN_CLASS value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IT_MATERIAL}}&lt;br /&gt;
| Within I_TARGET:MATERIAL&lt;br /&gt;
| type&lt;br /&gt;
| Specifies the type of material the interaction targets; currently only used for [[Interaction_token#I_EFFECT|MATERIAL_EMISSION]] interaction effects. See [[Interaction_token#Breath_Attacks_Types|Breath Attack Types]]. Valid values:&lt;br /&gt;
* '''FLOW''':Breath attack token - The emission will consist of the specified special flow type.&lt;br /&gt;
* '''MATERIAL''':[[Material token]]:Breath attack token - The emission will consist of the specified material dispersed in the specified manner.&lt;br /&gt;
* '''CONTEXT_MATERIAL''' - Indicates the emission details should be obtained from [[Interaction_token#MATERIAL|[CDI:MATERIAL]]] or [[Interaction_token#FLOW|[CDI:FLOW]]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|I_EFFECT}}&lt;br /&gt;
| Global&lt;br /&gt;
| type&lt;br /&gt;
| Specifies what the interaction does to the targets. Multiple [I_EFFECT]s may be specified in a single interaction, and the same type may be used more than once. Valid values:&lt;br /&gt;
&lt;br /&gt;
* '''ADD_SYNDROME''' - Adds one or more syndromes to a valid creature target.  You must specify the syndrome details just below this interaction effect using the &amp;lt;code&amp;gt;[[Syndrome#SYNDROME|[SYNDROME]]]&amp;lt;/code&amp;gt; tag followed by the relevant syndrome tokens. See [[syndrome#The anatomy of a syndrome|here]] for more information.&lt;br /&gt;
&lt;br /&gt;
* '''ANIMATE''' - Raises the target corpse/bodypart as an [[undead]] unit. The zombie will always be hostile to life and will retain no information about its original personality/loyalties. Syndromes can also be specified within this tag. If a regional interaction contains this effect, affected regions will have undead wildlife.&lt;br /&gt;
&lt;br /&gt;
* '''RESURRECT''' - Takes a target corpse and returns the creature to life.  This can be used on parts that are not FIT_FOR_RESURRECTION, but only the main part (with an UPPERBODY attached) will remain loyal to its original faction.  Syndromes can also be specified within this tag.&lt;br /&gt;
&lt;br /&gt;
* '''CLEAN''' - Removes [[Contaminant|contaminants]] from a valid creature target. See {{token|IE_GRIME_LEVEL|in}}  and {{token|IE_SYNDROME_TAG|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''CONTACT''' - Causes the creatures to touch.&lt;br /&gt;
&lt;br /&gt;
* '''MATERIAL_EMISSION''' - Causes a particular material to be emitted. Used by [[evil weather]] and the MATERIAL_EMISSION interaction.&lt;br /&gt;
&lt;br /&gt;
* '''HIDE''' - Allows the creature to [[Ambusher|hide]] even if another creature can see it.&lt;br /&gt;
&lt;br /&gt;
* '''CREATE_ITEM''' - Creates an item as described by {{token|IE_ITEM|in}} and {{token|IE_ITEM_QUALITY|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''CHANGE_ITEM_QUALITY''' - Alters an item's quality level as indicated by either {{token|IE_CHANGE_QUALITY|in}} or {{token|IE_SET_QUALITY|in}}. When targeting a unit, all items equipped by that unit will be affected.&lt;br /&gt;
&lt;br /&gt;
* '''SUMMON_UNIT''' - Creates a new unit at the target. The type of unit can either be specified using the {{token|CREATURE|in}} token, or made to be randomly selected as indicated by a variety of flag-based tokens: {{token|IE_CREATURE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_FLAG|in}}, {{token|IE_CREATURE_CASTE_FLAG|in}}, {{token|IE_FORBIDDEN_CREATURE_CASTE_FLAG|in}}, {{token|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED|in}} and/or {{token|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED|in}}. See also {{token|IE_TIME_RANGE|in}} and {{token|IE_MAKE_PET_IF_POSSIBLE|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''PROPEL_UNIT''' - Applies a force specified using {{token|IE_PROPEL_FORCE|in}} to a unit to knock it back.&lt;br /&gt;
&lt;br /&gt;
* '''CHANGE_WEATHER''' - Changes the weather as specified by {{token|IE_ADD_WEATHER|in}} and/or {{token|IE_REMOVE_WEATHER|in}}.&lt;br /&gt;
&lt;br /&gt;
* '''RAISE_GHOST''' - Present in version 0.47.01 and accepted as a valid I_EFFECT token, but does not have an effect currently.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ARENA_NAME}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| text&lt;br /&gt;
| Allows the interaction effect to be applied directly to newly spawned creatures in [[object testing arena|arena mode]]. The specified name is used to represent it within the creature creation [[Object_testing_arena#Effects|effects list]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TARGET}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which [[Interaction_token#I_TARGET|I_TARGET]] a particular interaction effect will be applied to. For example, in an interaction with the token [I_TARGET:B:CREATURE], 'B' is the ID used to indicate this target option. [I_EFFECT:ADD_SYNDROME] followed by [IE_TARGET:B] would therefore apply the syndrome to this target. Certain types of interaction effects require multiple IE_TARGET tokens in a specific order to function properly. A few effects do not require a target at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_INTERMITTENT}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Frequency&lt;br /&gt;
| Only appears to work with [I_SOURCE:REGION] interactions. Indicates that the effect happens intermittently and specifies roughly how often. Regional interactions aren't able to use effects which lack this token. Valid values:&lt;br /&gt;
* '''WEEKLY'''&lt;br /&gt;
&lt;br /&gt;
Note: DAILY, MONTHLY and YEARLY also exist in the string dump but don't appear to work at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_IMMEDIATE}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
|&lt;br /&gt;
| Indicates that the effect happens immediately.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_LOCATION}}&lt;br /&gt;
| Within I_EFFECT&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Prevents the interaction effect from manifesting unless the target is in a location which meets the specified criteria. &lt;br /&gt;
Valid values:&lt;br /&gt;
* '''IN_WATER'''&lt;br /&gt;
* '''IN_MAGMA'''&lt;br /&gt;
* '''NO_WATER'''&lt;br /&gt;
* '''NO_MAGMA'''&lt;br /&gt;
* '''NO_THICK_FOG'''&lt;br /&gt;
* '''OUTSIDE'''&lt;br /&gt;
A [[Water#Depth|depth]] of 1/7 is sufficient for IN_WATER and IN_MAGMA.&lt;br /&gt;
&lt;br /&gt;
Note: NO_THICK_FOG and OUTSIDE are accepted as valid location hints when specified with IE_LOCATION, but don't appear to work. It's possible that they're currently only implemented for use with &amp;lt;code&amp;gt;[[Interaction_token#LOCATION_HINT|[CDI:LOCATION_HINT]]]&amp;lt;/code&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ADD_WEATHER}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_WEATHER&lt;br /&gt;
| type&lt;br /&gt;
| Indicates what type of weather is added. Valid values:&lt;br /&gt;
* '''FOG_MIST'''&lt;br /&gt;
* '''FOG_NORMAL'''&lt;br /&gt;
* '''FOG_THICK'''&lt;br /&gt;
* '''FRONT_WARM'''&lt;br /&gt;
* '''FRONT_COLD'''&lt;br /&gt;
* '''FRONT_OCCLUDED'''&lt;br /&gt;
* '''STRATUS_ALTO'''&lt;br /&gt;
* '''STRATUS_PROPER'''&lt;br /&gt;
* '''STRATUS_NIMBUS'''&lt;br /&gt;
* '''CUMULUS_MED'''&lt;br /&gt;
* '''CUMULUS_MULTI'''&lt;br /&gt;
* '''CUMULUS_NIMBUS'''&lt;br /&gt;
* '''CIRRUS'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_REMOVE_WEATHER}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_WEATHER&lt;br /&gt;
| type&lt;br /&gt;
| Indicates what type of weather is removed. See [[Interaction_token#IE_ADD_WEATHER|above]] for a list of valid weather types.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_GRIME_LEVEL}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| amount?&lt;br /&gt;
| [IE_GRIME_LEVEL:2] appears in the default cleaning interaction, and may indicate amount of grime cleaned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SYNDROME_TAG}}&lt;br /&gt;
| Within I_EFFECT:CLEAN&lt;br /&gt;
| syndrome trigger flag&lt;br /&gt;
| When a creature cleans off a [[contaminant]] which is associated with a [[syndrome]], the syndrome will be contracted if it has a matching [[Syndrome#The_anatomy_of_a_syndrome|trigger flag]]. This is what enables [[cat]]s to become slightly inebriated when licking off [[alcohol]]. '''SYN_INGESTED''' appears to be the only syndrome trigger flag that works in this context.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_PROPEL_FORCE}}&lt;br /&gt;
| Within I_EFFECT:PROPEL_UNIT&lt;br /&gt;
| amount&lt;br /&gt;
| Indicates the amount of force that the target will be propelled with.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ITEM}}&lt;br /&gt;
| Within I_EFFECT:CREATE_ITEM&lt;br /&gt;
| &amp;lt;probability&amp;gt;:&amp;lt;quantity&amp;gt;:[[item token]]:[[material token]]&lt;br /&gt;
| Defines what item will be created.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ITEM_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CREATE_ITEM&lt;br /&gt;
| &amp;lt;[[Item_quality|quality]]&amp;gt; OR &amp;lt;minimum [[Item_quality|quality]]&amp;gt;:&amp;lt;maximum [[Item_quality|quality]]&amp;gt;&lt;br /&gt;
| Defines what [[Item quality|quality]] the created item shall have. Can either be specified in the form of a single, fixed quality (it seems that ARTIFACT can only be used in this manner), or a minimum and maximum level (in which case the quality is selected randomly). Valid values (numerals only except for ARTIFACT):&lt;br /&gt;
* '''0''' = ordinary&lt;br /&gt;
* '''1''' = well-crafted&lt;br /&gt;
* '''2''' = finely crafted&lt;br /&gt;
* '''3''' = superior quality&lt;br /&gt;
* '''4''' = exceptional&lt;br /&gt;
* '''5''' = masterwork&lt;br /&gt;
* '''ARTIFACT'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_SET_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_ITEM_QUALITY&lt;br /&gt;
| [[Interaction_token#IE_ITEM_QUALITY|quality level]]&lt;br /&gt;
| Defines a fixed [[Item_quality|quality]] level which the affected item(s) will be set to (decreasing or increasing in quality as necessary). See [[Interaction_token#IE_ITEM_QUALITY|above]] for a list of valid quality levels (but note that ARTIFACT cannot be used in this effect).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CHANGE_QUALITY}}&lt;br /&gt;
| Within I_EFFECT:CHANGE_ITEM_QUALITY&lt;br /&gt;
| amount&lt;br /&gt;
| Determines how much the [[Item_quality|quality]] of the item(s) will be changed. For instance, improving a well-crafted -item- ([[Interaction_token#IE_ITEM_QUALITY|quality level]] 1) by 2 will turn it into a superior-quality *item* (quality level 3). A negative value can be used to decrease quality. Quality cannot be increased beyond level 5 (masterwork) or decreased below level 0 (ordinary).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;creature token&amp;gt;:&amp;lt;caste token&amp;gt;&lt;br /&gt;
| Indicates which specific creature will be created when using this interaction. ANY can be used in place of a specific caste token. Only one [CREATURE] may currently be specified per interaction effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CREATURE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_FORBIDDEN_CREATURE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] will be excluded from the selection. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_CREATURE_CASTE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which lack any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_FORBIDDEN_CREATURE_CASTE_FLAG}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. This token may be used multiple times per interaction effect; creatures which possess any of the indicated flags will never be summoned.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_HAVE_FAST_EFFORTLESS_GAIT_SPEED}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_ALL_SLOW_EFFORTLESS_GAIT_SPEED}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&lt;br /&gt;
| When this token is added to a random creature summoning effect, it excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_TIME_RANGE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
| &amp;lt;minimum [[Time|ticks]]&amp;gt;:&amp;lt;maximum [[Time|ticks]]&amp;gt;&lt;br /&gt;
| The summoned unit vanishes in a puff of smoke once a certain amount of time has elapsed. The time limit is a randomly selected number of ticks within the specified minimum-maximum time range. The unit will persist indefinitely if this token is omitted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IE_MAKE_PET_IF_POSSIBLE}}&lt;br /&gt;
| Within I_EFFECT:SUMMON_UNIT&lt;br /&gt;
|&lt;br /&gt;
| Makes the summoned unit behave as a pet of the unit who performed the summoning interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Global&lt;br /&gt;
| &lt;br /&gt;
| Indicates that this is a generated interaction. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
To enable a particular type of creature to use an interaction directly, the [[creature token]] &amp;lt;code&amp;gt;[[Creature_token#CAN_DO_INTERACTION|[CAN_DO_INTERACTION:&amp;lt;interaction name&amp;gt;]]]&amp;lt;/code&amp;gt; should be added to its creature raws (replacing '&amp;lt;interaction name&amp;gt;' with the ID of the desired interaction; for an interaction called &amp;lt;code&amp;gt;[INTERACTION:CLEANING]&amp;lt;/code&amp;gt; in the raws, the ID would be &amp;quot;CLEANING&amp;quot;), followed by a series of [CDI:...] tokens as detailed below.&lt;br /&gt;
&lt;br /&gt;
Interactions can also be granted to individual creatures via [[syndrome]]s using the syndrome effect token &amp;lt;code&amp;gt;[[Syndrome#CE_CAN_DO_INTERACTION|[CE_CAN_DO_INTERACTION]]]&amp;lt;/code&amp;gt; followed by &amp;lt;code&amp;gt;[[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]]&amp;lt;/code&amp;gt; and additional CDI tokens as required.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid CDI tokens. Precede them with &amp;quot;CDI:&amp;quot; in the style of &amp;lt;code&amp;gt;[CDI:ADV_NAME:Clean]&amp;lt;/code&amp;gt;, for example.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#C0C0C0&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTERACTION}}&lt;br /&gt;
| ID&lt;br /&gt;
| Specifies which interaction can be performed. This is only needed following [[Syndrome#Special_Effects|CE_CAN_DO_INTERACTION]]; there's no need to include this after [[Creature_token#CAN_DO_INTERACTION|CAN_DO_INTERACTION]] as the latter allows you to specify the interaction directly (as explained [[Interaction_token#Usage|above]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADV_NAME}}&lt;br /&gt;
| text&lt;br /&gt;
| Specifies the name of the interaction as it will appear on the [[Adventurer_mode|adventure mode]] 'powers/abilities' menu.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET}}&lt;br /&gt;
| target ID, target types&lt;br /&gt;
| Specifies how the creature chooses what to target. Target ID refers to an I_TARGET defined in the interaction itself. Multiple target types can be specified. If no target is specified, creature will target any available target within range, even through walls.  Valid target types:&lt;br /&gt;
* '''LINE_OF_SIGHT''' - the source needs to be able to see the target&lt;br /&gt;
* '''TOUCHABLE''' - the source needs to be able to touch the target&lt;br /&gt;
* '''DISTURBER_ONLY''' - the target must be whoever disturbed the source (this is currently only relevant to [[mummy|mummies]], allowing them to curse solely the unit who disturbed their [[tomb|resting place]])&lt;br /&gt;
* '''SELF_ALLOWED''' - the target can be the source&lt;br /&gt;
* '''SELF_ONLY''' - the target '''must''' be the source&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_RANGE}}&lt;br /&gt;
| target ID, range&lt;br /&gt;
| Determines the maximum distance from the interaction user (in [[tile]]s) at which something can be considered a valid target. For [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], [[Interaction_token#SHARP_ROCK|SHARP_ROCK]], [[Interaction_token#LIQUID_GLOB|LIQUID_GLOB]] and [[Interaction_token#FIREBALL|FIREBALL]] breath attacks, also determines how far the projectiles can fly before falling to the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_TARGET_NUMBER}}&lt;br /&gt;
| ID, number&lt;br /&gt;
| Specifies the maximum number of things that can be selected for a particular I_TARGET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCATION_HINT}}&lt;br /&gt;
| Location Hint&lt;br /&gt;
| Prevents CPU-controlled creatures from using the interaction unless they are in a location which meets the specified criteria. See [[Interaction_token#IE_LOCATION|above]] for a list of valid location hint values.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USAGE_HINT}}&lt;br /&gt;
| Usage hint token&lt;br /&gt;
| Indicates when and how CPU-controlled creatures will use the interaction. If no hint is specified in fortress mode, the interaction will be performed at the every opportunity in combat. Multiple usage hints may be specified. Valid values:&lt;br /&gt;
* '''GREETING''' - Creatures will target 'friendly' creatures, usually at random.&lt;br /&gt;
* '''ATTACK''' - Targets enemy creatures in combat.  If the interaction specifies SELF_ONLY, CPU-controlled creatures will never use it.&lt;br /&gt;
* '''DEFEND''' - Used in combat. Creature will target itself.&lt;br /&gt;
* '''FLEEING''' - Used when fleeing an enemy.  Creature will target itself.&lt;br /&gt;
* '''CLEAN_SELF''' - Creature targets itself when its body is covered with [[contaminant]]s.&lt;br /&gt;
* '''CLEAN_FRIEND''' - As above, but targets other friendly units instead.&lt;br /&gt;
* '''NEGATIVE_SOCIAL_RESPONSE''' - Used when a creature is expressing contempt (for example, to a murderer). This is used in the default spitting interaction, for example.&lt;br /&gt;
* '''TORMENT''' - This is also used in the default spitting interaction, and is presumably used in a similar context.&lt;br /&gt;
* '''MINOR_BLESSING''' - Used in divination dice blessings. Targets the roller.&lt;br /&gt;
* '''MEDIUM_BLESSING''' - Used in divination dice blessings. Targets the roller.&lt;br /&gt;
* '''MINOR_CURSE''' - Used in divination dice curses. Targets the roller.&lt;br /&gt;
* '''MEDIUM_CURSE''' - Used in divination dice curses. Targets the roller.&lt;br /&gt;
* '''MAJOR_CURSE''' - Used in disturbance and deity curses.  Targets the tomb disturber/temple defiler.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAIT_PERIOD}}&lt;br /&gt;
| number&lt;br /&gt;
| The creature must wait the specified number of [[time|ticks]] before being able to use the interaction again. The delay defaults to 20 ticks if this is omitted. Setting it to 0 removes the delay altogether.&lt;br /&gt;
Note: A WAIT_PERIOD of 10 is 10 ticks long in [[fortress mode]], but only 1 tick long in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREE_ACTION}}&lt;br /&gt;
|&lt;br /&gt;
| Indicates that performing the interaction doesn't take any time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REQUIRED}}&lt;br /&gt;
| Body part criteria&lt;br /&gt;
| Indicates that a particular body part must be present in order to perform the interaction. Criteria are '''BY_CATEGORY:'''[[Body_token#CATEGORY|category]], '''BY_TYPE:'''type (GRASP, for example),  or '''BY_TOKEN:'''[[Body_token#BP|token]] (uses the body part ID). See [[Body_token|body token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL}}&lt;br /&gt;
| &lt;br /&gt;
| Only creatures that [[Creature_token#CAN_SPEAK|can speak]] will be able to use the interaction.  Might also be needed for VERBAL_SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERBAL_SPEECH}}&lt;br /&gt;
| text object&lt;br /&gt;
| Specifies what the creature says when they perform the interaction. Text objects are defined in text_* raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_MUTUAL}}&lt;br /&gt;
| &lt;br /&gt;
| Presumably allows two creatures with the same interaction to use it on each other simultaneously, for example, cats cleaning each other.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB}}&lt;br /&gt;
| self:other:mutual&lt;br /&gt;
| When a creature uses the interaction, a combat report message will be displayed in the form:&lt;br /&gt;
&lt;br /&gt;
[interaction user(s)] [VERB text] [target creature (if applicable)]&lt;br /&gt;
&lt;br /&gt;
The 'self' text is presented when describing the interaction in the second person (that is, when the interaction is carried out by the player character in [[adventure mode]]), the 'other' text is presented when describing it in the third person, and the 'mutual' text is presented when the interaction is carried out in a [[Interaction_token#CAN_BE_MUTUAL|mutual]] fashion.&lt;br /&gt;
&lt;br /&gt;
[CDI:VERB:lick:licks:lick each other]&lt;br /&gt;
&lt;br /&gt;
[CDI:VERB:gesture:gestures:NA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERB_REVERSE}}&lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TARGET_VERB}}&lt;br /&gt;
| self:other&lt;br /&gt;
| When a creature uses the interaction, a message will display, describing the target as doing this.&lt;br /&gt;
[CDI:TARGET_VERB:shudder and begin to move:shudders and begins to move]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLOW}}&lt;br /&gt;
| [[#Breath Attack Types|Breath attack token]]&lt;br /&gt;
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit a special flow type. Valid values:&lt;br /&gt;
* '''[[Interaction_token#FIREBALL|FIREBALL]]'''&lt;br /&gt;
* '''[[Interaction_token#FIREJET|FIREJET]]'''&lt;br /&gt;
* '''[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| [[Material token]]:[[Interaction_token#Breath_Attack_Types|Breath attack token]]&lt;br /&gt;
| Can be used with interactions that have [[Interaction_token#I_EFFECT|[I_EFFECT:MATERIAL_EMISSION]]] and [[Interaction_token#IT_LOCATION|[IT_LOCATION:CONTEXT_MATERIAL]]] (or [[Interaction_token#IT_MATERIAL|[IT_MATERIAL:CONTEXT_MATERIAL]]]) to make the interaction emit the specified material in the manner described by the [[Interaction_token#Breath_Attack_Types|breath attack token]] used.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Breath attacks==&lt;br /&gt;
Breath attacks are controlled by the MATERIAL_EMISSION interaction, like so:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:MATERIAL_EMISSION]&lt;br /&gt;
  		[CDI:ADV_NAME:Breath custom material]&lt;br /&gt;
  		[CDI:USAGE_HINT:ATTACK]&lt;br /&gt;
  		[CDI:BP_REQUIRED:BY_CATEGORY:MOUTH]&lt;br /&gt;
  		[CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
  		[CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
  		[CDI:TARGET_RANGE:C:15]&lt;br /&gt;
  		[CDI:MAX_TARGET_NUMBER:C:1]&lt;br /&gt;
  		[CDI:WAIT_PERIOD:50]&lt;br /&gt;
&lt;br /&gt;
The most important part is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:MATERIAL:LOCAL_CREATURE_MAT:CUSTOMMATERIAL:TRAILING_VAPOR_FLOW]&lt;br /&gt;
&lt;br /&gt;
The CDI refers to CAN_DO_INTERACTION; the MATERIAL states that this line shows what the material is. LOCAL_CREATURE_MAT:CUSTOMMATERIAL is your material, and TRAILING_VAPOR_FLOW refers to the breath attack type. Other types are seen below. Also important is this line:&lt;br /&gt;
&lt;br /&gt;
  [CDI:TARGET:C:LINE_OF_SIGHT]&lt;br /&gt;
&lt;br /&gt;
LINE_OF_SIGHT refers to where the target C may be; others include SELF_ALLOWED (presumably like LINE_OF_SIGHT, but with the creature allowed to target itself), SELF_ONLY (preferable for undirected attacks and TOUCHABLE (for up-close attacks, as trailing flows tend to be).&lt;br /&gt;
&lt;br /&gt;
===Breath Attack Types===&lt;br /&gt;
&lt;br /&gt;
    '''[CDI:MATERIAL:&amp;lt;[[material token]]&amp;gt;:&amp;lt;material emission type&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
Is used to emit a specific material in a specific manner. A list of valid emission types can be found below.&lt;br /&gt;
&lt;br /&gt;
Examples:&lt;br /&gt;
&lt;br /&gt;
    [CDI:MATERIAL:INORGANIC:GABBRO:[[Interaction_token#SHARP_ROCK|SHARP_ROCK]]]&lt;br /&gt;
shoots a sharp [[gabbro]] rock&lt;br /&gt;
    [CDI:MATERIAL:PLANT_MAT:GRASS_CAVE_WHEAT:MILL:[[Interaction_token#UNDIRECTED_DUST|UNDIRECTED_DUST]]]&lt;br /&gt;
releases a cloud of [[Cave wheat|dwarven wheat flour]]&lt;br /&gt;
    [CDI:MATERIAL:CREATURE_MAT:DWARF:TEARS:[[Interaction_token#SPATTER_LIQUID|SPATTER_LIQUID]]]&lt;br /&gt;
creates a pool of [[dwarf|dwarven]] tears&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
    '''[CDI:FLOW:&amp;lt;flow emission type&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
Is used to emit one of the special hardcoded flow types ([[Interaction_token#FIREBALL|FIREBALL]], [[Interaction_token#FIREJET|FIREJET]]  or [[Interaction_token#DRAGONFIRE|DRAGONFIRE]]).&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
    [CDI:FLOW:[[Interaction_token#DRAGONFIRE|DRAGONFIRE]]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Usage Type&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_DUST_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of solid dust at the target. Appears to use [[cave-in]] dust physics, as the dust cloud will fling around anything it comes in contact with (including the creature who emitted it), making it capable of smashing creatures into the ground and flinging them over walls. Creatures caught in the dust cloud will be [[contaminant|covered]] with dust; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_VAPOR_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of liquid mist at the target. Creatures caught in the vapor will be [[contaminant|covered]] with the condensed liquid; this will trigger any associated [[Syndrome#SYN_CONTACT|contact syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_GAS_FLOW}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a trail of gaseous substance at the target. This can be inhaled, triggering any associated [[Syndrome#SYN_INHALED|inhalation syndromes]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAILING_ITEM_FLOW}}:[[item token]]&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  Note that this does ''not'' create the actual items or use falling item mechanics (meaning no flying daggers or Touhou-style barrages, unfortunately).  Instead, this token acts as [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], except that the material will use its ''normal'' temperature - for example, a breath attack of steel anvils will envelop the target in a &amp;quot;burst of steel&amp;quot;.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_DUST}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of solid dust which spreads and dissipates. Similar to [[Interaction_token#TRAILING_DUST_FLOW|TRAILING_DUST_FLOW]], but undirected, thus affecting a larger area but losing the distance - range is roughly the same as that of a cave-in. Creature will attack as normal. &amp;lt;s&amp;gt;DO NOT USE THIS TAG UNLESS YOU WANT TO KILL THE CREATURE AND EVERYTHING NEAR IT AND SEND PEOPLE FLYING.&amp;lt;/s&amp;gt; You know you want to.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_VAPOR}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of liquid mist which spreads and dissipates. Similar to [[Interaction_token#TRAILING_VAPOR_FLOW|TRAILING_VAPOR_FLOW]], but undirected, thus affecting a larger area but losing the distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_GAS}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a cloud of gaseous material which spreads and dissipates. Similar to [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], but undirected, thus affecting a larger area but losing the distance.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDIRECTED_ITEM_CLOUD}}:[[item token]]&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| The creature releases a &amp;quot;cloud&amp;quot; of items at the target, leaving piles of this item on the floor.  The same comments apply as [[Interaction_token#TRAILING_ITEM_FLOW|TRAILING_ITEM_FLOW]].&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_DUST}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of creeping dust. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_VAPOR}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of creeping vapor. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_CREEPING_GAS}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a cloud of gas that appears at the edge of the map and slowly creeps across the map. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEATHER_FALLING_MATERIAL}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Causes it to start raining a particular material. If the material is solid at the outdoor temperatures, it will snow the material instead. Can transfer [[Syndrome#SYN_CONTACT|contact syndromes]]. Regardless of the nature of the material, being caught in it will give dwarves the negative [[thought]] of being 'caught in freakish weather lately'. Not usable by creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLID_GLOB}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a [[Item_token#GLOB|solid glob]] of spinning substance at the target, leaving a symbol similar to broken arrows, if it misses. Essentially a projectile weapon. If the [[Interaction_token#WAIT_PERIOD|cooldown rate]] is short enough, some creatures with this breath attack will not move, preferring instead to hold position and shoot globs at their enemies, even when they are right next to them.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHARP_ROCK}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Just like [[Interaction_token#SOLID_GLOB|SOLID_GLOB]], but more harmful, as it shoots a sharpened [[Item_token#ROCK|solid chunk]] of material instead.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIQUID_GLOB}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Shoots a [[Item_token#LIQUID_MISC|liquid glob]] of substance at the target.  [[Syndrome#SYN_CONTACT|Contact syndromes]] will take effect if the glob hits the target's exposed skin.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPATTER_POWDER}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a [[contaminant|pile of powder]] at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPATTER_LIQUID}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Creates a [[contaminant|pool of liquid]] at the specified location.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEB_SPRAY}}&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| Emits a burst of [[web]]s that entangle target creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRAGONFIRE}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a wide cone of [[dragon]] [[fire]] that burns target creatures at a scorching {{ct|50000}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREJET}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a narrow cone of [[fire]] that burns target creatures at {{ct|11000}}.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREBALL}}&lt;br /&gt;
| FLOW&lt;br /&gt;
| Emits a fireball that burns the target creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keep in mind that you can give a creature multiple breath attacks, which appears to make the creature choose between them at random.  Creatures cannot use the WEATHER effects, these being reserved for regional interactions.&lt;br /&gt;
&lt;br /&gt;
One major difference between GAS, VAPOR, and DUST is that if the material cannot exist in the specified state at the current temperature, it will automatically be created at a temperature allowing it to exist.  So if you create a vapor spray that uses rock or metal as a material, that spray will be created at the material's melting point, setting everything it touches on fire.  You can also create a freezing spray by using a custom material that has extremely low melting and/or boiling points.&lt;br /&gt;
&lt;br /&gt;
If you give a creature a material breath attack, be aware that it will be caught in the attack more frequently than its targets.  Make sure to make your creatures immune to their own breath weapons!&lt;br /&gt;
&lt;br /&gt;
==Creature and Caste Flags==&lt;br /&gt;
&lt;br /&gt;
Certain interaction and syndrome effects (currently limited to [[Interaction_token#I_EFFECT|[IE_SUMMON_UNIT]]] and [[Syndrome#CE_BODY_TRANSFORMATION|[CE_BODY_TRANSFORMATION]]]) permit modders to specify the required/forbidden creature and caste flags of the desired creature(s). These are a collection of internal flags which are derived from [[Creature_token|creature tokens]] but are not necessarily identical to them. The following lists contain creature and caste flag names as provided by Toady One in a FotF reply [http://www.bay12forums.com/smf//index.php?topic=169696.msg8099138#msg8099138] (valid as of 0.47.04).&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Creature Flags|&lt;br /&gt;
ALL_CASTES_ALIVE&lt;br /&gt;
ARTIFICIAL_HIVEABLE&lt;br /&gt;
BIOME_DESERT_BADLAND&lt;br /&gt;
BIOME_DESERT_ROCK&lt;br /&gt;
BIOME_DESERT_SAND&lt;br /&gt;
BIOME_FOREST_TAIGA&lt;br /&gt;
BIOME_FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
BIOME_FOREST_TEMPERATE_CONIFER&lt;br /&gt;
BIOME_FOREST_TROPICAL_CONIFER&lt;br /&gt;
BIOME_FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
BIOME_FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
BIOME_GLACIER&lt;br /&gt;
BIOME_GRASSLAND_TEMPERATE&lt;br /&gt;
BIOME_GRASSLAND_TROPICAL&lt;br /&gt;
BIOME_LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_LAKE_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_MARSH_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_MOUNTAIN&lt;br /&gt;
BIOME_OCEAN_ARCTIC&lt;br /&gt;
BIOME_OCEAN_TEMPERATE&lt;br /&gt;
BIOME_OCEAN_TROPICAL&lt;br /&gt;
BIOME_POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_POOL_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_POOL_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_RIVER_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_SAVANNA_TEMPERATE&lt;br /&gt;
BIOME_SAVANNA_TROPICAL&lt;br /&gt;
BIOME_SHRUBLAND_TEMPERATE&lt;br /&gt;
BIOME_SHRUBLAND_TROPICAL&lt;br /&gt;
BIOME_SUBTERRANEAN_CHASM&lt;br /&gt;
BIOME_SUBTERRANEAN_LAVA&lt;br /&gt;
BIOME_SUBTERRANEAN_WATER&lt;br /&gt;
BIOME_SWAMP_MANGROVE&lt;br /&gt;
BIOME_SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
BIOME_SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
BIOME_SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
BIOME_SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
BIOME_TUNDRA&lt;br /&gt;
DOES_NOT_EXIST&lt;br /&gt;
EQUIPMENT&lt;br /&gt;
EQUIPMENT_WAGON&lt;br /&gt;
EVIL&lt;br /&gt;
FANCIFUL&lt;br /&gt;
GENERATED&lt;br /&gt;
GOOD&lt;br /&gt;
HAS_ANY_BENIGN&lt;br /&gt;
HAS_ANY_CANNOT_BREATHE_AIR&lt;br /&gt;
HAS_ANY_CANNOT_BREATHE_WATER&lt;br /&gt;
HAS_ANY_CAN_SWIM&lt;br /&gt;
HAS_ANY_CARNIVORE&lt;br /&gt;
HAS_ANY_COMMON_DOMESTIC&lt;br /&gt;
HAS_ANY_CURIOUS_BEAST&lt;br /&gt;
HAS_ANY_DEMON&lt;br /&gt;
HAS_ANY_FEATURE_BEAST&lt;br /&gt;
HAS_ANY_FLIER&lt;br /&gt;
HAS_ANY_FLY_RACE_GAIT&lt;br /&gt;
HAS_ANY_GRASP&lt;br /&gt;
HAS_ANY_GRAZER&lt;br /&gt;
HAS_ANY_HAS_BLOOD&lt;br /&gt;
HAS_ANY_IMMOBILE&lt;br /&gt;
HAS_ANY_INTELLIGENT_LEARNS&lt;br /&gt;
HAS_ANY_INTELLIGENT_SPEAKS&lt;br /&gt;
HAS_ANY_LARGE_PREDATOR&lt;br /&gt;
HAS_ANY_LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
HAS_ANY_LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
HAS_ANY_MEGABEAST&lt;br /&gt;
HAS_ANY_MISCHIEVIOUS&lt;br /&gt;
HAS_ANY_NATURAL_ANIMAL&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_EXPERIMENTER&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_HUNTER&lt;br /&gt;
HAS_ANY_NIGHT_CREATURE_NIGHTMARE&lt;br /&gt;
HAS_ANY_NOT_FIREIMMUNE&lt;br /&gt;
HAS_ANY_NOT_FLIER&lt;br /&gt;
HAS_ANY_NOT_LIVING&lt;br /&gt;
HAS_ANY_OUTSIDER_CONTROLLABLE&lt;br /&gt;
HAS_ANY_POWER&lt;br /&gt;
HAS_ANY_RACE_GAIT&lt;br /&gt;
HAS_ANY_SEMIMEGABEAST&lt;br /&gt;
HAS_ANY_SLOW_LEARNER&lt;br /&gt;
HAS_ANY_SUPERNATURAL&lt;br /&gt;
HAS_ANY_TITAN&lt;br /&gt;
HAS_ANY_UNIQUE_DEMON&lt;br /&gt;
HAS_ANY_UTTERANCES&lt;br /&gt;
HAS_ANY_VERMIN_HATEABLE&lt;br /&gt;
HAS_ANY_VERMIN_MICRO&lt;br /&gt;
HAS_FEMALE&lt;br /&gt;
HAS_MALE&lt;br /&gt;
LARGE_ROAMING&lt;br /&gt;
LOOSE_CLUSTERS&lt;br /&gt;
MATES_TO_BREED&lt;br /&gt;
MUNDANE&lt;br /&gt;
OCCURS_AS_ENTITY_RACE&lt;br /&gt;
SAVAGE&lt;br /&gt;
SMALL_RACE - applies to any vermin creature&lt;br /&gt;
TWO_GENDERS&lt;br /&gt;
UBIQUITOUS&lt;br /&gt;
VERMIN_EATER&lt;br /&gt;
VERMIN_FISH&lt;br /&gt;
VERMIN_GROUNDER&lt;br /&gt;
VERMIN_ROTTER&lt;br /&gt;
VERMIN_SOIL&lt;br /&gt;
VERMIN_SOIL_COLONY&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata|title=Caste Flags|&lt;br /&gt;
ADOPTS_OWNER&lt;br /&gt;
ALCOHOL_DEPENDENT&lt;br /&gt;
ALL_ACTIVE&lt;br /&gt;
AMBUSHPREDATOR&lt;br /&gt;
AQUATIC_UNDERSWIM&lt;br /&gt;
ARENA_RESTRICTED&lt;br /&gt;
AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
BENIGN&lt;br /&gt;
BLOODSUCKER&lt;br /&gt;
BONECARN&lt;br /&gt;
CANNOT_BREATHE_AIR&lt;br /&gt;
CANNOT_CLIMB&lt;br /&gt;
CANNOT_JUMP&lt;br /&gt;
CANOPENDOORS&lt;br /&gt;
CAN_BREATHE_WATER&lt;br /&gt;
CAN_LEARN / INTELLIGENT_LEARNS&lt;br /&gt;
CAN_SPEAK / INTELLIGENT_SPEAKS&lt;br /&gt;
CAN_SWIM&lt;br /&gt;
CAN_SWIM_INNATE&lt;br /&gt;
CARNIVORE&lt;br /&gt;
CAVE_ADAPT&lt;br /&gt;
COLONY_EXTERNAL&lt;br /&gt;
COMMON_DOMESTIC&lt;br /&gt;
CONVERTED_SPOUSE&lt;br /&gt;
COOKABLE_LIVE&lt;br /&gt;
CRAZED&lt;br /&gt;
CREPUSCULAR&lt;br /&gt;
CURIOUS_BEAST&lt;br /&gt;
CURIOUS_BEAST_EATER&lt;br /&gt;
CURIOUS_BEAST_GUZZLER&lt;br /&gt;
CURIOUS_BEAST_ITEM&lt;br /&gt;
DEMON&lt;br /&gt;
DIE_WHEN_VERMIN_BITE&lt;br /&gt;
DIURNAL&lt;br /&gt;
DIVE_HUNTS_VERMIN&lt;br /&gt;
EQUIPS&lt;br /&gt;
EXTRAVISION&lt;br /&gt;
FEATURE_ATTACK_GROUP&lt;br /&gt;
FEATURE_BEAST&lt;br /&gt;
FIREIMMUNE&lt;br /&gt;
FIREIMMUNE_SUPER&lt;br /&gt;
FISHITEM&lt;br /&gt;
FLEEQUICK&lt;br /&gt;
FLIER&lt;br /&gt;
GELDABLE&lt;br /&gt;
GETS_INFECTIONS_FROM_ROT&lt;br /&gt;
GETS_WOUND_INFECTIONS&lt;br /&gt;
GNAWER&lt;br /&gt;
GRAZER&lt;br /&gt;
HASSHELL&lt;br /&gt;
HAS_BABYSTATE&lt;br /&gt;
HAS_BLOOD&lt;br /&gt;
HAS_CHILDSTATE&lt;br /&gt;
HAS_COLOR&lt;br /&gt;
HAS_FLY_RACE_GAIT&lt;br /&gt;
HAS_GLOW_COLOR&lt;br /&gt;
HAS_GLOW_TILE&lt;br /&gt;
HAS_GRASP&lt;br /&gt;
HAS_NERVES&lt;br /&gt;
HAS_PUS&lt;br /&gt;
HAS_RACE_GAIT&lt;br /&gt;
HAS_ROTTABLE&lt;br /&gt;
HAS_SECRETION&lt;br /&gt;
HAS_SOLDIER_TILE&lt;br /&gt;
HAS_SOUND_ALERT&lt;br /&gt;
HAS_SOUND_PEACEFUL_INTERMITTENT&lt;br /&gt;
HAS_TILE&lt;br /&gt;
HUNTS_VERMIN&lt;br /&gt;
IMMOBILE&lt;br /&gt;
IMMOBILE_LAND&lt;br /&gt;
IMMOLATE&lt;br /&gt;
ITEMCORPSE&lt;br /&gt;
LAIR_HUNTER&lt;br /&gt;
LARGE_PREDATOR&lt;br /&gt;
LAYS_EGGS&lt;br /&gt;
LAYS_UNUSUAL_EGGS&lt;br /&gt;
LIGAMENTS&lt;br /&gt;
LIGHT_GEN&lt;br /&gt;
LISP&lt;br /&gt;
LOCAL_POPS_CONTROLLABLE&lt;br /&gt;
LOCAL_POPS_PRODUCE_HEROES&lt;br /&gt;
LOCKPICKER&lt;br /&gt;
MAGICAL&lt;br /&gt;
MAGMA_VISION&lt;br /&gt;
MANNERISM_BREATH&lt;br /&gt;
MANNERISM_EYELIDS&lt;br /&gt;
MANNERISM_LAUGH&lt;br /&gt;
MANNERISM_POSTURE&lt;br /&gt;
MANNERISM_SIT&lt;br /&gt;
MANNERISM_SMILE&lt;br /&gt;
MANNERISM_STRETCH&lt;br /&gt;
MANNERISM_WALK&lt;br /&gt;
MATUTINAL&lt;br /&gt;
MEANDERER&lt;br /&gt;
MEGABEAST&lt;br /&gt;
MILKABLE&lt;br /&gt;
MISCHIEVIOUS&lt;br /&gt;
MOUNT&lt;br /&gt;
MOUNT_EXOTIC&lt;br /&gt;
MULTIPART_FULL_VISION&lt;br /&gt;
MULTIPLE_LITTER_RARE&lt;br /&gt;
NATURAL_ANIMAL&lt;br /&gt;
NIGHT_CREATURE&lt;br /&gt;
NIGHT_CREATURE_BOGEYMAN&lt;br /&gt;
NIGHT_CREATURE_EXPERIMENTER&lt;br /&gt;
NIGHT_CREATURE_HUNTER&lt;br /&gt;
NIGHT_CREATURE_NIGHTMARE&lt;br /&gt;
NOBONES&lt;br /&gt;
NOBREATHE&lt;br /&gt;
NOCTURNAL&lt;br /&gt;
NOEMOTION&lt;br /&gt;
NOEXERT&lt;br /&gt;
NOFEAR&lt;br /&gt;
NOMEAT&lt;br /&gt;
NONAUSEA&lt;br /&gt;
NOPAIN&lt;br /&gt;
NOSKIN&lt;br /&gt;
NOSKULL&lt;br /&gt;
NOSMELLYROT&lt;br /&gt;
NOSTUCKINS&lt;br /&gt;
NOSTUN&lt;br /&gt;
NOTHOUGHT&lt;br /&gt;
NOT_BUTCHERABLE&lt;br /&gt;
NOT_LIVING&lt;br /&gt;
NO_AUTUMN&lt;br /&gt;
NO_CONNECTIONS_FOR_MOVEMENT&lt;br /&gt;
NO_DIZZINESS&lt;br /&gt;
NO_DRINK&lt;br /&gt;
NO_EAT&lt;br /&gt;
NO_FEVERS&lt;br /&gt;
NO_PHYS_ATT_GAIN&lt;br /&gt;
NO_PHYS_ATT_RUST&lt;br /&gt;
NO_SLEEP&lt;br /&gt;
NO_SPRING&lt;br /&gt;
NO_SUMMER&lt;br /&gt;
NO_THOUGHT_CENTER_FOR_MOVEMENT&lt;br /&gt;
NO_UNIT_TYPE_COLOR&lt;br /&gt;
NO_VEGETATION_PERTURB&lt;br /&gt;
NO_WINTER&lt;br /&gt;
OPPOSED_TO_LIFE&lt;br /&gt;
OUTSIDER_CONTROLLABLE&lt;br /&gt;
PACK_ANIMAL&lt;br /&gt;
PARALYZEIMMUNE&lt;br /&gt;
PATTERNFLIER&lt;br /&gt;
PEARL&lt;br /&gt;
PET&lt;br /&gt;
PET_EXOTIC&lt;br /&gt;
POWER&lt;br /&gt;
REMAINS_ON_VERMIN_BITE_DEATH&lt;br /&gt;
REMAINS_UNDETERMINED&lt;br /&gt;
RETURNS_VERMIN_KILLS_TO_OWNER&lt;br /&gt;
SEMIMEGABEAST&lt;br /&gt;
SLOW_LEARNER&lt;br /&gt;
SPOUSE_CONVERSION_TARGET&lt;br /&gt;
SPOUSE_CONVERTER&lt;br /&gt;
SPREAD_EVIL_SPHERES_IF_RULER&lt;br /&gt;
STANCE_CLIMBER&lt;br /&gt;
STRANGE_MOODS&lt;br /&gt;
SUPERNATURAL&lt;br /&gt;
TENDONS&lt;br /&gt;
THICKWEB&lt;br /&gt;
TITAN&lt;br /&gt;
TRAINABLE_HUNTING&lt;br /&gt;
TRAINABLE_WAR&lt;br /&gt;
TRANCES&lt;br /&gt;
TRAPAVOID&lt;br /&gt;
UNIQUE_DEMON&lt;br /&gt;
UTTERANCES&lt;br /&gt;
VEGETATION&lt;br /&gt;
VERMIN_GOBBLER&lt;br /&gt;
VERMIN_HATEABLE&lt;br /&gt;
VERMIN_MICRO&lt;br /&gt;
VERMIN_NOFISH&lt;br /&gt;
VERMIN_NOROAM&lt;br /&gt;
VERMIN_NOTRAP&lt;br /&gt;
VESPERTINE&lt;br /&gt;
WAGON_PULLER&lt;br /&gt;
WEBBER&lt;br /&gt;
WEBIMMUNE&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Syndrome]]&lt;br /&gt;
* [[Interaction examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Interaction token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=301557</id>
		<title>Graphics token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Graphics_token&amp;diff=301557"/>
		<updated>2024-05-18T06:55:40Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
:{{for/see|an explanation of how to use the various graphics types|[[Graphics]]}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; [[token]] defines the use of various tile-based graphics in the game. As of version 50.01, graphics tokens have been greatly expanded to accommodate the release of the Steam &amp;amp; Itch premium version. These tokens, and explanations on how to use them, are listed below; the list will expand as the tokens are discovered and understood.&lt;br /&gt;
&lt;br /&gt;
== Creature Graphics ==&lt;br /&gt;
Creature graphics are found within graphics_creature_x files (such as graphics_creature_domestic or graphics_creature_layered). All graphics files must begin with the file name, followed by the &amp;lt;code&amp;gt;[OBJECT:GRAPHICS]&amp;lt;/code&amp;gt; type that tells the game that the file contains graphics definitions. A more detailed explanation on how to use these can be found in [[Graphics#Creature_Graphics|creature graphics]].&lt;br /&gt;
&lt;br /&gt;
=== Types ===&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| The simplest and most common form of creature graphics for defining one sprite for each [[#Condition|basic condition]]. &lt;br /&gt;
&lt;br /&gt;
Further conditions are required for this to function following the [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
Additionally used to start defining a [[Graphics#Layered_Graphics|layered graphics]] set.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Nearly the same as {{token|CREATURE_GRAPHICS|g}}, but allows a separate sprite to be defined for each caste.&lt;br /&gt;
A simple alternative to [[Graphics#Layered Graphics|Layered Graphics]].&lt;br /&gt;
&lt;br /&gt;
Requires conditions defined in [[Graphics#Basic_Graphics|creature graphics]] format. Accepts [[Graphics#Large_Graphics|large graphics tokens]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]]. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STATUE_CREATURE_CASTE_GRAPHICS}} &lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
* [[Caste|Caste ID]]&lt;br /&gt;
| Format for beginning a [[Graphics#Statue_Graphics|creature statue definition]] while specifying caste. Defines a 1x2 vertical rectangle to be displayed when a statue depicts one of these creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TILE_GRAPHICS_RECTANGLE}}&lt;br /&gt;
|&lt;br /&gt;
* [[Creature token|creature id]]&lt;br /&gt;
| Graphics for a 3x2 rectangle; for creatures, this is used exclusively for representing Forgotten Beasts based on their body parts. Uses [[Graphics#Forgotten_Beast_Graphics|forgotten beast graphics]]. It's also, however, used for interface graphics, see [[graphics_interface.txt]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Conditions ===&lt;br /&gt;
Different graphics can be defined for the same creature based on some properties about it. Below is a list of all the basic &amp;quot;creature texture&amp;quot; types that can be used as additional conditions to various basic sprites.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT}} || The default condition that will be displayed unless overwritten by a more specific one below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAW_ENFORCE}} || Displayed if the unit is law enforcement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TAX_ESCORT}} || Displayed if the unit escorts a tax collector (unused).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ANIMATED}} || Displayed if the creature is raised from the dead using an I_EFFECT:ANIMATE interaction.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GHOST}} || Displayed if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURER}} || Displayed if the creature is an adventurer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CORPSE}} || Displayed for corpses.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Basic creature sprite types ===&lt;br /&gt;
&lt;br /&gt;
An individual sprite can be of any of the following classes. If &amp;quot;accepts secondary&amp;quot; is &amp;quot;yes&amp;quot;, it can also have an extra condition tacked on at the end.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Basic Condition}} || Any of the [[Graphics token#Conditions|above conditions]] can be used on their own, as the default for that condition class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Unit type}} || Any [[Unit type token]] can be used. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|Position}} || Any [[Position token]] can be used, such as MONARCH, BROKER etc. All position tokens are raw-defined; any modded positions can have their own graphics. You may also append a [[Graphics token#Conditions|basic condition as above]] to further specify.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LIST_ICON}} || The default icon for this creature in lists, such as [[Arena]] mode or overall training.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|EGG}} || The sprite for a clutch of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON}} || The sprite for a rotten corpse.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SKELETON_WITH_SKULL}} || The sprite for a rotten corpse that can have a [[totem]] made from it.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Layered Conditions ===&lt;br /&gt;
Layers aren't very useful on their own, so they come with a set of conditions to define how when they are displayed and how they interact.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Type&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LAYER_SET}} ||&lt;br /&gt;
* condition&lt;br /&gt;
| Creature&amp;lt;br&amp;gt;Graphics&lt;br /&gt;
| Begins defining a layer set for a creature's graphics.  Valid values of ''condition'' are DEFAULT, PORTRAIT{{version|50.13}}, or CORPSE. Valid values for basic conditions may not work.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
*  name&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Set&lt;br /&gt;
|| Begins defining a palette for the layer set. Its name can be referenced by {{token|USE_PALETTE|g}}. Unlike the palettes used to render all [[descriptor color token]]s, it can be of arbitrary length.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_FILE}}{{version|50.13}} ||&lt;br /&gt;
* file name&lt;br /&gt;
| Palette&lt;br /&gt;
| The file name of the 8bit RGBA (sometimes called 32bit) in the &amp;lt;tt&amp;gt;/graphics/images&amp;lt;/tt&amp;gt; folder of the mod, such as &amp;lt;tt&amp;gt;images/portraits/dwarf_portrait_body_palette.png&amp;lt;/tt&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LS_PALETTE_DEFAULT}}{{version|50.13}} ||&lt;br /&gt;
* integer &lt;br /&gt;
| Palette&lt;br /&gt;
| Defines the default row of a layer set palette, conventionally 0. The exact color values on this row will be replaced on layer images with the colors in the same column, based on what row is passed as an argument to {{token|USE_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|LG_CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
|| Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
|| Allows the entire layer group (rather than an individual layer) to be switched on and off depending on the conditions of a body part. Should accept the same tokens {{token|CONDITION_BP|g}} does. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|END_LAYER_GROUP}} ||   || Layer&amp;lt;br&amp;gt;Group&lt;br /&gt;
| Explicitly marks the end of a layer group, which allows layers after to not belong to any layer group.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_ITEM_WORN}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type (ARMOR, GLOVES, Etc.)&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor&amp;lt;br&amp;gt;Wieldables || Defines a clothing or armor graphic by the specific part it is equipped to, the type of armor it is, and the internal id of that item. &lt;br /&gt;
For example, a condition representing a right handed mitten or glove would be defined as:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_ITEM_WORN:BY_TOKEN:RH:GLOVES:ITEM_GLOVES_MITTENS]&amp;lt;/code&amp;gt;&lt;br /&gt;
Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHUT_OFF_IF_ITEM_PRESENT}} ||&lt;br /&gt;
* BY_CATEGORY / BY_TOKEN&lt;br /&gt;
* [[Body_token#CATEGORY|category]] / [[Body_token#BP|body part token]]&lt;br /&gt;
* Armor type&lt;br /&gt;
* Item ID(s)&lt;br /&gt;
|| Armor || Causes the current layer to not be rendered if the creature has one of the items worn or equipped. Also accepts the input &amp;lt;code&amp;gt;ANY_HELD&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;WIELD&amp;lt;/code&amp;gt; (e.g. &amp;lt;code&amp;gt;WIELD:WEAPON:ANY&amp;lt;/code&amp;gt;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CASTE}} ||&lt;br /&gt;
* caste name(s)&lt;br /&gt;
|| General&lt;br /&gt;
|| Displays this layer if the creature is this caste. Only one caste is accepted for each condition, but multiple caste conditions can be used in one layer and the layer will be displayed if any of them match.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_DYE}} ||&lt;br /&gt;
* dye color&lt;br /&gt;
|| Armor&lt;br /&gt;
|| Should represent which color the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_DYED}} ||   || Armor&lt;br /&gt;
|| Should check if the clothing is dyed. Currently nonfunctional.{{version|50.05}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_FLAG}} ||&lt;br /&gt;
* material flag&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material flags are similar to [[Reaction#Full_token_list|reactant conditions]] including:&lt;br /&gt;
* WOVEN_ITEM&lt;br /&gt;
* ANY_X_MATERIAL&lt;br /&gt;
:with X being:&lt;br /&gt;
:* PLANT, SILK, YARN, LEATHER, WOOD, SHELL, BONE, STONE, GEM, TOOTH, HORN, PEARL&lt;br /&gt;
* IS_DIVINE_MATERIAL&lt;br /&gt;
* NOT_ARTIFACT&lt;br /&gt;
* IS_CRAFTED_ARTIFACT&lt;br /&gt;
* METAL_ITEM_MATERIAL&lt;br /&gt;
* GLASS_MATERIAL&lt;br /&gt;
* FIRE_BUILD_SAFE&lt;br /&gt;
* MAGMA_BUILD_SAFE&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=169696.msg8442543#msg8442543 among other, less useful ones.]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_MATERIAL_TYPE}} ||&lt;br /&gt;
* material token&lt;br /&gt;
|| Material || Changes graphics based on the material an equipped item is made of. Valid material types take the form &amp;lt;code&amp;gt;METAL:COPPER&amp;lt;/code&amp;gt; where copper can be replaced with any weapons-grade metal. General [[material token]]s are '''not''' functional. {{token|CONDITION_MATERIAL_FLAG|g}} is a better option for any material condition other than metal.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_PROFESSION_CATEGORY}} ||&lt;br /&gt;
* [[Unit type token#Profession Categories|profession category token(s)]]&lt;br /&gt;
|| General&lt;br /&gt;
|| Checks the profession category of the creature to act as a condition. Multiple profession category tokens can be chained together. You can also use multiple of these tokens instead of listing them all in a single one, but this is functionally identical. Valid Profession tokens which are not categories will be ignored; values that do not match any existing Profession will be treated as &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; and thus apply to doctors, military, etc..&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_RANDOM_PART_INDEX}} ||&lt;br /&gt;
* identifier&lt;br /&gt;
* integer index&lt;br /&gt;
* integer range&lt;br /&gt;
|| General&lt;br /&gt;
|| Chooses a random layer among layers with the a CONDITION_RANDOM_PART_INDEX with the same identifier. Index is which option this condition is, out of Range number of options. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_RANDOM_PART_INDEX:HEAD:3:4]&amp;lt;/code&amp;gt;&lt;br /&gt;
Is the third possible random head out of four total options. One of these random conditions each will be put into a set of four different sprites to add some random variation in the appearance of the creature's head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MIN}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_HAUL_COUNT_MAX}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| General&lt;br /&gt;
|| Counts how many items the creature is hauling. Used for {{token|PACK_ANIMAL}}s in vanilla.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is a child or baby.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_NOT_CHILD}} || || General&lt;br /&gt;
|| Checks if the creature is an adult.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_GHOST}} || || General&lt;br /&gt;
|| Checks if the creature is a ghost.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_SYN_CLASS}} ||&lt;br /&gt;
* [[Syndrome#SYN_CLASS|SYN_CLASS]]&lt;br /&gt;
|| Syndrome || Changes graphics based on any syndromes the creature is affected by. Vanilla values include:&lt;br /&gt;
* ZOMBIE&lt;br /&gt;
* NECROMANCER&lt;br /&gt;
* VAMPCURSE&lt;br /&gt;
* RAISED_UNDEAD&lt;br /&gt;
* GHOUL&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_TISSUE_LAYER}} ||&lt;br /&gt;
* BY_CATEGORY&lt;br /&gt;
* [[Body_token#CATEGORY|body part category]] or ALL&lt;br /&gt;
* [[Body_detail_plan_token#BP_LAYERS|tissue layer]] or ALL&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Selects a tissue layer to use for checking other conditions. Ex:&lt;br /&gt;
&amp;lt;code&amp;gt;[CONDITION_TISSUE_LAYER:BY_CATEGORY:ALL:SKIN]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MIN_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is greater than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAX_LENGTH}} ||&lt;br /&gt;
* integer&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s LENGTH [[Creature_token#TISSUE_LAYER_APPEARANCE_MODIFIER|appearance modifier]]. Is true if the LENGTH is less than the integer input.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_COLOR}} ||&lt;br /&gt;
* [[Color#Color_tokens|color token(s)]]&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the selected tissue's color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_MAY_HAVE_SHAPING}} ||&lt;br /&gt;
* styling token&lt;br /&gt;
|| Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s shaping (hairstyle). Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_NOT_SHAPED}} || || Tissue&lt;br /&gt;
|| Checks the current {{token|CONDITION_TISSUE_LAYER|g}}'s color. Accepts multiple color tokens, and is true if the any of the colors is present in the selected tissues.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TISSUE_SWAP}} ||&lt;br /&gt;
* IF_MIN_CURLY&lt;br /&gt;
* integer&lt;br /&gt;
* tile page id&lt;br /&gt;
* x position&lt;br /&gt;
* y position&lt;br /&gt;
| Tissue&lt;br /&gt;
| Checks if a tissue is sufficiently curly, and if so swaps to display a different image. The new image is defined by the tile page ID, x position, and y position.&lt;br /&gt;
&lt;br /&gt;
This condition should be within a [LAYER:... ] that has a similar graphic to the on in the TISSUE_SWAP.&lt;br /&gt;
The current {{token|CONDITION_TISSUE_LAYER|g}} group must also include a {{token|TISSUE_MIN_LENGTH|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ITEM_QUALITY}}{{version|50.13}} ||&lt;br /&gt;
* integer&lt;br /&gt;
| Armor&amp;lt;br&amp;gt;Wieldables{{verify}}&lt;br /&gt;
|| Checks the current {{token|CONDITION_ITEM_WORN|g}}'s [[quality]]. 0 is base quality, 5 is masterwork.  See [CONDITION_MATERIAL_FLAG:IS_CRAFTED_ARTIFACT] for [[artifact]]-quality items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_PALETTE}}{{version|50.13}} ||&lt;br /&gt;
* layer set palette&lt;br /&gt;
* row&lt;br /&gt;
| General&lt;br /&gt;
|| Colors the layer using that row of the layer-set-specific {{token|LS_PALETTE|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|USE_STANDARD_PALETTE_FROM_ITEM}}{{version|50.13}} || || Armor&amp;lt;br&amp;gt;Wieldables{{verify}}&lt;br /&gt;
|| Uses the default palette to render the layer based on the [[Material definition token#STATE_COLOR|color]] of the current {{token|CONDITION_ITEM_WORN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CONDITION_BP}}{{version|50.13}} ||&lt;br /&gt;
*  selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*  category, type, or token&lt;br /&gt;
| Body&lt;br /&gt;
|| Defines a body part graphic using standard [[body token]] selection criteria. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_APPEARANCE_MODIFIER_RANGE}}{{version|50.13}} ||&lt;br /&gt;
*  QUALITY&lt;br /&gt;
*  minimum&lt;br /&gt;
*  maximum&lt;br /&gt;
| Body&lt;br /&gt;
|| Checks if current {{token|CONDITION_BP|g}}'s {{token|BP_APPEARANCE_MODIFIER|c}} falls within the chosen range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_PRESENT}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is present and not destroyed, pulped, or severed. Can also be applied to {{token|LG_CONDITION_BP|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BP_SCARRED}}{{version|50.13}} || || Body&lt;br /&gt;
|| Checks if the current {{token|CONDITION_BP|g}} is scarred. Seems to also require {{token|BP_PRESENT|g}} to avoid illogical results. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Vermin Conditions ===&lt;br /&gt;
Special Conditions for {{token|VERMIN|c}} creature graphics:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Condition&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN}} || The default graphic for this vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ALT}} || Image cycles every 1 second.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_SMALL}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_MEDIUM}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in medium-sized groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWARM_LARGE}} || For swarming vermin like [[fly|flies]] and [[fairy|fairies]] in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN}} || For [[firefly|fireflies]] etc. Does not replace {{token|VERMIN|g}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_VERMIN_ALT}} || Like {{token|VERMIN_ALT|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_SMALL}} || Like {{token|SWARM_SMALL|g}} for [[firefly|fireflies]] etc. in small groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_MEDIUM}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc. in large groups.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_SWARM_LARGE}} || Like {{token|SWARM_LARGE|g}} for [[firefly|fireflies]] etc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}} || Vermin corpses.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE}} || Vermin hives.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Item Graphics ==&lt;br /&gt;
Item graphics can also be defined, but are mostly hardcoded. This section of the wiki needs to be fleshed out. Descriptions of the token functions is provisional.&lt;br /&gt;
&lt;br /&gt;
Item graphics currently do not support LARGE_IMAGE.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TILE_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining tile graphics for an item. Sets default tile graphic.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BOULDER_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for BOULDER items by material; currently all boulders use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ROUGH_GEM_GRAPHICS}}&lt;br /&gt;
|&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for ROUGH (gem) items by material; currently all rough gems use material palette instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BARS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID or item ID&lt;br /&gt;
| Defines tile graphics variants to use for BAR items by material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|FOOD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for FOOD items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|CHEESE_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics variants to use for CHEESE items by material. Unused in vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ARMOR_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for ARMOR items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|GLOVES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for GLOVES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|HELM_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for HELM items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|PANTS_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for PANTS items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHOES_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines metal material tile graphics variants for SHOES items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SHIELD_GRAPHICS_WOODEN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines wood material tile graphics variants for SHIELD items; this is for items not being worn by a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOY_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
* Material ID&lt;br /&gt;
| Defines tile graphics for TOY items.  Material ID in this case is one of STONE, WOOD, METAL, or GLASS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for TRAPCOMP items when built into a weapon trap; must follow TRAPCOMP_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TRAPCOMP_GRAPHICS_UPRIGHT_#X}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines tile graphics for installed upright spike traps. These comprise two-tile graphics: # is replaced with the number of spikes, 1-10; X is replaced with T (for top graphic tile) or B (bottom graphic tile). This follows the tile graphics definition of either MENACINGSPIKE or SPEAR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for SIEGEAMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned orthogonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for ballista arrows aligned diagonally on the map; follows SEIGEAMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|SIEGEAMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for AMMO items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO items aligned orthogonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_STRAIGHT_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wooden variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for AMMO aligned diagonally on the map; follows AMMO_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|AMMO_GRAPHICS_DIAGONAL_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Wood variant of above.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Begins defining graphics for WEAPON items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_DEFAULT}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines default graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_MATERIAL}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines material palette{{verify}} graphics for WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD_GROWN}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for grown-wood WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden WEAPON item defined by WEAPON_GRAPHICS not being worn by creatures; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEAPON_GRAPHICS_WEAPON_TRAP}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for WEAPON item defined by WEAPON_GRAPHICS as it appears installed in a weapon trap; follows WEAPON_GRAPHICS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
* Item ID&lt;br /&gt;
| Defines default graphics for TOOL items; also begins defining variant graphics for material or container conditions when followed by tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|ADD_TOOL_GRAPHICS}}&lt;br /&gt;
| &lt;br /&gt;
* Item ID&lt;br /&gt;
| Adds graphics to an existing tool defined with TOOL_GRAPHICS, followed by the tool graphics material or container condition tokens below.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for wooden TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_STONE}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for stone TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_METAL}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for metal TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_GLASS}}&lt;br /&gt;
| &lt;br /&gt;
* Variant index&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines additonal variant graphics for glass TOOL items defined by TOOL_GRAPHICS; follows TOOL_GRAPHICS or ADD_TOOL_GRAPHICS. Requires seven variants; the resulting tool graphic is selected randomly from these (they can all point to the same tile index if desired).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) liquid-containing containers (empty); follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_LIQUID}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for the liquid filling a liquid-containing container; follows TOOL_GRAPHICS_CONTAINER_*_LIQUID.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_WOOD_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for wooden containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_STONE_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for stone containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_CONTAINER_METAL_ITEM}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for metal (and glass?) containers holding items; follows ADD_TOOL_GRAPHICS definition for container.&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_BLD_IN_USE}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that have hives installed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_HIVE_PRODUCTS}}&lt;br /&gt;
| &lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines the built item graphics for HIVE items that are ready to be harvested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|TOOL_GRAPHICS_SHAPE}}&lt;br /&gt;
| &lt;br /&gt;
* Shape ID&lt;br /&gt;
* Tile page ID&lt;br /&gt;
* x index&lt;br /&gt;
* y index&lt;br /&gt;
| Defines graphics for shaped items; currently used for dice.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== World Map Graphics ==&lt;br /&gt;
World map graphics are defined in &amp;lt;code&amp;gt;[[Game_folders_and_files#Game_folder|Dwarf Fortress]]\data\vanilla\vanilla_world_map\graphics\graphics_world_map.txt&amp;lt;/code&amp;gt;&lt;br /&gt;
Tokens that accept variants have 5 of them:&lt;br /&gt;
&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:1]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:2]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:3]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:4]&lt;br /&gt;
    [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;:5]&lt;br /&gt;
&lt;br /&gt;
Otherwise:&lt;br /&gt;
&lt;br /&gt;
   [TILE_GRAPHICS:&amp;lt;tile page identifier&amp;gt;:&amp;lt;x position&amp;gt;:&amp;lt;y position&amp;gt;:&amp;lt;TOKEN&amp;gt;]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Creature token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Graphics token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=300362</id>
		<title>Syndrome</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Syndrome&amp;diff=300362"/>
		<updated>2024-05-04T17:55:43Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Special Effects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork}}&lt;br /&gt;
{{av}}&lt;br /&gt;
[[File:syndrome_statuses_anim.gif|right]][[File:skin_color_preview.png|thumb|right|What different undead/immortal creatures' skin colors mean, which are also syndromes.]]In ''Dwarf Fortress'', a '''syndrome''' can be thought of as a condition which applies a collection of [[Syndrome#Creature effect tokens|effects]] to [[creature]]s who contract it. Syndromes give rise to several of the game's [[fun|more interesting]] [[Health care|medical]] [[Status_icon|predicaments]], such as [[alcohol]] inebriation, venomous snake bites, and the brain-rotting secretions of certain [[Forgotten beast|uninvited guests]]. That said, the syndrome system isn't functionally restricted to the simulation of disease  -  many of the game's supernatural features, such as [[werewolf|werewolves]], [[vampire]]s, [[necromancer]]s, [[mummy|mummy curses]] and the [[undead]], are in fact produced by applying various [[Syndrome#Special_Effects|special effects]] to creatures via syndromes.&lt;br /&gt;
&lt;br /&gt;
Graphically, [[Dwarf|dwarves]], [[human]]s, [[elf|elves]], [[goblin]]s and [[kobold]]s with supernatural syndromes will have a different skin color, as seen in the image to the right. Other creatures will appear exactly as they are with no alterations, unless they're undead, in which they will appear with an indigo/blue tint, black eyes and white pupils, as every creature will have a unique undead sprite (including that of children and babies for some creatures).&lt;br /&gt;
&lt;br /&gt;
''&amp;quot;Yeah, I know this. I was looking for [[Syndrome examples|examples]]...&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
==List of syndromes==&lt;br /&gt;
In unmodded games, syndromes are generally named after the animal, substance or effect that delivers them. They can cause unpleasant and sometimes fatal [[symptom]]s over a short to long duration, but some will clear up over time or with the assistance of a [[doctor]]. A [[Health care|hospital]] is required to diagnose and potentially treat those that can be helped by treatment. Note that in a world with [[dragon]]s and [[giant elephant]]s, dwarves (and elves and humans) fall into the &amp;quot;small creatures&amp;quot; category for purposes of this discussion.&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#dddddd&amp;quot;&lt;br /&gt;
! Syndrome&lt;br /&gt;
! Venom&lt;br /&gt;
! Acquired&lt;br /&gt;
! Short-term Symptoms&lt;br /&gt;
! Long-term Symptoms&lt;br /&gt;
! Chronic Symptoms &lt;br /&gt;
|-&lt;br /&gt;
| Adder bite&lt;br /&gt;
| adder venom (injected)&lt;br /&gt;
| Being bitten by an [[adder]], [[giant adder]] or [[adder man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| Swelling&amp;lt;br&amp;gt;Blisters&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bark scorpion sting&lt;br /&gt;
| bark scorpion venom (injected)&lt;br /&gt;
| Being stung by a [[bark scorpion]], [[giant bark scorpion]] or [[bark scorpion man]]&lt;br /&gt;
| Strong pain&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Black mamba bite&lt;br /&gt;
| black mamba venom (injected)&lt;br /&gt;
| Being bitten by a [[black mamba]], [[giant black mamba]] or [[black mamba man]]&lt;br /&gt;
| Dizziness&amp;lt;br&amp;gt;Drowsiness&amp;lt;br&amp;gt;Strong pain&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Blob blisters&lt;br /&gt;
| cave blob fluid&amp;lt;br /&amp;gt;(contact or ingested)&lt;br /&gt;
| Touching a [[cave blob]]&lt;br /&gt;
| Mild pain&amp;lt;br/&amp;gt;Mild blisters&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Brown recluse spider bite&lt;br /&gt;
| brown recluse spider venom (injected)&lt;br /&gt;
| Being bitten by a [[brown recluse spider]], [[giant brown recluse spider]] or [[brown recluse spider man]]&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Fever&amp;lt;br&amp;gt;Pain&amp;lt;br&amp;gt;&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bumblebee sting&lt;br /&gt;
| bumblebee venom (injected)&lt;br /&gt;
| Being stung by a [[bumblebee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Bushmaster bite&lt;br /&gt;
| bushmaster venom (injected)&lt;br /&gt;
| Being bitten by a [[bushmaster]], [[giant bushmaster]] or [[bushmaster man]]&lt;br /&gt;
| Strong pain&amp;lt;br&amp;gt;Mild bleeding&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Nausea&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave floater sickness&lt;br /&gt;
| cave floater gas&amp;lt;br /&amp;gt;(inhaled or ingested)&lt;br /&gt;
| Expelled from [[cave floater]]&lt;br /&gt;
| Mild nausea&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Strong drowsiness (delayed)&amp;lt;br/&amp;gt;Strong dizziness (delayed)&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Cave spider bite&lt;br /&gt;
| cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[cave spider]]&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Very mild dizziness&lt;br /&gt;
|-&lt;br /&gt;
| Copperhead snake bite&lt;br /&gt;
| copperhead snake venom (injected)&lt;br /&gt;
| Being bitten by a [[copperhead snake]], [[giant copperhead snake]] or [[copperhead snake man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Swelling&amp;lt;br&amp;gt;Nausea&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant cave spider bite&lt;br /&gt;
| giant cave spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[giant cave spider]]&lt;br /&gt;
| Size-dependant paralysis.&lt;br /&gt;
| Death by asphyxiation, in small targets. Large targets are generally unhindered...unless you count the high probability of being eaten by the giant cave spider as a hindrance.&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|-&lt;br /&gt;
| Gila monster bite&lt;br /&gt;
| gila monster venom (injected)&lt;br /&gt;
| Being bitten by a [[gila monster]], [[giant gila monster]] or [[gila monster man]]&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Mild swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Gnomeblight&lt;br /&gt;
| [[gnomeblight]]&amp;lt;br /&amp;gt;(contact, inhaled, injected, or ingested)&lt;br /&gt;
| Purposely exposing oneself to the extract. Only affects [[mountain gnome]]s and [[dark gnome]]s.&lt;br /&gt;
| None&lt;br /&gt;
| Severe systemic necrosis&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Giant desert scorpion sting&lt;br /&gt;
| giant desert scorpion venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being stung by a [[giant desert scorpion]] &lt;br /&gt;
| Necrosis of the brain and nervous system&lt;br /&gt;
| '''Certain death'''&lt;br /&gt;
| None, not that it really matters.&lt;br /&gt;
|- &lt;br /&gt;
| Helmet snake bite&lt;br /&gt;
| helmet snake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[helmet snake]]&lt;br /&gt;
| Minor bleeding&lt;br /&gt;
| Fever&amp;lt;br/&amp;gt;Nausea&amp;lt;br/&amp;gt;Dizziness&amp;lt;br/&amp;gt;Localized swelling&amp;lt;br/&amp;gt;Localized oozing&amp;lt;br/&amp;gt;Localized bruising&amp;lt;br/&amp;gt;Strong pain&amp;lt;br/&amp;gt;Intense localized necrosis&amp;lt;br/&amp;gt;Possible loss of limb &lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Honey bee sting&lt;br /&gt;
| honey bee venom (injected)&lt;br /&gt;
| Being stung by a [[honey bee]] worker&lt;br /&gt;
| Pain&amp;lt;br&amp;gt;Strong swelling&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Inebriation&lt;br /&gt;
| [[Alcohol]] (consumed/injected)&lt;br /&gt;
| Consuming alcoholic drinks&lt;br /&gt;
| Nausea&amp;lt;br&amp;gt;Dizziness&amp;lt;br&amp;gt;Unconsciousness&amp;lt;br&amp;gt;Personality changes&amp;lt;br&amp;gt;Euphoria&amp;lt;br&amp;gt;Erratic behavior&amp;lt;br&amp;gt;Trouble breathing&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Iron man cough&lt;br /&gt;
| iron man gas&amp;lt;br /&amp;gt;(inhaled)&lt;br /&gt;
| Expelled by [[iron man]]&lt;br /&gt;
| Coughing blood&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| King cobra bite&lt;br /&gt;
| king cobra venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[king cobra]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&amp;lt;br/&amp;gt;Pain, dizziness, drowsiness&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Phantom spider bite&lt;br /&gt;
| phantom spider venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[phantom spider]]&lt;br /&gt;
| None&lt;br /&gt;
| Numbness and mild dizziness&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Platypus sting&lt;br /&gt;
| platypus venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being kicked by a [[platypus]], [[giant platypus]] or [[platypus man]]&lt;br /&gt;
| Pain and swelling&lt;br /&gt;
| Extreme pain, swelling possibly to the point of necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Rattlesnake bite&lt;br /&gt;
| rattlesnake venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[rattlesnake]], [[giant rattlesnake]] or [[rattlesnake man]]&lt;br /&gt;
| Pain, nausea, blisters, swelling, bruising&lt;br /&gt;
| Severe localized necrosis&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Serpent man bite&lt;br /&gt;
| serpent man venom&amp;lt;br /&amp;gt;(injected)&lt;br /&gt;
| Being bitten by a [[serpent man]]&lt;br /&gt;
| Complete paralysis&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Mummy's curse&lt;br /&gt;
| [[Mummy|Disturbance interaction]].&lt;br /&gt;
| Being cursed by a [[mummy]], when caught raiding their tombs&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| 20% chance of any skill roll failing, regardless of skill.&lt;br /&gt;
|-&lt;br /&gt;
| Vampirism&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Drinking the blood of a [[vampire]]. Toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[vampire]].&lt;br /&gt;
|-&lt;br /&gt;
| Werebeast curse&lt;br /&gt;
| [[Deity|Divine]] curse&lt;br /&gt;
| Being bitten by a [[werebeast]], toppling statues in shrines and temples (random chance), rolling divination dice too frequently.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Victim becomes a [[werebeast]].&lt;br /&gt;
|-&lt;br /&gt;
| Necromancy&lt;br /&gt;
| [[Deity|Divine]] 'curse'&lt;br /&gt;
| Reading a book/slab that contains the secrets of life and death.&lt;br /&gt;
| None&lt;br /&gt;
| None&lt;br /&gt;
| Reader becomes a [[necromancer]].&lt;br /&gt;
|-&lt;br /&gt;
| evil rain sickness&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
| Being caught outside in [[Weather#Evil weather|freakish weather]] in an evil [[biome]]&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|rowspan=7| Random&lt;br /&gt;
|-&lt;br /&gt;
| evil cloud sickness&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Being caught in a [[Weather#Evil weather|creeping cloud]] in an evil [[biome]]&lt;br /&gt;
|-&lt;br /&gt;
| beast sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[forgotten beast]]s&lt;br /&gt;
|-&lt;br /&gt;
| titan sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[titan]]s&lt;br /&gt;
|-&lt;br /&gt;
| night sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[nightmare]]s or [[experiment]]s&lt;br /&gt;
|-&lt;br /&gt;
| demon sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[demon]]s&lt;br /&gt;
|-&lt;br /&gt;
| divine sickness&amp;lt;sup&amp;gt;5&amp;lt;/sup&amp;gt;&lt;br /&gt;
| Encounters with [[angel]]s&lt;br /&gt;
|}&lt;br /&gt;
: 1. For small creatures such as humans and dwarves, paralysis tends to result in suffocation.&lt;br /&gt;
: 2. Necrosis of the brain will eventually result in death once the brain rots away completely. &lt;br /&gt;
: 3. Evil rain typically only causes minor symptoms such as blisters, bruising, coughing blood, dizziness, fever, nausea, oozing, and pain. &lt;br /&gt;
: 4. Evil clouds either cause major symptoms (as with beast/titan/demon sicknesses) or permanently transform creatures into [[Undead|zombie-like]] forms. &lt;br /&gt;
: 5. [[Titan]]s, [[forgotten beast]]s, [[nightmare]]s, [[experiment]]s, [[demon]]s and [[angel]]s have a chance to have a randomized syndrome. These range from mildly hazardous (mild [[Symptom#Blisters|blisters]] from inhaling boiling blood) to instantly fatal (severe necrosis from a contact poison attached to a breath weapon/creature made of blood).&lt;br /&gt;
&lt;br /&gt;
==The anatomy of a syndrome==&lt;br /&gt;
To recap, syndromes are &amp;quot;diseases&amp;quot; which inflict effects upon creatures who acquire them. Mechanically, they're composed of a bunch of different syndrome tokens which detail [[Syndrome#Basic syndrome tokens|how it works]] and [[Syndrome#Creature effect tokens|what it does]]. Syndrome acquisition can be boiled down into two main routes: (1) via materials and (2) via interactions. Unlike most objects in the game, syndromes aren't defined in their own raw file; they're instead built up within the raw definition of the material or interaction effect to which they are tied, as described below.&lt;br /&gt;
{{Modding}}&lt;br /&gt;
'''1) Transmission via Materials'''&lt;br /&gt;
Any material (be it [[Material_token#INORGANIC|inorganic]], [[Material_token#CREATURE_MAT|creature-derived]], or [[Material_token#PLANT_MAT|plant-derived]]) can have one or more syndromes added to it, simply by defining the syndrome within the material's own raw definition. The addition of certain tokens (detailed [[Syndrome#SYN_CONTACT|below]]) to the syndrome will determine what must be done to the material so as to transmit the syndrome to a creature; the current modes of transmission are as follows: [[Syndrome#SYN_CONTACT|bodily contact]] with the material, [[Syndrome#SYN_INGESTED|ingestion]] or [[Syndrome#SYN_INHALED|inhalation]] of the material, or [[Syndrome#SYN_INJECTED|injection]] of the material into the bloodstream. Any combination of transmission modes can be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Here's the material definition of [[giant cave spider]] venom with its associated syndrome as an example:&lt;br /&gt;
&lt;br /&gt;
''(See [[Giant cave spider/raw|here]] for the complete creature raw.)''&lt;br /&gt;
    [USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
        [STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
        [STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
        [PREFIX:NONE]&lt;br /&gt;
        [ENTERS_BLOOD]&lt;br /&gt;
        '''[SYNDROME]'''&lt;br /&gt;
            '''[SYN_NAME:giant cave spider bite]'''&lt;br /&gt;
            '''[SYN_AFFECTED_CLASS:GENERAL_POISON]'''&lt;br /&gt;
            '''[SYN_IMMUNE_CREATURE:SPIDER_CAVE_GIANT:ALL]'''&lt;br /&gt;
            '''[SYN_INJECTED]'''&lt;br /&gt;
            '''[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]'''&lt;br /&gt;
&lt;br /&gt;
In the above, the non-bolded section consists of various [[material definition token]]s used to define and customise the venom material. (USE_MATERIAL_TEMPLATE defines a material called 'POISON', and creates it using the template 'CREATURE_EXTRACT_TEMPLATE' as a basis, which is then altered by the other tokens placed below it. See [[Material_definition_token#STATE_NAME|STATE_NAME]], [[Material_definition_token#STATE_ADJ|STATE_ADJ]], and [[Material_definition_token#PREFIX|PREFIX]] for more information about these tokens). The relevance of [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]] in this context is explained below.&lt;br /&gt;
&lt;br /&gt;
The bolded section consists of the syndrome definition, which is initiated using the [[Syndrome#SYNDROME|[SYNDROME]]] token. The tokens placed after this (which are described in further detail [[Syndrome#Basic syndrome tokens|below]]) flesh out the syndrome - in this case they name it &amp;quot;giant cave spider bite&amp;quot;, make it work only against creatures belonging to the 'GENERAL_POISON' [[Creature token#CREATURE_CLASS|creature class]], render giant cave spiders immune to it, and cause creatures to contract it if the venom is injected into them. The creature effect at the very bottom makes the syndrome inflict progressive complete paralysis upon the victim after a short delay, for what would be a relatively short-lived period were it not for the fact that most small creatures tend to suffocate before the effect wears off (that, or they get eaten by the giant cave spider that caused it).&lt;br /&gt;
&lt;br /&gt;
Great, so how do we get this lethal venom into a creature's bloodstream to transmit the syndrome? Giant cave spiders are able to do this via the [[Creature token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]] token appended to their bite attack as such:&lt;br /&gt;
    [SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
This makes their bites inject 100 units of the 'POISON' material in its liquid [[Material_definition_token#Material_States|state]]. Note that '[[Material_token#LOCAL_CREATURE_MAT|LOCAL_CREATURE_MAT]]:POISON' indicates that the 'POISON' material is defined amidst the same creature raws where the attack was detailed i.e. within the SPIDER_CAVE_GIANT creature definition; we could have written '[[Material_token#CREATURE_MAT|CREATURE_MAT]]:SPIDER_CAVE_GIANT:POISON' instead for the same result. Also note that we can make the attack inject any material we want it to, not just creature-associated materials. (Want your spider to inject molten [[gold]] into its victims to melt them from the inside out instead of bothering with syndromes? Simply replace 'LOCAL_CREATURE_MAT:POISON:LIQUID' with '[[Material_token#INORGANIC|INORGANIC]]:GOLD:LIQUID' and you're good to go).&lt;br /&gt;
&lt;br /&gt;
Note that [ENTERS_BLOOD] must be added to the material definition for injection attacks making use of this material to function properly. Without this token, the material would simply [[contaminant|splatter]] over the attacked bodypart instead of entering the bloodstream, so the above syndrome, which relies solely on the [[Syndrome#SYN_INJECTED|injectable]] transmission route, wouldn't be contracted. [ENTERS_BLOOD] can of course be left out intentionally, if the aim is to cover creatures with a material that transmits syndromes [[Syndrome#SYN_CONTACT|on contact]]. Keep in mind that splattering in lieu of injection also occurs with blunt attacks, on attacked body parts devoid of [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and on [[Creature token#BLOOD|bloodless]] victims (including creatures who've had their blood removed via [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]]).&lt;br /&gt;
&lt;br /&gt;
A fun variation on typical creature venoms is to add a [[Syndrome#SYN_CONTACT|contact-transmissible]] syndrome to the creature's [[Creature token#BLOOD|blood]] material - this tends to end poorly for any predator that chooses to attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''2) Transmission via Interactions'''&lt;br /&gt;
&lt;br /&gt;
The [[Interaction token|interaction]] system can be used to add syndromes to creatures directly via certain interaction effects, most notably [[Interaction token#I_EFFECT|I_EFFECT:ADD_SYNDROME]]. After placing this I_EFFECT in an interaction definition, the syndrome to be added is defined beneath it in exactly the same manner as that used for the material-bound syndromes described above. (Note that any [[Interaction_token#IE_TARGET|IE_ tokens]] used with this I_EFFECT can be placed before or after the syndrome definition; the order doesn’t really matter). The [[Interaction token#I_EFFECT| ANIMATE]] and [[Interaction token#I_EFFECT| RESURRECT]] interaction effects also allow syndromes to be tied to them in the same manner; in this case the syndrome is applied to the target creature after it is animated or resurrected respectively.&lt;br /&gt;
&lt;br /&gt;
See [[Syndrome#Spreading_diseases|below]] for an example of a syndrome-transmitting interaction.&lt;br /&gt;
&lt;br /&gt;
==Basic syndrome tokens==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME}}&lt;br /&gt;
| &lt;br /&gt;
| Used to begin defining a new syndrome.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NAME}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Used to specify the name of the syndrome as it appears in-game. Names don't have to be unique; it's perfectly acceptable to have multiple syndromes with identical names.&lt;br /&gt;
&lt;br /&gt;
For example, this name is displayed when &amp;lt;nowiki&amp;gt;[&amp;lt;/nowiki&amp;gt;[[Syndrome#CE_FEEL_EMOTION|CE_FEEL_EMOTION:&amp;lt;...&amp;gt;]]] causes an emotional reaction {{dftext|Urist is |0:1}}{{dftext|&amp;lt;emotion&amp;gt;|6:0}}{{dftext| due to &amp;lt;your_syn_name&amp;gt;.|0:1}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CLASS}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| Can be included to create a syndrome class and assign the syndrome to it, for use with the [[Interaction token#IT_CANNOT_HAVE_SYNDROME_CLASS|IT_CANNOT_HAVE_SYNDROME_CLASS]] interaction token. Can be specified more than once to assign the syndrome to multiple classes. Other syndromes can also be assigned to the same class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONTACT}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who come into contact with this material will contract the syndrome if this token is included in the syndrome definition. Contact transmission occurs when a creature's body becomes [[contaminant|contaminated]] with the material (visible as [material name] 'smear', 'dusting' or 'covering' over body parts when viewing the creature's inventory). Note that contact with [[item]]s made of a syndrome-inducing material currently doesn't result in transmission.&lt;br /&gt;
&lt;br /&gt;
Methods of getting a material contaminant onto a creature's body include: &lt;br /&gt;
* [[Creature token#SECRETION|secretions]]&lt;br /&gt;
* [[Interaction_token#LIQUID_GLOB|liquid projectiles]] (contaminate struck body parts if exposed)&lt;br /&gt;
* [[Interaction_token#TRAILING_VAPOR_FLOW|vapor]] and [[Interaction_token#TRAILING_DUST_FLOW|dust clouds]] (contaminate all external body parts, even if covered)&lt;br /&gt;
* [[Interaction_token#SPATTER_LIQUID|puddles]] and [[Interaction_token#SPATTER_POWDER|dust piles]] ([[Body_token#STANCE|STANCE]] body parts become contaminated if the creature walks into them [[clothing|barefoot]], and all uncovered external body parts are contaminated if the creature is [[Status icon#Non-flashing|prone]])&lt;br /&gt;
* [[Interaction_token#WEATHER_FALLING_MATERIAL|freakish rain]] (contaminates all external body parts, even if covered, if the creature is outside)&lt;br /&gt;
* unprotected bodily contact with a contaminated creature (including performing or receiving body part attacks such as punches and [[wrestling]] moves, creature collisions, as well as [[Interaction_token#I_EFFECT|CONTACT]] interaction effects, if the involved body parts are exposed)&lt;br /&gt;
* items [[Material_definition_token#MELTING_POINT|melting]] whilst equipped or hauled (this contaminates the body part that was holding them if exposed)&lt;br /&gt;
* striking the creature's body with a contaminated item (see below)&lt;br /&gt;
&lt;br /&gt;
It is possible to use this token for syndromes intended to be applied via envenomed weapons (but also check out [[Syndrome#SYN_INJECTED|SYN_INJECTED]]). When a creature's body is struck with an item which is contaminated with a contact syndrome-inducing material, the syndrome will be transmitted to the struck creature, even if the attack doesn't pierce the flesh. Syndrome transmission in this context often occurs in the absence of a visible contaminant on the body.&lt;br /&gt;
&lt;br /&gt;
Contact transmission only appears to occur at the moment of contamination (which is to say, when a new bodily spatter is created). If the syndrome ends (once all its [[Syndrome#Creature_effect_tokens|creature effects]] reach their END point, at which point it will be removed from the creature), it will NOT be reapplied by the original syndrome-inducing contaminant (assuming it hasn't been cleaned off yet); the creature will need to be recontaminated with the causative material for this to occur. (Note that in the case of [[Creature token#SECRETION|secretions]], the secreted contaminants are continuously reapplied to the secretory body parts, so any associated short-lasting contact syndromes allowed to target the secreting creature can potentially be reapplied at the rate of secretion; this may work differently in [[adventurer mode]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INGESTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who [[food|eat]] or drink substances comprising, containing or [[contaminant|contaminated]] with this material will contract the syndrome if this token is included. This includes [[kitchen|prepared meals]] when any of the constituent ingredients contains the material in question.&lt;br /&gt;
&lt;br /&gt;
This also applies to [[creature token#GRAZER|grazing]] creatures which happen to munch on a [[plant token#GRASS|grass]] that has an ingestion-triggered syndrome tied to any of its constituent materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INHALED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, creatures who inhale the material will contract the syndrome if this token is included. Materials can only be inhaled in their [[Material_definition_token#BOILING_POINT|gaseous]] state, which is attainable by [[temperature|boiling]], or in the form of a [[Interaction_token#TRAILING_GAS_FLOW|TRAILING_GAS_FLOW]], [[Interaction_token#UNDIRECTED_GAS|UNDIRECTED_GAS]] or [[Interaction_token#WEATHER_CREEPING_GAS|WEATHER_CREEPING_GAS]]. Creatures can also be made to [[Tissue_definition_token#TISSUE_LEAKS|leak]] [[Tissue_definition_token#TISSUE_MAT_STATE|gaseous tissue]] when damaged.&lt;br /&gt;
&lt;br /&gt;
Note that {{token|AQUATIC|c}} creatures never inhale gaseous materials, and creatures which do breathe air aren't guaranteed to inhale gases when exposed to them for a short time. Contrary to what one might expect, creatures with {{token|NOBREATHE|c}} are in fact capable of contracting inhalation syndromes; this is presumably a bug.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_INJECTED}}&lt;br /&gt;
| &lt;br /&gt;
| If the syndrome is tied to a material, the injection of this material into a creature's bloodstream will cause it to contract the syndrome if this token is included. Injection can be carried out as part of a creature attack via [[Creature_token#SPECIALATTACK_INJECT_EXTRACT|SPECIALATTACK_INJECT_EXTRACT]], or by piercing the flesh of a creature with an [[item]] that has been [[contaminant|contaminated]] with the material. Thus, this token can be used as a more specific alternative to [[Syndrome#SYN_CONTACT|SYN_CONTACT]] for syndromes intended to be administered by envenomed weapons. &lt;br /&gt;
&lt;br /&gt;
For injection to work, the material definition must include [[Material_definition_token#ENTERS_BLOOD|ENTERS_BLOOD]], the attacked body part needs to have [[Tissue_definition_token#VASCULAR|VASCULAR]] tissue, and the intended victim must have [[Creature token#BLOOD|BLOOD]] (so it won't work on creatures with the [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG:HAS_BLOOD]] syndrome effect). Getting the weapon &amp;quot;lodged into the wound&amp;quot; isn't a requirement.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, only creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] (as well as creatures which pass the [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]] check if this is included) will be able to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures which have at least one matching class will be considered susceptible. If [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]] and/or [[Syndrome#SYN_IMMUNE_CREATURE|SYN_IMMUNE_CREATURE]] are included, creatures which fail these checks will be unable to contract the syndrome even if they pass this class check.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CLASS}}&lt;br /&gt;
| &amp;lt;[[Creature token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
| If this is included, creatures which belong to the specified [[Creature token#CREATURE_CLASS|creature class]] will be unable to contract the syndrome. This token can be specified multiple times per syndrome, in which case creatures with at least one matching class will be considered immune (unless overridden by [[Syndrome#SYN_AFFECTED_CREATURE|SYN_AFFECTED_CREATURE]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_AFFECTED_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, only the specified creature (and, if [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]] is included, also creatures which pass this check as explained above) will be able to contract the syndrome. This token can be used multiple times per syndrome. If used alongside [[Syndrome#SYN_IMMUNE_CLASS|SYN_IMMUNE_CLASS]], the specified creature will be able to contract the syndrome regardless of this class check.&lt;br /&gt;
&lt;br /&gt;
DWARF:FEMALE is an example of a valid &amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt; combination; &amp;quot;ALL&amp;quot; can be used in place of a specific caste so as to indicate that this applies to all castes of the specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IMMUNE_CREATURE}}&lt;br /&gt;
| &amp;lt;creature&amp;gt;:&amp;lt;[[Creature_token#CASTE|caste]]&amp;gt;&lt;br /&gt;
| If this is included, the specified creature will be unable to contract the syndrome (even if it matches [[Syndrome#SYN_AFFECTED_CLASS|SYN_AFFECTED_CLASS]]). It can be specified multiple times per syndrome. As above, &amp;quot;ALL&amp;quot; can be used in place of a specific caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_NO_HOSPITAL}}&lt;br /&gt;
| &lt;br /&gt;
| Prevents creatures from being admitted to [[health care|hospital]] for problems arising directly as a result of the syndrome's effects, no matter how bad they get.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_IDENTIFIER}}&lt;br /&gt;
| &amp;lt;your text&amp;gt;&lt;br /&gt;
| This token can be included to give a syndrome an identifier which can be shared between multiple syndromes. Only one identifier may be specified per syndrome.&lt;br /&gt;
&lt;br /&gt;
Syndrome identifiers can be used in conjunction with the [[Creature token#SYNDROME_DILUTION_FACTOR|SYNDROME_DILUTION_FACTOR]] creature token to alter a creature’s innate resistance to the relevant [[Syndrome#Symptomatic effects|effects]] of any syndromes that possess the specified identifier. For example, every [[alcohol|alcoholic beverage]] in unmodded games comes with its own copy of an intoxicating syndrome, each of which has a &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; token. All [[dwarf|dwarves]] have &amp;lt;code&amp;gt;[SYNDROME_DILUTION_FACTOR:INEBRIATION:150]&amp;lt;/code&amp;gt;, which decreases the severity of any effects derived from a syndrome with the INEBRIATION identifier, thus enabling them to better handle all forms of alcohol.&lt;br /&gt;
&lt;br /&gt;
When a creature gets a new syndrome with the same SYN_IDENTIFIER, it merges the effects of the new syndrome into the old one, resetting any overlapping syndrome effects to their PEAK time. If the new one comes with a [[Syndrome#SYN_CONCENTRATION_ADDED|SYN_CONCENTRATION_ADDED]] token, it will additionally adjust the first syndrome's concentration on any overlapping syndrome effects as described below. Taking the above example once again, a sober dwarf drinking their first alcoholic beverage would be exposed to an INEBRIATION syndrome, contracting it and having its effects manifest normally. If the dwarf were to have another drink before the effects of this first syndrome have all worn off (by reaching their [[Syndrome#Creature effect tokens|END]] point), then exposure to the second INEBRIATION syndrome would increase the severity of the original syndrome's effects, making the dwarf progressively more intoxicated, and reset the timer on inebriation to its PEAK.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYN_CONCENTRATION_ADDED}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;:&amp;lt;max&amp;gt;&lt;br /&gt;
| Syndrome concentration is essentially a quantity which impacts the severity of the syndrome's relevant [[Syndrome#Symptomatic effects|effects]]. The higher the syndrome's concentration, the greater its severity. When a syndrome is contracted, the value specified in &amp;lt;amount&amp;gt; is its initial concentration level.&lt;br /&gt;
&lt;br /&gt;
As described above, if a creature is exposed to a syndrome with a particular [[Syndrome#SYN_IDENTIFIER|SYN_IDENTIFIER]] when already possessing an active syndrome with the same identifier, then this later syndrome isn't contracted, instead contributing to the original syndrome's concentration as indicated by its SYN_CONCENTRATION_ADDED token, if present. The syndrome in question will increase the original syndrome's concentration by &amp;lt;amount&amp;gt; whenever the creature is exposed to it, until its specified &amp;lt;max&amp;gt; concentration is reached by the original syndrome, causing subsequent exposure to this particular syndrome to do nothing (that is, until the original syndrome ends, at which point a new one may be contracted normally). Should the creature be exposed to a different syndrome with the same identifier and a higher &amp;lt;max&amp;gt; value, the concentration will of course increase further.&lt;br /&gt;
&lt;br /&gt;
For example, all forms of [[alcohol]] in the vanilla game have a syndrome with &amp;lt;code&amp;gt;[SYN_IDENTIFIER:INEBRIATION]&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:100:1000]&amp;lt;/code&amp;gt;. When alcohol is first drunk, the creature contracts the relevant inebriating syndrome at a concentration level of 100. Every subsequent drink will increase the concentration of this first syndrome by a further 100, intensifying its effects, until it plateaus at concentration level 1000. Once all the effects of the original syndrome have ended, the cycle can be started anew (assuming the drinker hasn't died of [[Alcohol#Alcohol_poisoning|alcohol poisoning]] yet). As described by Toady, &amp;quot;Each 100 of &amp;lt;amount&amp;gt; will contribute SEV in general to each effect (before [[Creature token#SYNDROME_DILUTION_FACTOR|dilution]]), &amp;lt;max&amp;gt; goes up to 1000. The concentration does not decrease, but will stay at the maximum attained until the syndrome wears off.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Some of the generated interaction-derived syndromes come with &amp;lt;code&amp;gt;[SYN_CONCENTRATION_ADDED:1000:0]&amp;lt;/code&amp;gt;. According to Toady, this &amp;quot;was a precaution after I had one bug with effects not fully manifesting due to low levels. It may not be necessary, but I decided to give everybody a full dose of the juice until I could get a closer look at it.&amp;quot; [http://www.bay12forums.com/smf/index.php?topic=169696.msg8083872#msg8083872]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Creature Effect Tokens==&lt;br /&gt;
Each and every syndrome has a number of creature effect tokens, represented by CE_X - these lovely little beauties determine exactly how the poor creature suffering from the syndrome is affected.  An example CE token is as follows:&lt;br /&gt;
&lt;br /&gt;
  [CE_NECROSIS:SEV:100:PROB:100:LOCALIZED:VASCULAR_ONLY:RESISTABLE:START:50:PEAK:1000:END:2000]&lt;br /&gt;
&lt;br /&gt;
In this example, we have an effect that will always cause severe necrosis in whichever bodypart it touches, so long as that bodypart is vascular and that the creature is not able to resist it in some manner.  The effect begins shortly after the syndrome is contracted, peaks 1000 [[time|time units]] afterwards, and finally ceases another 1000 time units later.&lt;br /&gt;
&lt;br /&gt;
As a general rule of thumb, so long as CE_X starts the string and START/(PEAK/END) ends it, the order of the intervening tokens isn't important.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_X}}&lt;br /&gt;
| &lt;br /&gt;
| The effect type.  This can be a number of different tokens, as detailed in the tables that follow this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEV}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The severity of the effect.  Higher values appear to be worse, with SEV:1000 CE_NECROSIS causing a part to near-instantly become rotten. Can go as high as 2147483647, and can be negative.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROB}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| The probability of the effect actually manifesting in the victim, as a percentage.  100 means always, 1 means a 1 in 100 chance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP}}&lt;br /&gt;
| &amp;lt;body part&amp;gt;:&amp;lt;tissue&amp;gt;&lt;br /&gt;
| (Optional; overridden by [[Syndrome#LOCALIZED|LOCALIZED]]) Specifies which body parts and tissues the effect is to be applied to. Not every effect requires a target!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;body part&amp;gt; can be BY_CATEGORY:X to target body parts with a matching [CATEGORY:X] [[body token]] (or ALL to affect everything), BY_TYPE:X to target body parts having a particular type (UPPERBODY, LOWERBODY, HEAD, GRASP, or STANCE), or BY_TOKEN:X to target individual body parts by their ID as specified by the [BP] token of the body plan definition. For example, if you wanted to target the lungs of a creature, you would use BP:BY_CATEGORY:LUNG:ALL.  The effect would act on all body parts within the creature with the CATEGORY tag LUNG and affect all tissue layers.  For another example, say you wanted to cause the skin to rot off a creature - you could use BP:BY_CATEGORY:ALL:SKIN, targeting the SKIN tissue on all body parts. Multiple targets can be given in one effect by placing the BP tokens end to end. This is one of the most powerful and useful aspects of the syndrome system, as it allows you to selectively target body parts relevant to the contagion, like lungs for coal dust inhalation, or the eyes for exposure to an acid gas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCALIZED}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional; overrides [[Syndrome#BP|BP]] tokens) This tag causes an effect to ignore all BP tokens and then forces the game to attempt to apply the effect to the limb that came into contact with the contagion - i.e. the part that was bitten by the creature injecting the syndrome material, or the one that was splattered by a contact contagion. If an effect can not be applied to the contacted limb (such as IMPAIR_FUNCTION on a non-organ) then this token makes the effect do nothing. This token also makes inhaled syndromes have no effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VASCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the VASCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUSCULAR_ONLY}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This effect only affects tissue layers with the MUSCULAR token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DILUTES}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) This token presumably causes the severity of the effect to scale with the size of the creature compared to the size of the dose of contagion they received, but has yet to be extensively tested.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIZE_DELAYS}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) As above, this token has yet to be tested but presumably delays the onset of an effect according to the size of the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_BE_HIDDEN}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Can be hidden by a unit assuming a secret identity, such as a [[vampire]]. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RESISTABLE}} (sic)&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Determines if the effect can be hindered by the target creature's [[Attribute#Disease_resistance|disease resistance attribute]]. Without this token, disease resistance is ignored. (yes, it's spelled incorrectly)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DWF_STRETCH}}&lt;br /&gt;
| &amp;lt;amount&amp;gt;&lt;br /&gt;
| (Optional) Multiplies the duration values of the effect by the specified amount in Fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_START}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect begin immediately rather than ramping up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT_END}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Makes the effect end immediately rather than ramping down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABRUPT}}&lt;br /&gt;
| &lt;br /&gt;
| (Optional) Combination of ABRUPT_START and ABRUPT_END.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| Determines the time after exposure, in ticks, when the effect starts. Required for all effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEAK}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect reaches its peak intensity.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|END}}&lt;br /&gt;
| &amp;lt;time&amp;gt;&lt;br /&gt;
| (Optional) Determines the time after exposure, in ticks, when the effect ends.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A key point that needs to be understood with regards to damaging syndrome effects such as [[Syndrome#CE_BRUISING|bruising]] is that they deal a quantity of damage (based on the effect's SEV and other modifiers) '''every [[time|tick]]''', and this damage accumulates over time. Thus, even a bruising effect at the lowest possible severity value '''will''' eventually lead to destruction of the affected body part(s) if the effect has a long enough duration. Similarly, [[Syndrome#Healing_Effects|healing effects]] undo a specific amount of damage every tick whilst the effect lasts.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Symptomatic Effects===&lt;br /&gt;
&lt;br /&gt;
The following table contains [[Syndrome#Creature effect tokens|creature effect tokens]] which cause purely medical [[symptom]]s.&lt;br /&gt;
&lt;br /&gt;
Non-targeted effects will ignore any BP tokens and LOCALIZED tokens.&lt;br /&gt;
&lt;br /&gt;
The details of this table are still being thrashed out by modders, so if you have anything to add, please don't hesitate to hit the edit button!&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BRUISING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to undergo bruising.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLISTERS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Covers the targeted body part with blisters.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_OOZING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes pus to ooze from the afflicted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to start bleeding, with heavy enough bleeding resulting in the death of the sufferer. Some conditions seem to cause bleeding to be fatal no matter how weak.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to swell up. Extreme swelling may lead to necrosis.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NECROSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes the targeted body part to rot, with associated tissue damage, miasma emission and bleeding. The victim slowly bleeds to death if the wound is not treated. Badly necrotic limbs will require amputation.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NUMBNESS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes numbness in the affected body part, blocking pain. Extreme numbness may lead to sensory nerve damage.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PAIN}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Afflicts the targeted body part with intense pain.  If no target is specified this applies to all body parts.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PARALYSIS}}&lt;br /&gt;
| Optional&lt;br /&gt;
| Causes complete paralysis of the affected body part. Paralysis on a limb may lead to motor nerve damage. If no target is specified this causes total paralysis, which can lead to suffocation of smaller creatures.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_IMPAIR_FUNCTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| An organ afflicted with this effect is rendered inoperable - for example, if both lungs are impaired the creature can't breathe and will suffocate.  This token only affects organs, not limbs. Note that this effect is currently bugged, and will not &amp;quot;turn off&amp;quot; until the creature receives a wound to cause its body parts to update.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Inflicts the Dizziness condition, occasional fainting and a general slowdown in movement and work speed.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DROWSINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Drowsiness condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_UNCONSCIOUSNESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Renders the creature unconscious.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Fever condition.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Causes the Nausea condition, and heavy vomiting. Can eventually lead to dehydration and death.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_COUGH_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically coughing blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_VOMIT_BLOOD}}&lt;br /&gt;
| No&lt;br /&gt;
| This effect results in the sufferer periodically vomiting blood, which stains the tile they're on and requires cleanup.  It doesn't appear to be lethal, but may cause minor bleeding damage.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Healing Effects===&lt;br /&gt;
Most of the [[Syndrome#Symptomatic_Effects|above]] effects have counterparts to alleviate [[symptom]]s and heal physical damage:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PAIN}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of pain produced by wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the pain is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_SWELLING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of swelling on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_PARALYSIS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of any paralysis effects on the targeted body part.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_DIZZINESS}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any dizziness the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_NAUSEA}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any nausea the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REDUCE_FEVER}}&lt;br /&gt;
| No&lt;br /&gt;
| Decreases the severity of any fever the creature has.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_STOP_BLEEDING}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Decreases the severity of the bleeding of any wounds or syndrome effects on the targeted body part. The SEV value probably controls by how much the bleeding is decreased.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CLOSE_OPEN_WOUNDS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Closes any wounds on the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CURE_INFECTION}}&lt;br /&gt;
| Yes?&lt;br /&gt;
| Probably decreases the severity of the infection from infected wounds over time.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_TISSUES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the tissues of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_HEAL_NERVES}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Heals the nerves of the targeted body part with speed depending on the SEV value.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REGROW_PARTS}}&lt;br /&gt;
| Yes&lt;br /&gt;
| Causes missing body parts to regrow. SEV controls how quickly body parts are regrown. In adventure, parts may be lost again once you travel or wait/sleep {{bug|0011396}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Special Effects===&lt;br /&gt;
Several special syndrome effects take different arguments than the above. These are used for generated interactions in unmodded games, but may be used as well for any custom substance or interaction. CE_FEEL_EMOTION is the only one of these that takes SEV.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Accepts Target&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ADD_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Adds the specified tag(s) to the affected creature. Multiple tags can be specified sequentially within a single effect token. Valid tags:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
*NO_AGING&lt;br /&gt;
Halts the creature's aging process and prevents [[Creature token#MAXAGE|death by old age]].&lt;br /&gt;
&lt;br /&gt;
*STERILE&lt;br /&gt;
Makes the creature unable to produce [[children|offspring]].&lt;br /&gt;
&lt;br /&gt;
*HAS_BLOOD&lt;br /&gt;
*MORTAL&lt;br /&gt;
*FIT_FOR_ANIMATION&lt;br /&gt;
*FIT_FOR_RESURRECTION&lt;br /&gt;
Adding these tags to a creature doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Creature tokens:'''&lt;br /&gt;
&lt;br /&gt;
*[[Creature_token#BLOODSUCKER|BLOODSUCKER]]&lt;br /&gt;
*[[Creature_token#CAN_LEARN|CAN_LEARN]]&lt;br /&gt;
*[[Creature_token#CAN_SPEAK|CAN_SPEAK]]&lt;br /&gt;
*[[Creature_token#CRAZED|CRAZED]]&lt;br /&gt;
*[[Creature_token#EXTRAVISION|EXTRAVISION]]&lt;br /&gt;
*[[Creature_token#MISCHIEVOUS|MISCHIEVOUS]] (or [[Creature_token#MISCHIEVIOUS|MISCHIEVIOUS]])&lt;br /&gt;
*[[Creature_token#NO_CONNECTIONS_FOR_MOVEMENT|NO_CONNECTIONS_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NO_DIZZINESS|NO_DIZZINESS]]&lt;br /&gt;
*[[Creature_token#NO_DRINK|NO_DRINK]]&lt;br /&gt;
*[[Creature_token#NO_EAT|NO_EAT]]&lt;br /&gt;
*[[Creature_token#NO_FEVERS|NO_FEVERS]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_GAIN|NO_PHYS_ATT_GAIN]]&lt;br /&gt;
*[[Creature_token#NO_PHYS_ATT_RUST|NO_PHYS_ATT_RUST]]&lt;br /&gt;
*[[Creature_token#NO_SLEEP|NO_SLEEP]]&lt;br /&gt;
*[[Creature_token#NO_THOUGHT_CENTER_FOR_MOVEMENT|NO_THOUGHT_CENTER_FOR_MOVEMENT]]&lt;br /&gt;
*[[Creature_token#NOBREATHE|NOBREATHE]]&lt;br /&gt;
*[[Creature_token#NOEMOTION|NOEMOTION]]&lt;br /&gt;
*[[Creature_token#NOEXERT|NOEXERT]]&lt;br /&gt;
*[[Creature_token#NOFEAR|NOFEAR]]&lt;br /&gt;
*[[Creature_token#NONAUSEA|NONAUSEA]]&lt;br /&gt;
*[[Creature_token#NOPAIN|NOPAIN]]&lt;br /&gt;
*[[Creature_token#NOSTUN|NOSTUN]]&lt;br /&gt;
*[[Creature_token#NOT_LIVING|NOT_LIVING]]&lt;br /&gt;
*[[Creature_token#NOTHOUGHT|NOTHOUGHT]]&lt;br /&gt;
*[[Creature_token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]]&lt;br /&gt;
*[[Creature_token#PARALYZEIMMUNE|PARALYZEIMMUNE]]&lt;br /&gt;
*[[Creature_token#SUPERNATURAL|SUPERNATURAL]]&lt;br /&gt;
*[[Creature_token#TRANCES|TRANCES]]&lt;br /&gt;
*[[Creature_token#UTTERANCES|UTTERANCES]]&lt;br /&gt;
*[[Creature_token#NIGHT_CREATURE_EXPERIMENTER|NIGHT_CREATURE_EXPERIMENTER]]&lt;br /&gt;
&lt;br /&gt;
Adding tags will cause the creature to pass/fail any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION). Note that [[Syndrome#CE_REMOVE_TAG|CE_REMOVE_TAG]] overrides this effect.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_REMOVE_TAG}}&lt;br /&gt;
| No&lt;br /&gt;
| &amp;lt;tag 1&amp;gt;:&amp;lt;tag 2&amp;gt;:etc&lt;br /&gt;
| Removes the specified tag(s) from the affected creature. Multiple tags can be specified sequentially within a single effect token. The tags listed [[Syndrome#CE_ADD_TAG|above]] can all be removed via this effect.&lt;br /&gt;
&lt;br /&gt;
If a particular tag is targeted by both CE_REMOVE_TAG and [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], and both effects are active simultaneously, CE_REMOVE_TAG takes precedence (i.e. the overall effect is that of tag removal for as long as CE_REMOVE_TAG remains active). The order in which the effects activate doesn't affect this, not even if CE_ADD_TAG is added later/earlier via a different syndrome.&lt;br /&gt;
&lt;br /&gt;
Removing tags will cause the creature to fail/pass any relevant &amp;lt;code&amp;gt;[[Interaction token#IT_REQUIRES|IT_REQUIRES]]&amp;lt;/code&amp;gt;/&amp;lt;code&amp;gt;[[Interaction_token#IT_FORBIDDEN|IT_FORBIDDEN]]&amp;lt;/code&amp;gt; checks (with the apparent exceptions of FIT_FOR_ANIMATION and FIT_FOR_RESURRECTION).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Special tags:'''&lt;br /&gt;
&lt;br /&gt;
* HAS_BLOOD&lt;br /&gt;
If this tag is removed, the creature behaves as though it has no [[Creature token#BLOOD|blood]]; it doesn't bleed when [[Tissue definition token#VASCULAR|VASCULAR]] tissues are damaged (and thus cannot die of blood loss), and substances cannot be [[Syndrome#SYN_INJECTED|injected]] into it.&lt;br /&gt;
&lt;br /&gt;
* NO_AGING&lt;br /&gt;
* STERILE&lt;br /&gt;
Removing these tags doesn't appear to do anything unless they've been added to a creature via [[Syndrome#CE_ADD_TAG|CE_ADD_TAG]], in which case their effects will be negated as described above.&lt;br /&gt;
&lt;br /&gt;
* MORTAL&lt;br /&gt;
* FIT_FOR_ANIMATION&lt;br /&gt;
* FIT_FOR_RESURRECTION&lt;br /&gt;
Removing these tags doesn't appear to do anything.&lt;br /&gt;
&lt;br /&gt;
|- a&lt;br /&gt;
| {{text anchor|CE_DISPLAY_NAME}}&lt;br /&gt;
| No&lt;br /&gt;
| NAME:singular:plural:adjective&lt;br /&gt;
| Attaches the specified name to the creature's normal name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_DISPLAY_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Causes the creature to display the specified tile instead of its normal one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FLASH_TILE}}&lt;br /&gt;
| No&lt;br /&gt;
| TILE:[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]:FREQUENCY:&amp;lt;frames default tile&amp;gt;:&amp;lt;frames syndrome tile&amp;gt;&lt;br /&gt;
| Causes the creature to flash between its normal tile and the one specified here.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_PHYS_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Body_attributes|physical attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MENT_ATT_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| [[Attribute]]:percentage:fixed boost(?)&lt;br /&gt;
| Alters the creature's specified [[Attribute#Soul_attributes|mental attribute]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPEED_CHANGE}}&lt;br /&gt;
| No&lt;br /&gt;
| speed modifier:number&lt;br /&gt;
| Changes the creature's speed.&lt;br /&gt;
Speed modifier contains one or both of:&lt;br /&gt;
* SPEED_PERC:percentage (this modifies a creature's in-game speed, so higher numbers are faster)&lt;br /&gt;
* SPEED_ADD:number (this modifies a creature's [SPEED:XX] token, so higher numbers are slower. Negative numbers are accepted though will only reduce a creature's speed to zero)&lt;br /&gt;
The minimum and maximum speeds able to be created by CE_SPEED_CHANGE are 99 and 10,000 respectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SKILL_ROLL_ADJUST}}&lt;br /&gt;
| No&lt;br /&gt;
| PERC:percentage:PERC_ON:percentage&lt;br /&gt;
| Alters the creature's specified{{verify}} skill level.  The argument PERC specifies a percentage of the creature's current skill, and PERC_ON the probability of the effect being applied on a particular roll.&lt;br /&gt;
e.g. This causes a 20% chance of any skill roll being 0 (multiplies the current skill level by 0/100) instead of the normal result&lt;br /&gt;
 [CE_SKILL_ROLL_ADJUST:PROB:100:PERC:0:PERC_ON:20:START:0]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| No&lt;br /&gt;
| APPEARANCE_MODIFIER:HEIGHT/LENGTH/BROADNESS:percentage(?) &lt;br /&gt;
| Alters the size of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Yes&lt;br /&gt;
| body part:APPEARANCE_MODIFIER:attribute:number&lt;br /&gt;
| Alters the characteristics (height, width etc.) of a body part. &amp;quot;body part&amp;quot; here can either be BP, followed by the usual BY_CATEGORY etc., or TL, followed by the usual selection for SELECT_TISSUE_LAYER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_TRANSFORMATION}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Makes the affected unit transform into a different creature. The target creature may either be specified directly by following this with a CE:CREATURE token, or else set to be randomly selected as indicated by the additional tokens listed below (of which multiple may be specified).&lt;br /&gt;
&lt;br /&gt;
Note that transformation into or out of the target form causes the creature to drop all items in its inventory and instantly heals all of its wounds.  If an [[undead]] limb happens to be transformed, its entire body will regenerate upon transforming back. &lt;br /&gt;
&lt;br /&gt;
Transformation will also re-roll a creature's age to somewhere within the new form's adult age range. This prevents a 70 year old dwarf from dying the moment it turns into a bat ([[Creature token#MAXAGE|max age]] of 3). If it remains stuck as a bat for (at most) three consecutive years it will die of old age as a bat before the syndrome is able to wear off.&lt;br /&gt;
&lt;br /&gt;
A transformed creature generally retains its previous group and civilization membership (unless it becomes [[Creature token#OPPOSED_TO_LIFE|OPPOSED_TO_LIFE]] for example). A transformed dwarf will remain a member of your fortress (and may still hold or gain [[Noble|positions]]), a transformed trader will hang out at the trade depot and eventually leave along with its fellow traders, and a transformed goblin will continue sieging your fortress with its fellow siege members.&lt;br /&gt;
&lt;br /&gt;
A transformed diplomat (like a trade liaison or expedition leader) will still be able to conduct diplomatic meetings even if they no longer [[Creature token#CAN_SPEAK|CAN_SPEAK]].&lt;br /&gt;
&lt;br /&gt;
Transformed creatures can be trained and adopted following the usual rules. However note that if a transformed creature is a member of your fortress then [[Animal Training|animal trainers]] will not attempt to train it. &lt;br /&gt;
&lt;br /&gt;
A transformed creature can produce offspring with creatures of the species it has transformed into and will follow that creature's normal rules for reproduction.&lt;br /&gt;
&lt;br /&gt;
[[Butcher#Butchering|Butchering]] a transformed creature may produce an odd mix of products. For example, if Urist the dwarf is transformed into a [[Cow|bull]] and then is led to the butcher's block for slaughter the resulting products will contain some bull creature parts like &amp;quot;Urist's horn&amp;quot;, &amp;quot;Urist's hoof&amp;quot;, and &amp;quot;Urist's skin&amp;quot; (which becomes &amp;quot;cow leather&amp;quot; when [[Tanner|tanned]]) but will also contain some dwarf creature parts like &amp;quot;dwarf meat&amp;quot;, &amp;quot;dwarf eye&amp;quot;, and &amp;quot;dwarf brain&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Specific transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE:'''&amp;lt;creature&amp;gt;:&amp;lt;caste&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
This can be used to specify a target creature to transform into ([CE:CREATURE:DWARF:FEMALE], for example). '''ALL''' or '''ANY''' can be used in place of a specific caste to randomise this for every transformation. &lt;br /&gt;
Do note that using '''ALL''' or '''ANY''' for transformation castes will make the creature transform over and over again with the interval depending on the '''START''' token. This can lead to an unending transformation loop. [[Syndrome#looping_problem|However, there is a way to get around this.]] &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Random transformation:'''&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|creature flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes creatures with the specified [[Interaction_token#Creature_and_Caste_Flags|creature flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]]. May be used multiple times per transformation effect; creatures which lack any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
* '''CE:FORBIDDEN_CREATURE_CASTE_FLAG:'''&amp;lt;[[Interaction_token#Creature_and_Caste_Flags|caste flag]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creature with the specified [[Interaction_token#Creature_and_Caste_Flags|caste flag]] from the random selection pool. May be used multiple times per transformation effect; creatures which possess any of the indicated flags will never be transformed into.&lt;br /&gt;
&lt;br /&gt;
*'''CE:HAVE_FAST_EFFORTLESS_GAIT_SPEED:'''&amp;lt;minimum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Narrows down the selection to creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] less than or equal to the specified &amp;lt;minimum gait speed&amp;gt; (&amp;quot;less than&amp;quot; because lower is faster in the scale used for [[Gait#Speed|gait speed]]). This is used in generated [[Die#Adventurer_Mode|divination curses]] to prevent the player from being transformed into a creature that is frustratingly slow to play as. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
*'''CE:ALL_SLOW_EFFORTLESS_GAIT_SPEED:'''&amp;lt;maximum [[Gait#Speed|gait speed]]&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Excludes any creatures which have at least one [[gait]] with an [[Creature_token#GAIT|&amp;lt;energy expenditure&amp;gt;]] of 0 and a [[Creature_token#GAIT|&amp;lt;max speed&amp;gt;]] value less than or equal to the specified &amp;lt;maximum gait speed&amp;gt; (note that larger values are slower in the scale used for [[Gait#Speed|gait speed]]). [http://www.bay12forums.com/smf/index.php?topic=169696.msg8243222#msg8243222]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_MULT:[[material token|&amp;lt;material token&amp;gt;]]:&amp;lt;value A&amp;gt;:&amp;lt;value B&amp;gt;&lt;br /&gt;
| When the affected creature is struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. '''NONE:NONE''' can be used in place of a specific material token so as to make the effect applicable to all materials. Note that this syndrome effect is equivalent to the [[Creature_token#MATERIAL_FORCE_MULTIPLIER|MATERIAL_FORCE_MULTIPLIER]] creature token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CAN_DO_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| &lt;br /&gt;
| Makes the creature able to perform an [[Interaction_token|interaction]]. Follow this effect token with [[Interaction_token#INTERACTION|[CDI:INTERACTION:&amp;lt;interaction name&amp;gt;]]] to specify the desired interaction, and add other [[Interaction_token#Usage|CDI tokens]] as required.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SPECIAL_ATTACK_INTERACTION}}&lt;br /&gt;
| Yes&lt;br /&gt;
| INTERACTION:&amp;lt;interaction name&amp;gt;:BP:&amp;lt;selection criteria&amp;gt;:&amp;lt;name of category,type, or token of designated part/parts&amp;gt;&lt;br /&gt;
| Makes the creature able to perform an interaction when using an attack with a designated body part/parts. See [[#In 0.47.01|below]] for an example&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_BODY_MAT_INTERACTION}}&lt;br /&gt;
| No&lt;br /&gt;
| MAT_TOKEN:&amp;lt;body material token&amp;gt;&lt;br /&gt;
| This is used to tie an [[Interaction_token|interaction]] to one of the creature’s body materials. Generated [[vampire]] syndromes use this effect to make vampire blood pass on the vampirism curse when consumed.&lt;br /&gt;
&lt;br /&gt;
The target body material is specified by inserting its ID as defined in the creature raws. For example, when a syndrome with “CE_BODY_MAT_INTERACTION:MAT_TOKEN:SWEAT” is gained by a unit, the effect will apply to any material defined as “SWEAT” in the creature raws of that unit, if such a material is present.&lt;br /&gt;
'''RESERVED_BLOOD''' is a special body material token which can be used to specify the [[Creature_token#BLOOD|[BLOOD]]] material of any creature, regardless of the material's actual ID.&lt;br /&gt;
&lt;br /&gt;
The following tokens should be placed after this effect:&lt;br /&gt;
* '''CE:SYNDROME_TAG:'''&amp;lt;transmission method&amp;gt; is used to specify what must be done with the body material to trigger the interaction. Replace &amp;quot;&amp;lt;transmission method&amp;gt;&amp;quot; with any of '''[[Syndrome#SYN_INGESTED|SYN_INGESTED]], [[Syndrome#SYN_INJECTED|SYN_INJECTED]], [[Syndrome#SYN_CONTACT|SYN_CONTACT]], [[Syndrome#SYN_INHALED|SYN_INHALED]]'''. Multiple instances of this tag may be used to specify different valid transmission routes. ''However, SYN_INGESTED appears to be the only one that works at present.''&lt;br /&gt;
* '''CE:INTERACTION:'''&amp;lt;[[Interaction_token#INTERACTION|interaction ID]]&amp;gt; is used to specify which interaction is to be run (replace &amp;quot;&amp;lt;interaction ID&amp;gt;&amp;quot; with the name of the desired interaction). Appropriate interaction effects with a creature target (such as [[Interaction_token#I_EFFECT|ADD_SYNDROME]]) will be inflicted upon the unit who interacts with the body material as specified above. Note that the linked interaction must have an [[Interaction_token#I_SOURCE|[I_SOURCE:INGESTION]]] token for this to work.&lt;br /&gt;
&lt;br /&gt;
This currently only works on materials obtained from historical figures. That is to say, the material must bear the source unit's name, such as &amp;quot;Urist McVampire's dwarf blood&amp;quot; as opposed to mere &amp;quot;dwarf blood&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_SENSE_CREATURE_CLASS}}&lt;br /&gt;
| No&lt;br /&gt;
| CLASS:&amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;:&lt;br /&gt;
[[Tilesets|&amp;lt;tile value or character&amp;gt;]]:&lt;br /&gt;
[[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Provides the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when such creatures lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_FEEL_EMOTION}}&lt;br /&gt;
| No&lt;br /&gt;
| EMOTION:&amp;lt;[[emotion]]&amp;gt;&lt;br /&gt;
| Makes the creature feel a specific [[emotion]]. The effect's SEV value determines how intense the emotion is. The creature also receives a [[thought]] in the following format: &amp;quot;[creature] feels [emotion] due to [[Syndrome#SYN_NAME|[syndrome name]]]&amp;quot;. See [[Emotion]] for the list of valid emotions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_CHANGE_PERSONALITY}}&lt;br /&gt;
| No&lt;br /&gt;
| FACET:&amp;lt;[[DF2014:Personality_trait#Facets|personality trait]]&amp;gt;:&amp;lt;amount&amp;gt;&lt;br /&gt;
| Changes a [[personality trait]] by the given amount. Multiple FACET:&amp;lt;trait&amp;gt;:&amp;lt;amount&amp;gt; sets may be used, and &amp;lt;amount&amp;gt; can be negative. For example, generated [[necromancer]] syndromes come with the following effect:&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[CE_CHANGE_PERSONALITY:FACET:ANXIETY_PROPENSITY:50:FACET:TRUST:-50:START:0:ABRUPT]&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
According to Toady, CE_CHANGE_PERSONALITY effects can cause creatures to re-evaluate their [[Personality_trait#Goals|goals]] in worldgen; the boost to anxiety and distrust given to necromancers makes it more likely for them to develop the goal of [[Personality_trait#RULE_THE_WORLD|ruling the world]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8275328#msg8275328]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CE_ERRATIC_BEHAVIOR}}&lt;br /&gt;
| No&lt;br /&gt;
|&lt;br /&gt;
| Causes erratic behavior, meaning &amp;quot;People that [[Personality_trait#VIOLENT|like to brawl]] have a chance of starting a brawl-level fight with any nearby adult.&amp;quot; [http://www.bay12forums.com/smf//index.php?topic=159164.msg7632503#msg7632503 -Toady]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
'''All''' creature effect tokens take START, END and PROB numbers, and can be followed by [CE:PERIODIC] and/or [CE:COUNTER_TRIGGER] to restrict when they actually take effect.&lt;br /&gt;
&lt;br /&gt;
===Periodic Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|PERIODIC}}:&amp;lt;period_type&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;]'''&lt;br /&gt;
&lt;br /&gt;
When this token is placed after a syndrome effect, it will prevent that effect from working unless within the specified period range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[werebeast]] syndromes have a [[Syndrome#CE_BODY_TRANSFORMATION|body transformation effect]] with &amp;lt;code&amp;gt;[CE:PERIODIC:[[Syndrome#MOON_PHASE|MOON_PHASE]]:27:0]&amp;lt;/code&amp;gt;, which makes the transformation active only throughout moon phases 27 to 0 (the full moon period). Once the moon phase changes from 0 to 1, the transformation will end and remain inactive until phase 27 is reached again (unless of course the effect has an END time which is reached before this happens. On that note, keep in mind that the START time of the effect needs to have been reached for activation to have become possible).&lt;br /&gt;
&lt;br /&gt;
Only one periodic trigger may currently be specified per effect. [[Syndrome#Counter_Triggers|Counter triggers]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have its conditions met for the effect to be allowed to work.&lt;br /&gt;
&lt;br /&gt;
MOON_PHASE is currently the only valid period type:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Period&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOON_PHASE}}&lt;br /&gt;
| The lunar cycle in ''Dwarf Fortress'' is composed of 28 segments (each slightly shorter than a [[time|day]] in duration), with each segment represented by a value ranging from 0 to 27. These correspond to moon phases as follows:&lt;br /&gt;
* '''0''' = full moon&lt;br /&gt;
* '''1-4''' = waning gibbous&lt;br /&gt;
* '''5-8''' = waning half&lt;br /&gt;
* '''9-12''' = waning crescent&lt;br /&gt;
* '''13-14''' = new moon&lt;br /&gt;
* '''15-18''' = waxing crescent&lt;br /&gt;
* '''19-22''' = waxing half&lt;br /&gt;
* '''23-26''' = waxing gibbous&lt;br /&gt;
* '''27''' = full moon&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Counter Triggers===&lt;br /&gt;
&lt;br /&gt;
'''[CE:{{text anchor|COUNTER_TRIGGER}}:&amp;lt;counter_name&amp;gt;:&amp;lt;min_value&amp;gt;:&amp;lt;max_value&amp;gt;:REQUIRED]'''&lt;br /&gt;
&lt;br /&gt;
Creatures in ''Dwarf Fortress'' possess internal counters which keep track of their various activities and statuses. When this token is placed after a syndrome effect, it will prevent the effect from working unless the affected creature has the indicated counter, and its value lies within the specified range.&lt;br /&gt;
&lt;br /&gt;
For example, generated [[vampire]] syndromes use &amp;lt;code&amp;gt;[CE:COUNTER_TRIGGER:[[Syndrome#DRINKING_BLOOD|DRINKING_BLOOD]]:1:NONE:REQUIRED]&amp;lt;/code&amp;gt; with an [[Syndrome#CE_BP_APPEARANCE_MODIFIER|appearance modifier]] to make the vampire's teeth temporarily lengthen whilst leeching blood.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can be used in place of &amp;lt;max_value&amp;gt; to indicate that any value above &amp;lt;min_value&amp;gt; is valid. &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; can also be used in place of &amp;lt;min_value&amp;gt;, which is equivalent to the lowest value attainable by a counter.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;REQUIRED&amp;lt;/code&amp;gt; implies that the effect won't proceed if the counter exists but doesn't lie within the range provided. However, it's actually redunant as COUNTER_TRIGGER always checks for both of these conditions [http://www.bay12forums.com/smf/index.php?topic=169696.msg8173424#msg8173424]; replacing it with &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; doesn't alter the way the trigger functions, though it ''will'' fail to work if this slot is left empty instead.&lt;br /&gt;
&lt;br /&gt;
As detailed below, most counters only exist temporarily, so their use as triggers is somewhat more restricted than intuition suggests. For example, specifying &amp;lt;code&amp;gt;0&amp;lt;/code&amp;gt; or &amp;lt;code&amp;gt;NONE&amp;lt;/code&amp;gt; as the &amp;lt;min_value&amp;gt; for a [[Syndrome#CAVE_ADAPT|CAVE_ADAPT]] trigger wouldn't permit the effect to work when the affected creature is outside, since this counter is removed from the unit as soon as its value decreases past 1. Similarly, [[Syndrome#MILK_COUNTER|MILK_COUNTER]] is only present for some time ''after'' a creature is milked.&lt;br /&gt;
&lt;br /&gt;
Multiple counter triggers can be specified per effect, in which case the effect will be permitted to work if at least one of the trigger conditions is met. A [[Syndrome#Periodic_Triggers|periodic trigger]] can also be specified for the same effect, in which case both the periodic trigger and at least one counter trigger will need to have their conditions met for the effect to work.&lt;br /&gt;
&lt;br /&gt;
The following is a list of valid counter types including a couple of notable values:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;Bisque&amp;quot;&lt;br /&gt;
! Counter&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOLIC}}&lt;br /&gt;
| For {{token|ALCOHOL_DEPENDENT|c}} creatures, this counter increases by 1 each [[time|tick]], and is reset to 0 when the creature drinks [[alcohol]]. The following messages are added after &amp;quot;needs alcohol to get through the working day&amp;quot; in the creature's description when the counter reaches the specified values:&lt;br /&gt;
* 100800 (3 months) = and is starting to work slowly due to its scarcity&lt;br /&gt;
* 201600 (6 months) = and really wants a drink&lt;br /&gt;
* 302400 (9 months) = and has gone without a drink for far, far too long&lt;br /&gt;
* 403200 (1 year) = and can't even remember the last time (s)he had some&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| For creatures with the {{token|CAVE_ADAPT|c}} token, this counter is created and increases by 1 each [[time|tick]] when the creature is in the {{DFtext|Dark|0:1}}, and decreases by 10 each tick when {{DFtext|Outside|3:1}}. The counter is removed if it decreases to 0. See [[cave adaptation]] for more information.&lt;br /&gt;
* 403200 (1 year) = going outside causes irritation&lt;br /&gt;
* 604800 (1.5 years) = going outside causes nausea&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILK_COUNTER}}&lt;br /&gt;
| When a creature is milked, this counter is created and set to the frequency value specified in the creature's {{token|MILKABLE|c}} token, and subsequently decreases by 1 each [[time|tick]] until it reaches 0, at which point it is immediately removed, making the creature available for milking again.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SPENT}}&lt;br /&gt;
| This counter is created and set to 100800 (3 months' worth of [[time|tick]]s in fortress mode) when a creature [[Creature_token#LAYS_EGGS|lays eggs]], and thereafter decreases by 1 each tick until it reaches 0, at which point it is removed and the creature regains the ability to lay eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GROUNDED_ANIMAL_ANGER}}&lt;br /&gt;
| How angry (and likely to attack) an animal is from being in an overcrowded location. The counter is created and set to 200 when the animal is forced to lie on the ground whilst sharing a tile with another creature. It subsequently decreases by 1 each [[time|tick]], but this is overcome by the addition of 200 every so often (with a variable delay between each spike) if the creature remains grounded. The counter is removed if it decreases to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TIME_SINCE_SUCKED_BLOOD}}&lt;br /&gt;
| This counter rises by 1 every [[time|tick]] for creatures with the {{token|BLOODSUCKER|c}} token. When it rises high enough (generally around 100800; 3 months in fortress mode time), the creature will seek an [[sleep|unconscious]] victim to leech off of.  Blood-sucking causes the counter to decrease, and will continue until either the victim is dead or the counter reaches 0. Note that this counter isn't removed when 0 is reached.&lt;br /&gt;
&lt;br /&gt;
When playing as a bloodsucker in [[adventure mode]], the following bloodthirst indicators are displayed when this counter reaches the specified values:&lt;br /&gt;
* 172800 (1 day in adventure mode time) = {{DFtext|Thirsty|4:0}}&lt;br /&gt;
* 1209600 (1 week) = {{DFtext|Thirsty!|4:1}}&lt;br /&gt;
* 2419200 (2 weeks) = {{DFtext|Thirsty!|5:1}}&lt;br /&gt;
Various penalties are applied as bloodthirst increases; see the [[vampire]] article for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DRINKING_BLOOD}}&lt;br /&gt;
| This appears to be created and set to a fixed value of 20 whilst the creature is sucking blood, and begins to decrease by 1 each [[time|tick]] once blood-sucking ceases (as described [[Syndrome#TIME_SINCE_SUCKED_BLOOD|above]]) until it reaches 0, at which point the counter is removed.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{mod}}&lt;br /&gt;
&lt;br /&gt;
==Inorganic syndromes and you!==&lt;br /&gt;
It's perfectly possible - and quite simple - to add a nasty syndrome to a type of rock or metal - you simply add the syndrome tokens to the material definition in the same manner that you would add them to a creature material definition.  The only catch is that since your hapless dwarves will only normally encounter the material in metal, gem or boulder form, a bit of creativity must be used to actually get them inside your citizens - that is, you need to make them 'explosively boil' as soon as they're mined or produced.  This has the sad side effect of destroying the actual item - sorry, no highly radioactive uranium this release.  &lt;br /&gt;
&lt;br /&gt;
The easiest way to accomplish this is to assign the material a low boiling point, usually just under room temperature, and make sure its temperature is fixed to a point above it.&lt;br /&gt;
  [MELTING_POINT:NONE]&lt;br /&gt;
  [BOILING_POINT:10000]&lt;br /&gt;
  [MAT_FIXED_TEMP:10001]&lt;br /&gt;
  [SPEC_HEAT:1]&lt;br /&gt;
Now, as soon as this substance hits the open air - by being mined, smelted or reaction-produced at a custom workshop - it will EXPLOSIVELY BOIL, flooding a small area with delicious syndrome-rich gas.  Creatures who inhale the gas will be immediately hit with the [[Syndrome#SYN_INHALED|SYN_INHALED]] syndrome you thoughtfully attached to the material definition earlier! Note that creatures do not need to inhale every tick, so there is a chance that the gas will dissipate before it can infect any particular creature.&lt;br /&gt;
&lt;br /&gt;
There are a number of other tokens you can use to control the colour and naming conventions of your syndrome material, referred to as [[material definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Spreading diseases==&lt;br /&gt;
It's fully possible to make a nasty disease capable of spreading itself from an infected dwarf to others, though it requires some skill in modding [[interaction token|interactions]] as well. Here is an example of a plague-inflicting interaction:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_CAN_DO_INTERACTION:START:1500:END:25000]&lt;br /&gt;
  				[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  				[CDI:INTERACTION:PLAGUE]&lt;br /&gt;
  				[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  				[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  				[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As you can see, the syndrome here inflicts blisters, fever and, after roughly a month, necrosis of the whole body - that's when the infected creatures will start dying out. But before that happens, CE_CAN_DO_INTERACTION makes them capable of spreading the plague further.&lt;br /&gt;
&lt;br /&gt;
You also need a disease vector that will bring the plague straight to your fort. (hint: use [[large rat|various]] [[rat man|species]] [[giant rat|of rats]] - they're perfect for that). The following code, added to a creature's raws, ensures the creature will infect anybody it encounters:&lt;br /&gt;
&lt;br /&gt;
  [CAN_DO_INTERACTION:PLAGUE]&lt;br /&gt;
  	[CDI:ADV_NAME:Spread the plague]&lt;br /&gt;
  	[CDI:TARGET:A:LINE_OF_SIGHT]&lt;br /&gt;
  	[CDI:TARGET_RANGE:A:10]&lt;br /&gt;
  	[CDI:WAIT_PERIOD:30]&lt;br /&gt;
&lt;br /&gt;
As soon as the said creature is startled by your dwarves, the [[fun]] will begin.&lt;br /&gt;
&lt;br /&gt;
===In 0.47.01===&lt;br /&gt;
As of version 0.47.01, it may be possible to use a creature's established methods of attack for use in disease-spreading.&lt;br /&gt;
&lt;br /&gt;
Let's use the borrowed example of the plague above. This time, the plague will spread through biting, using the following syndrome code:&lt;br /&gt;
&lt;br /&gt;
  [INTERACTION:PLAGUE]&lt;br /&gt;
  	[I_TARGET:A:CREATURE]&lt;br /&gt;
  		[IT_LOCATION:CONTEXT_CREATURE]&lt;br /&gt;
  		[IT_FORBIDDEN:NOT_LIVING]&lt;br /&gt;
  		[IT_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  		[IT_MANUAL_INPUT:creatures]&lt;br /&gt;
  	[I_EFFECT:ADD_SYNDROME]&lt;br /&gt;
  		[IE_TARGET:A]&lt;br /&gt;
  		[IE_IMMEDIATE]&lt;br /&gt;
  		[SYNDROME]&lt;br /&gt;
  			[SYN_NAME:the plague]&lt;br /&gt;
  			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
  			[CE_FEVER:SEV:250:PROB:100:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_BLISTERS:SEV:325:PROB:100:BP:BY_CATEGORY:ALL:SKIN:START:250:PEAK:1500:END:25000]&lt;br /&gt;
  			[CE_NECROSIS:SEV:300:PROB:100:BP:BY_CATEGORY:ALL:ALL:VASCULAR_ONLY:START:22500:PEAK:23750:END:25000]&lt;br /&gt;
  			[CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:PLAGUE:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The line [CE_SPECIAL_ATTACK_INTERACTION:INTERACTION:BITE_PLAGUE:BP:BY_CATEGORY:MOUTH:BP:BY_CATEGORY:TOOTH:START:0:ABRUPT] allows any infected creature with an attack using mouth or tooth category body parts to immediately spread the disease using said attack. The victim of the attack may then spread the disease if they are able to attack with the needed body part/parts.&lt;br /&gt;
&lt;br /&gt;
==Multi-caste/multi-creature body transformations==&lt;br /&gt;
This is a way to get around the {{text anchor|looping problem}} when using ANY or ALL castes for [[Syndrome#CE_BODY_TRANSFORMATION|CE_BODY_TRANSFORMATION]] and not being limited to a single creature for transformations. It's an incredibly simple solution as you can see in this example code:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:25:START:0]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
This code will transform a creature into either a female/male [[hydra]] or a female/male [[dragon]]. &lt;br /&gt;
&lt;br /&gt;
For every caste/creature you want a ''victim'' to transform into, you add a [CE_BODY_TRANSFORMATION] token with a [PROB] token attached to it. For most of the transformations the PROB is set to ``1/number_of_transformations * 100`` (or a different number if you want uneven odds), but the final transformation needs a PROB of 100 to ensure there is always at least one transformation chosen. A creature can only have one active transformation at a time. If any of the lower PROB transformations occurs then the PROB 100 transformation can not happen.&lt;br /&gt;
&lt;br /&gt;
If you instead want a ''sequence'' of transformations to take place then you need make sure that one transformation ends on the same tick that the next one begins:&lt;br /&gt;
{{code|code=&lt;br /&gt;
[SYNDROME]&lt;br /&gt;
	[SYN_NAME:draconic sequence curse]&lt;br /&gt;
	[SYN_CLASS:DRACONIC_SEQUENCE_CURSE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:0:END:10]&lt;br /&gt;
			[CE:CREATURE:HYDRA:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:10:END:20]&lt;br /&gt;
			[CE:CREATURE:DRAGON:MALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:20:END:30]&lt;br /&gt;
			[CE:CREATURE:HYDRA:FEMALE]&lt;br /&gt;
	[CE_BODY_TRANSFORMATION:PROB:100:START:30:END:40]&lt;br /&gt;
			[CE:CREATURE:DRAGON:FEMALE]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
&lt;br /&gt;
* [[Syndrome examples]]&lt;br /&gt;
* [[Interaction token]]&lt;br /&gt;
* [[Modding]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Creature attributes}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:DF2012:Syndrome]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=299135</id>
		<title>Wood cutter</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Wood_cutter&amp;diff=299135"/>
		<updated>2024-04-20T07:07:22Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
{{v50_skill&lt;br /&gt;
| color      = 6:1&lt;br /&gt;
| graphic    = [[File:woodcutter_sprite_preview.png]]&lt;br /&gt;
| skill      = Wood Cutter&lt;br /&gt;
| specialty  = Woodcutter&lt;br /&gt;
| profession = [[Woodworker]]&lt;br /&gt;
| job name   = Wood Cutting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Chop down trees&lt;br /&gt;
| workshop   =&lt;br /&gt;
* None, but needs [[axe]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Strength&lt;br /&gt;
* Agility&lt;br /&gt;
* Endurance&lt;br /&gt;
* Willpower&lt;br /&gt;
* Spatial Sense&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&amp;lt;!-- To prevent confusion:&lt;br /&gt;
 - &amp;quot;Wood Cutter&amp;quot; - title case, name of skill&lt;br /&gt;
 - &amp;quot;Wood Cutting&amp;quot; - title case, name of labor&lt;br /&gt;
 - &amp;quot;woodcutter&amp;quot; - normal case, any dwarf cutting trees&lt;br /&gt;
 - &amp;quot;woodcutting&amp;quot; - normal case, the activity of cutting trees --&amp;gt;&lt;br /&gt;
'''Wood Cutter''' is a [[skill]] that allows a dwarf to chop down [[tree]]s with an [[axe]], turning them into [[wood]] logs. As wood is an essential resource, this is an important skill. As with other skills, it's developed with practice. Higher levels of the skill make felling trees quicker.&lt;br /&gt;
&lt;br /&gt;
A dwarf must be selected in the '''Woodcutters''' [[work detail]] in order to chop down trees. It's a subset of &amp;quot;woodworking&amp;quot;, together with [[carpentry]] and [[crossbow-making]]. This labor is also mutually exclusive with [[mining]], because, like mining it requires a tool to be equipped, and thus has a uniform attached to it.&lt;br /&gt;
&lt;br /&gt;
If you [[embark]] using the &amp;quot;Play Now!&amp;quot; option, one of the seven settlers will be a Novice Wood Cutter in the appropriate work detail. Graphically, any individual assigned as a woodcutter will be wearing a yellow tunic.&lt;br /&gt;
&lt;br /&gt;
== Cutting down trees ==&lt;br /&gt;
&lt;br /&gt;
Trees need to be designated to be cut down. Specifically, designating any of the trunk tiles of a tree will do.&lt;br /&gt;
&lt;br /&gt;
# Select &amp;quot;Set tree chopping orders&amp;quot; (in the bottom bar, or press {{Menu icon|l}}).&lt;br /&gt;
# Click on the starting point (one corner of the desired triangle).&lt;br /&gt;
# Click (again) on the opposite corner of the desired rectangle to be cut. The trunk tiles of the trees that were in the rectangle should be highlighted, indicating that they will be chopped down.&lt;br /&gt;
#* Tiles can also be designated by using keyboard cursor if enabled.&lt;br /&gt;
&lt;br /&gt;
After the trees are designated, any idle dwarf with the Wood Cutting work detail enabled and an axe equipped will start chopping them down. As with other tasks, the most recently designated target is processed first.&lt;br /&gt;
&lt;br /&gt;
[[Image:tree-kills-woodcutter.png|400px|thumb|And you thought that your job was bad.]]&lt;br /&gt;
&lt;br /&gt;
Trees can be cut from any point, not only from ground level, but in all cases, after the dwarf is done cutting, the tree transforms into a pile of logs that fall to the ground in a direction opposite from where the cutter was standing. The logs are not treated as falling objects--they cannot hurt any creatures they land on--but any objects previously sitting upon the tree (e.g. logs from previously felled trees, bolts, corpses, etc.) will fall with standard ''Dwarf Fortress'' lethality.&lt;br /&gt;
&lt;br /&gt;
== Axes ==&lt;br /&gt;
A dwarf needs to have an equipped edged [[axe]] to chop down trees. If a dwarf has the Wood Cutting work detail enabled but doesn't have an axe, they will pick up any available one from a stockpile. Thankfully, any immigrant that arrives with the wood cutting labor enabled will be carrying an axe {{Verify|how does this apply for the new work detail system?}}.&lt;br /&gt;
&lt;br /&gt;
There are no special axes for woodcutting; dwarves use standard [[battle axe]]s. Creatures large enough to wield [[great axe]]s and [[halberd]]s can use them for woodcutting as well; however, due to {{bugl|5812}}, no dwarf can equip either weapon. Unlike [[weapon|axes in combat]] though, the quality or material of an axe appears to have no effect on any aspect of wood cutting - a [[quality|no-quality]] [[copper]] axe is the same as a masterwork [[steel]] or [[adamantine]] axe. However, wood cutters will no longer use axes without edges, such as wooden [[training weapon|training axe]]s.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it is not currently possible to assign woodcutters the same axe to use in the [[military]] as to use in civilian labor{{bug|1451}}.&lt;br /&gt;
&lt;br /&gt;
== Tips ==&lt;br /&gt;
* Any part of the tree's &amp;quot;trunk&amp;quot; can be cut to bring the entire tree down. There is no &amp;quot;pruning&amp;quot; of tree limbs in ''Dwarf Fortress''.&lt;br /&gt;
** If you are unable to designate a tree to be cut down, check the higher levels. If an upper level of the tree is already designated for cutting, the &amp;quot;ground-level&amp;quot; trunk will not also be designated, and the tree will not be cut down unless that higher-level branch can be accessed.&lt;br /&gt;
* Felled trees fall safely, but any objects that were previously supported by the tree will fall downward, with standard ''Dwarf Fortress'' lethality. Care must be taken to ensure that the woodcutters do not kill other friendly creatures.&lt;br /&gt;
** Sometimes dwarves or livestock can get stuck in trees.  Cutting down the tree in this case is generally a bad idea, since the creature will take a lot of damage on impact with the ground.  Build a staircase up to the branches and try to coax the creature out first.&lt;br /&gt;
* If the tile in the z-level under the tree's trunk is mined out first, cutting the tree down will remove the ground (floor) tile, creating a hole.&lt;br /&gt;
* A single fully-grown tree can provide well over ten logs, making a wood-powered metal industry possible in a well-forested [[biome]], if not always infinitely sustainable.&lt;br /&gt;
* Many products can be made with materials other than wood.  Wood cutting is a skill you could probably turn off and on as necessary, unless you need a continuous supply of wood for beds, charcoal, ash, or siege weapon parts and ammo.&lt;br /&gt;
* As felling trees is usually done away from your fortress, it is an inherently dangerous activity in hostile areas, and care must be taken to ensure that the woodcutters are not killed by hostile [[creature]]s or [[ambush]]ed.  It may be helpful to assign woodcutters a [[war animal]] or other work animal.&lt;br /&gt;
* [[Herbalist]]s can gather fruit and nuts from a lot of trees.  [[Stepladder]]s aid this process. However, clear-cutting a large area will lower your food production if you rely a lot on herbalists.  Underground &amp;quot;trees&amp;quot; (being the current in-game model for fungi) do not produce fruit.&lt;br /&gt;
* Wood production can be sped up if the woodcutters are excluded from a [[haul|wood hauling]] work detail, so they can focus on cutting more trees instead of hauling the logs from the last one to the nearest wood [[stockpile]].&lt;br /&gt;
&lt;br /&gt;
==== Woodcutting and the military: ====&lt;br /&gt;
There are several quirks, tricks and outright bugs found in the area overlapping woodcutters and axedwarves...&lt;br /&gt;
&lt;br /&gt;
* Due to a bug, the wood cutting labor conflicts with military uniforms. A military dwarf with wood cutting enabled will drop his uniform when transitioning to civilian duty. To avoid problems it is recommended you keep your military and wood cutters separate.&lt;br /&gt;
* If you remove the woodcutting labour of your only woodcutter, his axe may be taken by the military, as well as all axes made subsequently. If you then assign the woodcutting labour to other dwarves, they will do nothing, as they cannot equip axes. To solve this, disband your military temporarily; the woodcutters will pick up axes, and you can then re-make your military squads.&lt;br /&gt;
* There is bug where, if you had an axedwarf in the military, and then remove them from their squad, no other dwarf will pick up that axe for woodcutting. Go to your s{{k|q}}uads menu and disband that squad - that will free up the axe(s) for woodcutting duty. &lt;br /&gt;
* Again - it's best if you can keep your woodcutters/woodcutting axes separate from your axedwarves/military axes.&lt;br /&gt;
&lt;br /&gt;
== Trivia ==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
In order to relieve the brainless monotony (aka: dwarven bliss) experienced by wood cutters, the diminutive log choppers often engage in competitive singing whilst whacking away at their arboreal nemeses, such that raucous renditions of the perpetually popular tune &amp;quot;I am a lumberjack and I'm OK&amp;quot; can be heard echoing throughout the timbered valleys found near their fortresses at ever increasing levels of volume.  The overall loudness of the rendition is apparently the most critical value used to determine the winner.  Unfortunately, this singing is fairly detrimental to overall harvesting productivity, as by the time most singers lay in to the third verse of the song, they have either convulsed into blithering (and debilitating) laughter, or they have run off to taunt the elves with their massive tooth picks whilst wearing their best cross dressing outfits (see further). &lt;br /&gt;
&lt;br /&gt;
Sadly, wood cutters often fall victim to raiding goblins, as their cacophonous singing leads the goblins straight to them just as they are in a state of vocal euphoria, and are thus easy prey for the grimy gobbos. That said, there have been instances when their singing has soothed the savagery of nearby beasts, but reports of this are scarce as most dwarves are unwilling to admit their feat, for fear that it might be seen as undwarflike (aka cowardly). &lt;br /&gt;
&lt;br /&gt;
Some dwarves have been known to carry on their person very large toothpicks, with which they clean their rather massive molars. These toothpicks are crafted by the woodcutters (in their off hours), sometimes using an entire tree to manufacture a single pick. Wood cutters take significant pride in the size of their toothpicks, which, in a pinch, can often double for poles used in pole vaulting contests (another popular dwarven pastime, an event usually called the 'Pole-Toss'). Thus the origin of the phrases &amp;quot;Go toss your pole&amp;quot; and &amp;quot;Is that a lumberjack's toothpick in your pocket or are you just happy to see me?&amp;quot; are explained.&lt;br /&gt;
&lt;br /&gt;
Despite rumors, no [[giant]] has become a lumberjack. Much less one named Paul.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;br /&gt;
[[ru:Wood cutter]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=299052</id>
		<title>Attribute</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Attribute&amp;diff=299052"/>
		<updated>2024-04-15T06:40:44Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Toughness */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
[[File:attributes_v50_preview.png|thumb|262px|right|Attributes of a stoneworker.]]A creature has numerous '''attributes''' which affect its performance at various tasks, split into physical factors associated with the body, and mental factors associated with the [[soul]].&lt;br /&gt;
&lt;br /&gt;
Body Attributes can be viewed in the creature's Health -&amp;gt; Description screen. Soul Attributes can be viewed in the creature's Personality -&amp;gt; Traits screen. Positive attributes are shown in green, negative attributes are shown in red, and average attributes are omitted. Said attributes may be listed as follows (may have to be highlighted to be seen):&amp;lt;br /&amp;gt;&lt;br /&gt;
{{DFtext|He is slow to tire and agile, |2:0}}{{DFtext|but he is quite susceptible to disease.|4:0}}&lt;br /&gt;
&lt;br /&gt;
Attributes are associated with skills, so that shield use will raise endurance as an attribute, but not attributes like memory. Different attributes raised by one skill may not be raised by the same amount. Attribute and skill gain and rust rates are moddable in the raws as a [[creature token]].&lt;br /&gt;
&lt;br /&gt;
Attributes can be viewed for individual dwarves by selecting ({{k|v}}iew dwarves, {{k|z}}, {{k|enter}}), or by going to the ({{k|u}}nits menu, {{k|v}}iew, then {{k|enter}}).&lt;br /&gt;
&lt;br /&gt;
== Descriptions ==&lt;br /&gt;
In-game attribute descriptions are calculated based on the difference from the [[creature|species]] average&amp;lt;!-- caste average? --&amp;gt;. [[Human]]s' median attribute values are always 1000. Thus, if the median [[dwarf]] has higher than 1000 for an attribute, that means the median dwarf is better than the median human for that attribute (however, individual humans may be better than individual dwarves due to intraspecies variation). Likewise, if the median dwarf has below 1000 for an attribute, then the median human bests the median dwarf in that contest.&lt;br /&gt;
&lt;br /&gt;
The tiers at which descriptions change are 250, 500, 750, and 1000 above or below the species median. Interestingly, if a species has an attribute with a median below 1000, such as dwarves' agility, the lowest tier will never be displayed.&lt;br /&gt;
&lt;br /&gt;
These descriptions are not used in [[adventurer mode]].&lt;br /&gt;
&lt;br /&gt;
== Body attributes ==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different, as they are calculated based on the species average. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
=== Strength ===&lt;br /&gt;
Alters the damage done in melee (increases velocity of weapon swings), increases muscle mass (a thicker muscle layer also resists damage more), and increases how much a creature can carry. Higher strength also increases the speed of fast [[gait]]s in most creatures, including running, soaring, galloping, and fast swimming, however, proportionate gains in muscle mass can eventually reduce speed enough to overtake the gains (more so with larger creatures than dwarves). The dwarven median of 1250 is higher than average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || unbelievably strong&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || mighty&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || very strong&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || strong&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000  || weak&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || very weak&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || unquestionably weak&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || unfathomably weak&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Agility===&lt;br /&gt;
This attribute affects the speed of a creature's fast-moving [[gait]]s in the same way as strength &amp;amp;mdash; a creature with maximum agility and strength can run faster than a creature with minimum agility and strength. The median dwarf agility of 900 is slightly below average.&lt;br /&gt;
&lt;br /&gt;
Because dwarves in general have below-average agility, and because the descriptions are based on the difference from the racial average, no dwarves will ever display as &amp;quot;abysmally clumsy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 1900&amp;amp;ndash;5000 || amazingly agile&lt;br /&gt;
|-&lt;br /&gt;
| 1650&amp;amp;ndash;1899 || extremely agile&lt;br /&gt;
|-&lt;br /&gt;
| 1400&amp;amp;ndash;1649 || very agile&lt;br /&gt;
|-&lt;br /&gt;
| 1150&amp;amp;ndash;1399 || agile&lt;br /&gt;
|-&lt;br /&gt;
| 651&amp;amp;ndash;1149  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 401&amp;amp;ndash;650   || clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 151&amp;amp;ndash;400   || quite clumsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;150     || totally clumsy&lt;br /&gt;
|-&lt;br /&gt;
| (never displayed) || abysmally clumsy&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Toughness===&lt;br /&gt;
Increases the amount of time required to suffocate.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2250&amp;amp;ndash;5000 || basically unbreakable&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || incredibly tough&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || quite durable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || tough&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || remarkably flimsy&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || shockingly fragile&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Endurance===&lt;br /&gt;
Reduces the rate at which dwarves become exhausted, as well as increasing pain tolerance. The dwarven median endurance of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || absolutely inexhaustible&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || indefatigable&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || slow to tire&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || extremely quick to tire&lt;br /&gt;
|-&lt;br /&gt;
| 0 || truly quick to tire&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Recuperation===&lt;br /&gt;
Increases the rate of wound healing and reduces fat. The dwarven median recuperation of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || possessed of amazing recuperative powers&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || incredibly quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || quite quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || quick to heal&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || very slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really slow to heal&lt;br /&gt;
|-&lt;br /&gt;
| 0 || shockingly slow to heal&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Disease resistance===&lt;br /&gt;
Reduces the risk of contracting [[syndrome]]s, and their negative effects when active, including the [[alcohol]]-induced ones. The dwarven median disease resistance of 1000 is exactly the human average. Having a disease resistance of 5000 does not grant immunities.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;5000 || virtually never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || almost never sick&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || rarely sick&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249  || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750   || susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500   || quite susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || really susceptible to disease&lt;br /&gt;
|-&lt;br /&gt;
| 0 || stunningly susceptible to disease&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by body attribute ==&lt;br /&gt;
{{SkillsByBodyAttribute}}&lt;br /&gt;
&lt;br /&gt;
==Soul attributes==&lt;br /&gt;
The attribute values given in the tables correspond to default racial averages for dwarves only. Modded dwarves or any other creature will report the same phrases, but the underlying numbers may be very different. In almost every case, a higher attribute value is better, as opposed to [[personality trait]]s where one may prefer higher or lower depending on the situation.&lt;br /&gt;
&lt;br /&gt;
From [http://www.bay12forums.com/smf/index.php?topic=60554.msg1413312#msg1413312 this post by Toady One]:&lt;br /&gt;
&amp;lt;blockquote&amp;gt;&lt;br /&gt;
With respect to skills: most of these attributes only affect duration, when that is the only available skill effect to begin with, but they are factored into outcomes when it applies.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
At the [[#Skills By Soul Attribute|bottom]] is a list of which attributes affect which skills. [[:Image:DFmental.PNG|This]] pair of charts provides an easier to read summary of the soul attributes that are useful for doctors and soldiers.&lt;br /&gt;
&lt;br /&gt;
===Analytical ability===&lt;br /&gt;
The dwarven median analytical ability of 1250 is slightly above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || awesome intellectual powers&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a sharp intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good intellect&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || poor analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || very bad analytical abilities&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a lousy intellect&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || a stunning lack of analytical ability&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Focus===&lt;br /&gt;
The dwarven median focus of 1500 is above average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value{{verify}}&lt;br /&gt;
! Description&lt;br /&gt;
&amp;lt;!-- These values are somewhat suspect... --&amp;gt;&lt;br /&gt;
|- &lt;br /&gt;
| 2542&amp;amp;ndash;5000 || unbreakable focus&lt;br /&gt;
|-&lt;br /&gt;
| 2292&amp;amp;ndash;2541 || a great ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 2042&amp;amp;ndash;2291 || very good focus&lt;br /&gt;
|-&lt;br /&gt;
| 1792&amp;amp;ndash;2041 || the ability to focus&lt;br /&gt;
|-&lt;br /&gt;
| 1293&amp;amp;ndash;1791 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1043&amp;amp;ndash;1292 || poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 793&amp;amp;ndash;1042 || quite poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 543&amp;amp;ndash;792 || really poor focus&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;542 || the absolute inability to focus&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Willpower===&lt;br /&gt;
Willpower directly reduces exertion and pain effects, and also affects the threshold before creatures flee in battle and the effects of stress. The dwarven median willpower of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an unbreakable will&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || an iron will&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a lot of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || willpower&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little willpower&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a large deficit of willpower&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no willpower&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no willpower&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Creativity===&lt;br /&gt;
The dwarven median creativity of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || a boundless creative imagination&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || great creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1751&amp;amp;ndash;1999 || very good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1750 || good creativity&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || meager creativity&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor creativity&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || lousy creativity&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || next to no creative talent&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Intuition===&lt;br /&gt;
The dwarven median intuition of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || uncanny intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || great intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || very good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || good intuition&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very bad intuition&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || lousy intuition&lt;br /&gt;
|-&lt;br /&gt;
| 0 || horrible intuition&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Patience===&lt;br /&gt;
Some non-skill tasks are affected by Patience. The dwarven median patience of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || absolutely boundless patience&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || a deep well of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great deal of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a sum of patience&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || a shortage of patience&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || little patience&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || very little patience&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || no patience at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Memory===&lt;br /&gt;
The dwarven median memory of 1250 is slightly above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2250&amp;amp;ndash;5000 || an astonishing memory&lt;br /&gt;
|-&lt;br /&gt;
| 2000&amp;amp;ndash;2249 || an amazing memory&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great memory&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a good memory&lt;br /&gt;
|-&lt;br /&gt;
| 1001&amp;amp;ndash;1499 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1000 || an iffy memory&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a poor memory&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a really bad memory&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;250 || little memory to speak of&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Linguistic ability===&lt;br /&gt;
The dwarven median linguistic ability of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing ability with languages and words&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great affinity for language&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural inclination toward language&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a way with words&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a little difficulty with words&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || very little linguistic ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || difficulty with words and language&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Spatial sense===&lt;br /&gt;
The dwarven median spatial sense of 1500 is above the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value&lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2542&amp;amp;ndash;5000 || a stunning feel for spatial relationships&lt;br /&gt;
|-&lt;br /&gt;
| 2292&amp;amp;ndash;2541 || an amazing spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 2042&amp;amp;ndash;2291 || a great feel for the surrounding space&lt;br /&gt;
|-&lt;br /&gt;
| 1792&amp;amp;ndash;2041 || a good spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 1293&amp;amp;ndash;1791 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 1043&amp;amp;ndash;1292 || a questionable spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 793&amp;amp;ndash;1042 || poor spatial senses&lt;br /&gt;
|-&lt;br /&gt;
| 543&amp;amp;ndash;792 || an atrocious spatial sense&lt;br /&gt;
|-&lt;br /&gt;
| 0&amp;amp;ndash;542 || no sense for spatial relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Musicality===&lt;br /&gt;
Musicality affects performances, such as playing music with instruments and singing. The dwarven median musicality of 1000 is exactly the human average. &lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astonishing knack for music&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great musical sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a natural ability with music&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a feel for music&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || an iffy sense for music&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || little natural inclination toward music&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no natural musical ability&lt;br /&gt;
|-&lt;br /&gt;
| 0 || absolutely no feel for music at all&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Kinesthetic sense===&lt;br /&gt;
Most skills involving any movement at all (lots of them), and many non-skilled tasks as well, are affected by Kinesthetic Sense. The dwarven median kinesthetic sense of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an astounding feel for the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of the position of [his/her] own body&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a very clumsy kinesthetic sense&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an unbelievably atrocious sense of the position of [his/her] own body&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Empathy===&lt;br /&gt;
The dwarven median empathy of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || an absolutely remarkable sense of others' emotions&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || an ability to read emotions fairly well&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || poor empathy&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a very bad sense of empathy&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || next to no empathy&lt;br /&gt;
|-&lt;br /&gt;
| 0 || the utter inability to judge others' emotions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Social awareness===&lt;br /&gt;
The dwarven median social awareness of 1000 is exactly the human average.&lt;br /&gt;
&lt;br /&gt;
{| class=wikitable style=&amp;quot;width:400px;&amp;quot;&lt;br /&gt;
! Value &lt;br /&gt;
! Description&lt;br /&gt;
|- &lt;br /&gt;
| 2000&amp;amp;ndash;5000 || a shockingly profound feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1750&amp;amp;ndash;1999 || a great feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1500&amp;amp;ndash;1749 || a very good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1250&amp;amp;ndash;1499 || a good feel for social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 751&amp;amp;ndash;1249 || (no description)&lt;br /&gt;
|-&lt;br /&gt;
| 501&amp;amp;ndash;750 || a meager ability with social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 251&amp;amp;ndash;500 || a poor ability to manage or understand social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 1&amp;amp;ndash;250 || a lack of understanding of social relationships&lt;br /&gt;
|-&lt;br /&gt;
| 0 || an absolute inability to understand social relationships&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Skills by soul attribute ==&lt;br /&gt;
{{SkillsBySoulAttribute}}&lt;br /&gt;
&lt;br /&gt;
== Skills by associated attributes ==&lt;br /&gt;
 &lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot; style=&amp;quot;border-spacing: 0; border-width: 1px; border-style: solid; text-align:center;&amp;quot;&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
!rowspan=&amp;quot;144&amp;quot;|&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood cutter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Carpenter]] || {{X|A}} || {{X|B}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Engraver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Mason]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Animal trainer]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || || || {{X|C}} || {{X|B}} || || || || || || {{X|A}} ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal caretaker]] || || {{X|A}} || || || {{X|A}} || || || || || || {{X|B}} || || || || || {{X|C}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Animal dissector]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Fish cleaner]] || || {{X|A}} || || {{X|B}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Butcher]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Trapper]] || || {{X|A}} || || || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tanner]] || || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Brewer]] || {{X|A}} || {{X|B}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Clothier]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Miller]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Thresher]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Cheese maker]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Milker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Cook]] || || {{X|A}} || || || {{X|B}} || || || {{X|C}} || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Planter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Herbalist]] || || {{X|A}} || || || || || || || || || {{X|B}} || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fisherdwarf]] || {{X|B}} || {{X|A}} || || || || {{X|A}} || || || || {{X|B}} || || || || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Furnace operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Strand extractor]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Weaponsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Armorsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Metalsmith]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Gem cutter]] || || {{X|A}} || || || {{X|C}} || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gem setter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wood crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Stone crafter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Metal crafter]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Glassmaker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Leatherworker]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bone carver]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Axeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swordsman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Knife user]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Maceman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Hammerman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Spearman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crossbowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shield user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Armor user]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Siege engineer]] || {{X|A}} || {{X|B}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Siege operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Bowyer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pikeman]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Lasher]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bowman]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Blowgunner]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Thrower]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mechanic]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || {{X|B}} || || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Druid]] || || {{X|B}} || {{X|C}} || {{X|A}} || || {{X|C}} || {{X|B}} || || || || || || || || || {{X|A}} ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Ambusher]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wound dresser]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || {{X|C}} ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Diagnostician]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Surgeon]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bone doctor]] || {{X|B}} || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Suturer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Crutch-walker]] || || {{X|A}} || || {{X|B}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wood burner]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Lye maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Soaper]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Potash maker]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dyer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pump operator]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|B}} || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Swimmer]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Persuader]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Negotiator]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Judge of intent]] || || || || || || || || || {{X|C}} || || || || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Appraiser]] || || || || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Organizer]] || || || || || {{X|A}} || || || {{X|C}} || || || || || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Record keeper]] || || || || || {{X|A}} || {{X|C}} || || || || || {{X|B}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Liar]] || || || || || || || || {{X|C}} || || || || {{X|A}} || || || || || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Intimidator]] || {{X|A}} || {{X|B}} || || || || || || || || || || {{X|A}} || || || {{X|B}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Conversationalist]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Comedian]] || || {{X|A}} || || || || || || {{X|B}} || || || || {{X|A}} || || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Flatterer]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Consoler]] || || || || || || || || || || || || {{X|B}} || || || || {{X|A}} || {{X|C}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Pacifier]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Tracker]] || || || || || {{X|A}} || || || || {{X|B}} || || || || {{X|C}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Student]] || || || || || {{X|B}} || {{X|C}} || || || || || {{X|A}} || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Concentration]] || || || || || || {{X|A}} || {{X|C}} || || || {{X|B}} || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Discipline]] || || || || || || {{X|B}} || {{X|A}} || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Observer]] || || || || || || {{X|B}} || || || {{X|C}} || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Wordsmith]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Writer]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Poet]] || || || || || || || || {{X|B}} || {{X|C}} || || || {{X|A}} || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Reader]] || || || || || || {{X|B}} || || || || || {{X|C}} || {{X|A}} || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Speaker]] || || || || || || || || || || || || {{X|A}} || || || || {{X|C}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Coordination]] || || {{X|A}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Balance]] || {{X|B}} || {{X|A}} || || || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Leader]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Teacher]] || || || || || || || || || || || || {{X|C}} || || || || {{X|A}} || {{X|B}}&lt;br /&gt;
|-&lt;br /&gt;
| [[Fighter]] || {{X|B}} || {{X|A}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Archer]] || || {{X|A}} || || || || {{X|C}} || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wrestler]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Biter]] || {{X|A}} || || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Striker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Kicker]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Dodger]] || || {{X|A}} || {{X|B}} || {{X|C}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Misc. object user]] || {{X|A}} || {{X|B}} || {{X|C}} || || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Knapper]] || {{X|B}} || {{X|A}} || || || {{X|B}} || || || || || || || || {{X|A}} || || {{X|C}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Tactician]] || || || || || {{X|A}} || || || {{X|B}} || {{X|C}} || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Shearer]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Spinner]] || {{X|B}} || {{X|A}} || || {{X|C}} || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Potter]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Glazer]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Presser]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Beekeeper]] || {{X|B}} || {{X|A}} || || {{X|C}} || {{X|A}} || || || || || || || || {{X|B}} || || {{X|C}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wax worker]] || || {{X|A}} || || || || || || {{X|C}} || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Climber]] || {{X|B}} || {{X|C}} || || {{X|A}} || || || {{X|C}} || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Gelder]] || {{X|A}} || {{X|B}} || || {{X|C}} || || || || || || || || || || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Dancer]] || {{X|C}} || {{X|A}} || || {{X|B}} || || || || || || || || || {{X|B}} || {{X|C}} || {{X|A}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Musician]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|- style=&amp;quot;background:#e5e5e5;text-align:left;vertical-align:bottom;&amp;quot;&lt;br /&gt;
! style=&amp;quot;text-align:center;&amp;quot; | &amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Skill&lt;br /&gt;
{{Rotated-heading|[[#Strength|Strength]]}}&lt;br /&gt;
{{Rotated-heading|[[#Agility|Agility]]}}&lt;br /&gt;
{{Rotated-heading|[[#Toughness|Toughness]]}}&lt;br /&gt;
{{Rotated-heading|[[#Endurance|Endurance]]}}&lt;br /&gt;
{{Rotated-heading|[[#Analytical_Ability|Analytical Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Focus|Focus]]}}&lt;br /&gt;
{{Rotated-heading|[[#Willpower|Willpower]]}}&lt;br /&gt;
{{Rotated-heading|[[#Creativity|Creativity]]}}&lt;br /&gt;
{{Rotated-heading|[[#Intuition|Intuition]]}}&lt;br /&gt;
{{Rotated-heading|[[#Patience|Patience]]}}&lt;br /&gt;
{{Rotated-heading|[[#Memory|Memory]]}}&lt;br /&gt;
{{Rotated-heading|[[#Linguistic_Ability|Linguistic Ability]]}}&lt;br /&gt;
{{Rotated-heading|[[#Spatial_Sense|Spatial Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Musicality|Musicality]]}}&lt;br /&gt;
{{Rotated-heading|[[#Kinesthetic_Sense|Kinesthetic Sense]]}}&lt;br /&gt;
{{Rotated-heading|[[#Empathy|Empathy]]}}&lt;br /&gt;
{{Rotated-heading|[[#Social_Awareness|Social Awareness]]}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Singer]] || || || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Keyboardist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Stringed instrumentalist]] || || {{X|A}} || || || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Wind instrumentalist]] || || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Percussionist]] || {{X|C}} || {{X|A}} || || {{X|B}} || || {{X|C}} || || {{X|B}} || || || || || || {{X|A}} || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Critical thinker]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Logician]] || || || || || {{X|A}} || || || || || || || || || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Mathematician]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Astronomer]] || || || || || {{X|A}} || || || || || || {{X|C}} || || {{X|B}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Chemist]] || || || || || {{X|A}} || {{X|B}} || || || || || {{X|C}} || || || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Geographer]] || || || || || {{X|B}} || || || || || || {{X|C}} || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Optics engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Fluid engineer]] || || || || || {{X|B}} || {{X|C}} || || || || || || || {{X|A}} || || || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Papermaker]] || {{X|A}} || {{X|B}} || || || || || || || || || || || {{X|B}} || || {{X|A}} || ||&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Bookbinder]] || || {{X|A}} || || || || || || || || || || || {{X|A}} || || {{X|B}} || ||&lt;br /&gt;
|-&lt;br /&gt;
| [[Schemer]] || || || || || || || || {{X|C}} || {{X|B}} || || || || || || || || {{X|A}}&lt;br /&gt;
|-style=&amp;quot;background:#f5f5f5;&amp;quot;&lt;br /&gt;
| [[Rider]] || || {{X|A}} || || || || || {{X|C}} || || || || || || || || {{X|A}} || {{X|B}} ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
*Skills have both Primary attributes (labeled &amp;quot;A&amp;quot;) and Secondary attributes (labeled &amp;quot;B&amp;quot; and &amp;quot;C&amp;quot;). Primary attributes give a bonus for every 100 points, while secondary attributes give a bonus for every 250 points.&lt;br /&gt;
*Spatial Sense and Kinesthetic Sense are almost everywhere&lt;br /&gt;
*Nothing trains Disease Resistance or Recuperation&lt;br /&gt;
*Intimidator and Comedian, both social skills, raise Agility. Dwarven comedy is slapstick/clowning, not stand-up.&lt;br /&gt;
*Student skill doesn't boost skill gain except for teacher-student relations in a barracks&lt;br /&gt;
*Choose high-volume labors that train useful attributes for militia day-jobs/bootcamp&lt;br /&gt;
*Fishing, Siege Operating, and Record Keeping are useful for marksdwarves as they train the Focus attribute&lt;br /&gt;
*Hunting (ambusher/sneak) has identical attribute gain to Crossbow and Archer skills&lt;br /&gt;
&lt;br /&gt;
===Attributes trained by skills===&lt;br /&gt;
'''''Strength''''':&lt;br /&gt;
:'''Primary''': Miner, Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Furnace operator, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege engineer, Siege operator, Pikeman, Thrower, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Intimidator, Wrestler, Biter, Striker, Kicker, Misc. object user, Presser, Gelder, Papermaker&lt;br /&gt;
:'''Secondary''': Thresher, Cheese maker, Fisherdwarf, Strand extractor, Knife user, Lasher, Mechanic, Bone doctor, Balance, Fighter, Knapper, Shearer, Spinner, Beekeeper, Climber, Dancer, Percussionist&lt;br /&gt;
&lt;br /&gt;
'''''Agility''''':&lt;br /&gt;
:'''Primary''': Engraver, Animal trainer, Animal caretaker, Fish dissector, Animal dissector, Fish cleaner, Trapper, Tanner, Weaver, Alchemist, Clothier, Thresher, Cheese maker, Cook, Herbalist, Fisherdwarf, Strand extractor, Gem cutter, Gem setter, Wood crafter, Stone crafter, Bone carver, Knife user, Crossbowman, Bowyer, Lasher, Bowman, Blowgunner, Mechanic, Ambusher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Comedian, Coordination, Balance, Fighter, Archer, Dodger, Knapper, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Dancer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Bookbinder, Rider&lt;br /&gt;
:'''Secondary''': Wood cutter, Carpenter, Mason, Butcher, Brewer, Miller, Milker, Planter, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Axeman, Swordsman, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Pikeman, Thrower, Druid, Dyer, Swimmer, Intimidator, Wrestler, Striker, Kicker, Misc. object user, Presser, Climber, Gelder, Papermaker&lt;br /&gt;
&lt;br /&gt;
'''''Toughness''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Miner, Animal trainer, Furnace operator, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Siege operator, Pikeman, Lasher, Thrower, Druid, Wood burner, Lye maker, Soaper, Potash maker, Pump operator, Fighter, Biter, Striker, Kicker, Dodger, Misc. object user&lt;br /&gt;
&lt;br /&gt;
'''''Endurance''''':&lt;br /&gt;
:'''Primary''': Druid, Climber&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Mason, Animal trainer, Fish cleaner, Butcher, Miller, Thresher, Cheese maker, Milker, Planter, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Metal crafter, Glassmaker, Leatherworker, Armor user, Siege engineer, Siege operator, Mechanic, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Wrestler, Biter, Dodger, Shearer, Spinner, Presser, Beekeeper, Gelder, Dancer, Wind instrumentalist, Percussionist&lt;br /&gt;
&lt;br /&gt;
'''''Disease Resistance''''':&lt;br /&gt;
:Nothing!&lt;br /&gt;
&lt;br /&gt;
'''''Recuperation''''':&lt;br /&gt;
:Nothing!&lt;br /&gt;
&lt;br /&gt;
'''''Analytical Ability''''':&lt;br /&gt;
:'''Primary''': Animal caretaker, Trapper, Alchemist, Siege engineer, Mechanic, Diagnostician, Appraiser, Organizer, Record keeper, Tracker, Tactician, Beekeeper, Critical thinker, Logician, Mathematician, Astronomer, Chemist&lt;br /&gt;
:'''Secondary''': Cheese maker, Cook, Furnace operator, Strand extractor, Gem cutter, Siege operator, Student, Knapper, Geographer, Optics engineer, Fluid engineer&lt;br /&gt;
&lt;br /&gt;
'''''Focus''''':&lt;br /&gt;
:'''Primary''': Fisherdwarf, Concentration&lt;br /&gt;
:'''Secondary''': Crossbowman, Siege operator, Bowman, Blowgunner, Druid, Ambusher, Surgeon, Bone doctor, Suturer, Record keeper, Student, Discipline, Observer, Reader, Archer, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Willpower''''':&lt;br /&gt;
:'''Primary''': Discipline&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Pikeman, Lasher, Thrower, Druid, Crutch-walker, Pump operator, Swimmer, Concentration, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Climber, Rider&lt;br /&gt;
&lt;br /&gt;
'''''Creativity''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Carpenter, Engraver, Mason, Trapper, Weaver, Alchemist, Clothier, Cheese maker, Cook, Weaponsmith, Armorsmith, Metalsmith, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Siege engineer, Bowyer, Mechanic, Organizer, Liar, Comedian, Wordsmith, Writer, Poet, Tactician, Potter, Glazer, Wax worker, Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Intuition''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Animal trainer, Alchemist, Diagnostician, Judge of Intent, Appraiser, Tracker, Observer, Wordsmith, Writer, Poet, Tactician, Schemer&lt;br /&gt;
&lt;br /&gt;
'''''Patience''''':&lt;br /&gt;
:'''Primary''': ''none''&lt;br /&gt;
:'''Secondary''': Animal trainer, Fisherdwarf, Concentration&lt;br /&gt;
&lt;br /&gt;
'''''Memory''''':&lt;br /&gt;
:'''Primary''': Student&lt;br /&gt;
:'''Secondary''': Animal caretaker, Herbalist, Diagnostician, Appraiser, Record keeper, Reader, Mathematician, Astronomer, Chemist, Geographer&lt;br /&gt;
&lt;br /&gt;
'''''Linguistic Ability''''':&lt;br /&gt;
:'''Primary''': Persuader, Negotiator, Liar, Intimidator, Conversationalist, Comedian, Flatterer, Pacifier, Wordsmith, Writer, Poet, Reader, Speaker&lt;br /&gt;
:'''Secondary''': Consoler, Leader, Teacher&lt;br /&gt;
&lt;br /&gt;
'''''Spatial Sense''''':&lt;br /&gt;
:'''Primary''': Crossbowman, Siege operator, Bowman, Blowgunner, Ambusher, Observer, Archer, Knapper, Geographer, Optics engineer, Fluid engineer, Bookbinder&lt;br /&gt;
:'''Secondary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Trapper, Weaver, Clothier, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Siege engineer, Bowyer, Pikeman, Lasher, Mechanic, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Swimmer, Tracker, Coordination, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Beekeeper, Wax worker, Climber, Dancer, Mathematician, Astronomer, Papermaker&lt;br /&gt;
&lt;br /&gt;
'''''Musicality''''':&lt;br /&gt;
:'''Primary''': Musician, Singer, Keyboardist, Stringed instrumentalist, Wind instrumentalist, Percussionist&lt;br /&gt;
:'''Secondary''': Dancer&lt;br /&gt;
&lt;br /&gt;
'''''Kinesthetic Sense''''':&lt;br /&gt;
:'''Primary''': Miner, Wood cutter, Carpenter, Engraver, Mason, Fish dissector, Animal dissector, Fish cleaner, Butcher, Tanner, Weaver, Brewer, Clothier, Miller, Thresher, Cheese maker, Milker, Cook, Planter, Herbalist, Furnace operator, Strand extractor, Weaponsmith, Armorsmith, Metalsmith, Gem cutter, Gem setter, Wood crafter, Stone crafter, Metal crafter, Glassmaker, Leatherworker, Bone carver, Axeman, Swordsman, Knife user, Maceman, Hammerman, Spearman, Shield user, Armor user, Bowyer, Pikeman, Lasher, Wound dresser, Surgeon, Bone doctor, Suturer, Crutch-walker, Wood burner, Lye maker, Soaper, Potash maker, Dyer, Pump operator, Swimmer, Coordination, Balance, Fighter, Wrestler, Biter, Striker, Kicker, Dodger, Misc. object user, Shearer, Spinner, Potter, Glazer, Presser, Wax worker, Climber, Gelder, Dancer, Papermaker, Rider&lt;br /&gt;
:'''Secondary''': Fisherdwarf, Crossbowman, Bowman, Blowgunner, Thrower, Ambusher, Intimidator, Comedian, Archer, Knapper, Beekeeper, Bookbinder&lt;br /&gt;
&lt;br /&gt;
'''''Empathy''''':&lt;br /&gt;
:'''Primary''': Animal trainer, Druid, Judge of intent, Consoler, Leader, Teacher&lt;br /&gt;
:'''Secondary''': Animal caretaker, Wound dresser, Persuader, Negotiator, Conversationalist, Flatterer, Pacifier, Speaker, Rider&lt;br /&gt;
&lt;br /&gt;
'''''Social Awareness''''':&lt;br /&gt;
:'''Primary''': Schemer&lt;br /&gt;
:'''Secondary''': Persuader, Negotiator, Judge of intent, Organizer, Liar, Conversationalist, Flatterer, Consoler, Pacifier, Speaker, Leader, Teacher&lt;br /&gt;
&lt;br /&gt;
== Dwarf attributes ==&lt;br /&gt;
&lt;br /&gt;
Each attribute is a number between 0 and 5000, but in dwarven terms anything below 200 is rare [http://dffd.bay12games.com/file.php?id=5882] and anything above 2500 is extraordinary. In the default raws (/raw/objects/creature_standard.txt), dwarven attributes come in four levels. &lt;br /&gt;
&lt;br /&gt;
Focus and Spatial Sense are referred to as &amp;quot;++&amp;quot;, or two steps above default. Their range is defined as [700:1200:1400:1500:1600:1800:2500], which sets out six ranges: 700-1200, 1200-1400, etc. Dwarves have an equal chance of dropping into any of these ranges, and an equal probability again of getting any number in that range. So the bottom one-sixth of your dwarves will be really low, the top one-sixth really high, and the two-thirds in the middle huddled around average. This also means that the median and the mean are slightly different: the mean for ++ is 1516.66... while median is 1500.&lt;br /&gt;
&lt;br /&gt;
Strength, Toughness, Analytical Ability, Creativity, Patience, and Memory are +, or one step above default. Their ranges are [450:950:1150:1250:1350:1550:2250], and their mean is 1266.66...&lt;br /&gt;
&lt;br /&gt;
Endurance, Disease Resistance, Recuperation, Intuition, Willpower, Kinesthetic Sense, Linguistic Ability, Musicality, Empathy, and Social Awareness are AVG, or the default. Their ranges are not specified in the raws, but they are [200:700:900:1000:1100:1300:2000] for Physical and [200:800:900:1000:1100:1300:2000] for Mental.&lt;br /&gt;
&lt;br /&gt;
Agility is &amp;quot;-&amp;quot;, the only attribute to be below default. Its ranges are [150:600:800:900:1000:1100:1500], mean 862.5, median 900.&lt;br /&gt;
&lt;br /&gt;
== Training attributes == &lt;br /&gt;
&lt;br /&gt;
It would seem that various skills train various attributes at different rates. For physical attributes and Willpower, military training works best - it relatively quickly gives a dwarf some extra Agility and Strength, making them walk and work faster in all areas (According to [http://www.bay12forums.com/smf/index.php?topic=121573.msg3944723#msg3944723] speed is a factor in determining how fast a labour is completed).  &lt;br /&gt;
&lt;br /&gt;
According to [https://www.reddit.com/r/dwarffortress/comments/zquv8f/psa_you_can_build_a_gym_for_your_military_with/] Reddit post, strength and stamina can be trained via screw pumps reasonably quickly. The pumps don't have to be adjacent to any liquids, and dwarves will still operate them, pumping air.&lt;br /&gt;
&lt;br /&gt;
Plant gathering trains Agility, Kinesthetic Sense, and Memory to a lesser degree. After a couple of years, plant gatherers become the faster dwarves in the fortress and are generally suitable for transfer to any demanding job.&lt;br /&gt;
&lt;br /&gt;
Attributes are capped in Adventure mode and probably also in dwarf mode. Those caps are governed by {{token|MENT_ATT_CAP_PERC}} and {{token|PHYS_ATT_CAP_PERC}}. By default the maximum attribute values (barring increases from vampirism and other interactions) are governed by the starting value as well as the median for that caste (that is the middle value in {{token|PHYS_ATT_RANGE}}, for example 1000 for most attributes for dwarves). &lt;br /&gt;
attribute_cap = starting_value + max {starting_value, median} &lt;br /&gt;
&lt;br /&gt;
The speed of learning attributes is governed by &amp;quot;cost to improve&amp;quot; in {{token|PHYS_ATT_RATES}} and {{token|MENT_ATT_RATES}}. By default CTI for attributes is 500, which means the counter for using that attribute has to be incremented 500 times for the dwarf to gain 1 in that attribute. The lower the CTI, the faster an attribute increases. According to [http://www.bay12forums.com/smf/index.php?topic=66525.msg3993120#msg3993120] the counter is incremented every ten ticks a skill using that attribute is in use. This means it takes 5000 TUs or just over 4 in-game days of continuous labour to improve an attribute by 1. The improved attribute gain from military training may stem from the fact that sparring and individual combat drills train multiple skills at the same time.&lt;br /&gt;
&lt;br /&gt;
==Standard ranges==&lt;br /&gt;
&lt;br /&gt;
The game comes pre-stocked with several sets of attribute ranges, some better than others. The signs that come after the numeral ranges indicate what level that range represents, but have no effect in and of themselves.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|[0:0:0:0:0:0:0]                     || unattainable&lt;br /&gt;
|-&lt;br /&gt;
|[0:100:200:300:400:450:500]         || ---&lt;br /&gt;
|-&lt;br /&gt;
|[0:400:600:750:800:900:1100]        || --&lt;br /&gt;
|-&lt;br /&gt;
|[150:600:800:900:1000:1100:1500]    || -&lt;br /&gt;
|-&lt;br /&gt;
|[200:700:900:1000:1100:1300:2000]   || Default&lt;br /&gt;
|-&lt;br /&gt;
|[450:950:1150:1250:1350:1550:2250]  || +&lt;br /&gt;
|-&lt;br /&gt;
|[700:1200:1400:1500:1600:1800:2500] || ++&lt;br /&gt;
|-&lt;br /&gt;
|[1250:1500:1750:2000:2500:3000:5000]|| +++&lt;br /&gt;
|-&lt;br /&gt;
|[5000:5000:5000:5000:5000:5000:5000]|| max&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Game mechanics}}&lt;br /&gt;
[[ru:Attribute]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Iron_man&amp;diff=298834</id>
		<title>Iron man</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Iron_man&amp;diff=298834"/>
		<updated>2024-03-26T00:14:42Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|fine}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|image=iron_man_sprite.png&lt;br /&gt;
|vary=no&lt;br /&gt;
|contrib=no&lt;br /&gt;
|death=item&lt;br /&gt;
|item=☼[[iron]] [[statue]]☼ (worth 3000☼)&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
'''Iron men''' are dangerous and exceptionally rare inorganic [[construct creature]]s made out of [[iron]], who inhabit the third layer of the [[caverns]]. Like other inorganic construct creatures, they are non-sentient, [[No Pain|feel no pain]], fear or [[No Exert|exertion]], [[No Stun|cannot be stunned]] and don't need to breathe. They are as large as [[human]]s and are level 2 [[building destroyer]]s. Iron men are immortal and only die to violence.&lt;br /&gt;
&lt;br /&gt;
Iron men are not as tough as you'd expect, the reason being the fact they are actually hollow: they have an iron exterior layer and an interior gas layer, making them far more fragile than a fully metallic creature such as the [[bronze colossus]], and even [[dwarf]] nails can damage the iron. Iron men are unharmed by [[fire]] and [[magma]], but can be damaged by [[dragonfire]] just like regular iron items. Additionally, iron men will, when damaged, leak a poisonous gas which causes a [[syndrome]] called &amp;quot;iron man cough&amp;quot;, consisting of coughing up [[blood]]. Dwarves with standard disease resistance will experience a peak in coughing shortly (100 [[time|time units]]) after infection, and will recover in less than a game day (1000 time units out of a full day's 1200 time units). These periods will vary according to the disease resistance of the infected dwarf, but the disease is not life-threatening. (Unless, of course, [[thought|being sick]] is the straw that breaks the camel's back of your dwarf's [[insanity|sanity]].)&lt;br /&gt;
&lt;br /&gt;
Upon death, iron men become a random masterwork iron [[statue]]. Parts like thumbs and noses removed from the creature during combat may be [[melt item|melted]] at a [[smelter]] in order to produce a small amount of iron.&lt;br /&gt;
&lt;br /&gt;
Some dwarves [[Preferences|like]] iron men for their ''stern appearance''.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:Iron_golem.png|thumb|center|300px|Admired for its ''stern appearance''.]]&lt;br /&gt;
&lt;br /&gt;
===Creature behavior and origin===&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Surprisingly, the Iron Man does not deplete your fortress' [[alcohol|booze]] supplies, nor does it woo nearly all of your female dwarves or hold a grudge against your [[Hammerer]]. On rare occasions humans who exhibit strange moods may sometimes turn into one of these. However, dwarves have been unable to duplicate this process, even given the finest workshops and crafting materials, leading most dwarven scholars to declare it impossible for a human to do so in a cave, with a box of scraps. !!EDIT!! The scholars are now running around naked, on account of losing a bet.&lt;br /&gt;
&lt;br /&gt;
It's unknown if the creature's metallic nature is a result of travelling through a magnetic field, or if it is capable of time travel. However, it's certain that it's made completely of iron, with no components of other metals or alloys like lead or steel. It will, however, still seek to fill your dwarves full of dread.&lt;br /&gt;
&lt;br /&gt;
Another amazing capability of the iron man is that just like the [[bronze colossus]], the iron man will nearly always polymorph into the form of another standard, non-randomly generated creature upon death, the post-death statue is almost never a statue of a man. Maybe the energy released upon death somehow shapes the iron into another creature's shape.  An alternative theory postulates that upon the metal tissue becoming nonliving, it transforms in such a way that it begins to chemically react with the gas inside the iron man, posthumously mutating the iron cells into a different creature.&lt;br /&gt;
&lt;br /&gt;
{{Translation| dwarven = datan udos | elvish = icori onino | goblin = dusna ngorûg | human = uzin abo}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Humanoids}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=298784</id>
		<title>Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=298784"/>
		<updated>2024-03-21T20:26:20Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: actually i might've just missed something&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
|arrival= *Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''manager''' is a useful [[noble]] that allows players to create multiple [[Work orders]], and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. &lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain social skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by social skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs their duties in their office, so it's absolutely necessary to assign them one, though they only require a meager office.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give them an office:&lt;br /&gt;
&lt;br /&gt;
#Open the Nobles screen by pressing {{K|n}} or the crown button on the bottom left toolbar.&lt;br /&gt;
#Select the {{K|+}} button next to Manager which will bring up a list of valid candidates in your fort; those with applicable skills will be at the top of the list. Click on the candidate of your choosing; if nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice. You will see that the Study icon (the chair symbol) for the Manager position is red, meaning their requirement for an office is not met.  Exit the Nobles screen.&lt;br /&gt;
#Use the Zones tool {{K|z}} to paint an Office zone in a location and of a size you desire. Once the zone is placed, and while it is still selected, press the Assign dwarf button and choose the dwarf you've assigned to the Manager position to make this their office.&lt;br /&gt;
#Build a [[chair]] inside the Office zone you've placed. Other furniture can also be included if you wish to increase the room value, but it must at least have a chair.&lt;br /&gt;
#Once this is done, if you return to the Nobles screen you will see that the Study icon for the Manager position is now green, their need for an office met. You should now be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list.  The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.&lt;br /&gt;
&lt;br /&gt;
{{a|The manager screen}}&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|o}}rders menu, or the the clipboard icon in the bottom left of the screen.&lt;br /&gt;
For detailed usage, see: [[Work orders]]&lt;br /&gt;
&lt;br /&gt;
Work orders can also be created that apply only to specific workshops. This is done using the clipboard button on the Work orders tab of the individual workshop's interface.  See [[Workshop]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
One disadvantage of the work order system is that once your fortress reaches 20 citizens, work orders will not be performed until they are validated by the manager. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the interface of specific workshops and moving to the Work orders menu; setting &amp;quot;General work orders allowed&amp;quot; to 0 will prevent the manager from assigning tasks.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
In older versions of df, options could be set to restrict the allowed tasks at any workshop using Workshop Profiles. This feature needed the manager but has been removed.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Work Orders]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MANAGER]&lt;br /&gt;
		[NAME:manager:managers]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:MANAGE_PRODUCTION]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:160]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[REQUIRED_OFFICE:1]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=298783</id>
		<title>Manager</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Manager&amp;diff=298783"/>
		<updated>2024-03-21T20:25:53Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Relevant Skills */ Managers use no social skills in the course of their work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Noble&lt;br /&gt;
|noble=Manager&lt;br /&gt;
|office=Meager Office&lt;br /&gt;
|function = *Allows large production orders.&lt;br /&gt;
|arrival= *Appointed on the [[nobles screen]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The '''manager''' is a useful [[noble]] that allows players to create multiple [[Work orders]], and also lets them set up profiles for workshops. This means that players can rapidly dispatch any number of jobs from a single screen, without having to add tasks to individual [[workshop]]s. &lt;br /&gt;
&lt;br /&gt;
==Relevant Skills==&lt;br /&gt;
A certain set of skills are relevant for any manager. Furthermore, certain [[personality trait]]s influence whether any experience is gained in the skill. There are [[Attribute#Soul_Attributes|soul attributes]] that affect the skills, and other skills that affect the same attributes' cross-training. The ones relevant for a manager are as follows:&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style=&amp;quot;background:#ddd&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Skill (relevant for manager)&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; colspan=&amp;quot;2&amp;quot;                   | Personality Trait (needed to gain social skill)&lt;br /&gt;
!             colspan=&amp;quot;2&amp;quot;                   | Attribute (affected by social skill)&lt;br /&gt;
|-&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Body&lt;br /&gt;
!                         style=&amp;quot;width:1em&amp;quot; | Soul&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | Organizer&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:5em&amp;quot; | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; colspan=&amp;quot;2&amp;quot;                   | &lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot;             style=&amp;quot;width:1em&amp;quot; | &lt;br /&gt;
|                                             Analytical ability&lt;br /&gt;
|-&lt;br /&gt;
|                                             Creativity&lt;br /&gt;
|-&lt;br /&gt;
|                                             Social awareness&lt;br /&gt;
|}&lt;br /&gt;
The better match with the skills, traits and attributes in the table above, the better of a manager a dwarf will be. Try to avoid traits that halt experience gain for a relevant skill, otherwise time will be lost training a dwarf who will never get better at that skill. As of right now, organizer skills don't improve management work.&lt;br /&gt;
&lt;br /&gt;
==Office==&lt;br /&gt;
A manager only performs their duties in their office, so it's absolutely necessary to assign them one, though they only require a meager office.&lt;br /&gt;
&lt;br /&gt;
To set up a dwarf to be the manager and give them an office:&lt;br /&gt;
&lt;br /&gt;
#Open the Nobles screen by pressing {{K|n}} or the crown button on the bottom left toolbar.&lt;br /&gt;
#Select the {{K|+}} button next to Manager which will bring up a list of valid candidates in your fort; those with applicable skills will be at the top of the list. Click on the candidate of your choosing; if nobody is particularly suited to the job, picking the Expedition Leader is a reasonable choice. You will see that the Study icon (the chair symbol) for the Manager position is red, meaning their requirement for an office is not met.  Exit the Nobles screen.&lt;br /&gt;
#Use the Zones tool {{K|z}} to paint an Office zone in a location and of a size you desire. Once the zone is placed, and while it is still selected, press the Assign dwarf button and choose the dwarf you've assigned to the Manager position to make this their office.&lt;br /&gt;
#Build a [[chair]] inside the Office zone you've placed. Other furniture can also be included if you wish to increase the room value, but it must at least have a chair.&lt;br /&gt;
#Once this is done, if you return to the Nobles screen you will see that the Study icon for the Manager position is now green, their need for an office met. You should now be able to queue up work orders.&lt;br /&gt;
&lt;br /&gt;
It is trivially easy for a manager to get experience in the [[organizer]] skill. Just queue a lot of jobs to produce 30 of something, such as [[loom|Collect Webs]], which appears first on the list.  The manager will gain experience when validating the order, not when the order is finished. You can cancel the order after it's validated, if you wish.&lt;br /&gt;
&lt;br /&gt;
{{a|The manager screen}}&lt;br /&gt;
&lt;br /&gt;
== Work orders ==&lt;br /&gt;
Work orders are an advanced feature of [[Workshop#Management|Workshop Management]] that becomes available with a manager. It allows easier management, automation and/or fine control of the various activities needed to maintain a well-oiled fort. The manager screen lists all work orders in the fortress, shows their status and allows to modify them and place new general orders. It is accessed from the main screen through the {{K|o}}rders menu, or the the clipboard icon in the bottom left of the screen.&lt;br /&gt;
For detailed usage, see: [[Work orders]]&lt;br /&gt;
&lt;br /&gt;
Work orders can also be created that apply only to specific workshops. This is done using the clipboard button on the Work orders tab of the individual workshop's interface.  See [[Workshop]] for more information.&lt;br /&gt;
&lt;br /&gt;
==Disadvantages==&lt;br /&gt;
One disadvantage of the work order system is that once your fortress reaches 20 citizens, work orders will not be performed until they are validated by the manager. Work order validation appears to be fairly high priority, but it's best to ensure your manager has ample free time and isn't typically called far from the office for timely order validation.&lt;br /&gt;
&lt;br /&gt;
A second disadvantage is that if there is more than one workshop which can fulfill a particular job set (such as several ordinary [[glass furnace]]s dedicated to [[sand]] collection, plus several [[magma glass furnace]]s for actual glass production) then the manager will distribute the jobs amongst all those workshops. While this can be an advantage (for example, if you want to speed up the work orders by having multiple workshops), this will make it difficult to dedicate different workshops to different tasks. This can be prevented by entering the interface of specific workshops and moving to the Work orders menu; setting &amp;quot;General work orders allowed&amp;quot; to 0 will prevent the manager from assigning tasks.&lt;br /&gt;
&lt;br /&gt;
==Note==&lt;br /&gt;
In older versions of df, options could be set to restrict the allowed tasks at any workshop using Workshop Profiles. This feature needed the manager but has been removed.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Work Orders]]&lt;br /&gt;
* [[Workshop]]&lt;br /&gt;
&lt;br /&gt;
{{gamedata|	[POSITION:MANAGER]&lt;br /&gt;
		[NAME:manager:managers]&lt;br /&gt;
		[SITE]&lt;br /&gt;
		[REQUIRES_MARKET]&lt;br /&gt;
		[NUMBER:1]&lt;br /&gt;
		[RESPONSIBILITY:MANAGE_PRODUCTION]&lt;br /&gt;
		[APPOINTED_BY:EXPEDITION_LEADER]&lt;br /&gt;
		[APPOINTED_BY:MAYOR]&lt;br /&gt;
		[PRECEDENCE:160]&lt;br /&gt;
		[DO_NOT_CULL]&lt;br /&gt;
		[COLOR:5:0:0]&lt;br /&gt;
		[DUTY_BOUND]&lt;br /&gt;
		[REQUIRED_OFFICE:1]}}&lt;br /&gt;
{{Nobles}}&lt;br /&gt;
{{Category|Appointed Nobles}}&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Template:V50_modding&amp;diff=298400</id>
		<title>Template:V50 modding</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Template:V50_modding&amp;diff=298400"/>
		<updated>2024-03-08T23:54:34Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;span style=&amp;quot;margin-top:5px&amp;quot;&amp;gt;&lt;br /&gt;
{{Sidebar&lt;br /&gt;
| name  = Template:v50 modding&lt;br /&gt;
| title = [[Modding]]&amp;lt;hr&amp;gt;&lt;br /&gt;
| contentstyle = font-size: 12px; padding-left: 5px; text-align: center;&lt;br /&gt;
&lt;br /&gt;
| heading1 = &amp;lt;big&amp;gt;[[Token]]s&amp;lt;/big&amp;gt;&lt;br /&gt;
| content1 = [[Audio]]{{*}} [[Biome token|Biome]]{{*}} [[Graphics token|Graphics]]{{*}} [[Interaction token|Interaction]]{{*}} [[Mod info token|Mod info]]{{*}} [[Plant token|Plant]]{{*}} [[Speech file|Speech]]{{*}} [[Sphere#Sphere tokens|Sphere]]{{*}} [[Syndrome#The_anatomy_of_a_syndrome|Syndrome]]{{*}} [[World token|World]]&lt;br /&gt;
&lt;br /&gt;
| heading2 = Body tokens&lt;br /&gt;
| content2 = [[Body token|Body]]{{*}} [[Body detail plan token|Body detail plan]]{{*}} [[Bodygloss]]{{*}} [[Tissue definition token|Tissue]]&lt;br /&gt;
&lt;br /&gt;
| heading3 = Creature tokens&lt;br /&gt;
| content3 = [[Creature token|Creature]]{{*}} [[Creature mannerism token|Creature mannerism]]{{*}}  [[Personality trait|Personality]]{{*}} [[Creature variation token|Creature variation]]{{*}} [[Procedural graphics layer]]&lt;br /&gt;
&lt;br /&gt;
| heading4 = Descriptor tokens&lt;br /&gt;
| content4 = [[Descriptor color token|Descriptor color]]{{*}} [[Color]]{{*}} [[Descriptor pattern token|Descriptor pattern]]{{*}} [[Descriptor shape token|Descriptor shape]]&lt;br /&gt;
&lt;br /&gt;
| heading5 = Entity tokens&lt;br /&gt;
| content5 = [[Entity token|Entity]]{{*}} [[Ethic]]{{*}} [[Language token|Language]]{{*}} [[Position token|Position]]&lt;br /&gt;
&lt;br /&gt;
| heading6 = Job tokens&lt;br /&gt;
| content6  = [[Building token|Building]]{{*}} [[Labor token|Labor]]{{*}} [[Reaction]]{{*}} [[Skill token|Skill]]{{*}} [[Unit type token|Unit type]]&lt;br /&gt;
&lt;br /&gt;
| heading7 = Item tokens&lt;br /&gt;
| content7 = [[Item token|Item type]]{{*}} [[Item definition token|Item definition]]{{*}} [[Ammo token|Ammo]]{{*}} [[Armor token|Armor]]{{*}} [[Instrument token|Instrument]]{{*}} [[Tool token|Tool]]{{*}} [[Trap component token|Trap component]]{{*}} [[Weapon token|Weapon]]&lt;br /&gt;
&lt;br /&gt;
| heading8 = Material tokens&lt;br /&gt;
| content8  = [[Material token|Material type]]{{*}} [[Material definition token|Material definition]]{{*}} [[Inorganic material definition token|Inorganic material definition]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/span&amp;gt;&amp;lt;includeonly&amp;gt;[[ru:{{PAGENAME}}]]&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;[[Category:Sidebars]][[Category:Navigation templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Procedural_graphics_layer&amp;diff=298399</id>
		<title>Procedural graphics layer</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Procedural_graphics_layer&amp;diff=298399"/>
		<updated>2024-03-08T23:53:31Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: Created page with &amp;quot;{{Quality|Unrated}} {{av}} {{Modding}}  A list of all '''procedural graphics layer tokens''', used for PCG_LAYERING tokens.  {| {{prettytable}}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
A list of all '''procedural graphics layer tokens''', used for [[Creature token#PCG_LAYERING|PCG_LAYERING]] tokens.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}} class=&amp;quot;sortable&amp;quot;&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_AMORPHOUS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_AMORPHOUS_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SNAKE_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_LONG_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WORM_SHORT_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_PROBOSCIS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_INSECT_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SPIDER_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SCORPION_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_BIPEDAL_DINOSAUR_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_HUMANOID_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_HEX}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_OCT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_FRONT_GRASP_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_HEX}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_OCT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_BULKY_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_HEX}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_OCT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_QUADRUPED_SLINKY_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_WALRUS_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_AMORPHOUS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_AMORPHOUS_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SNAKE_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_LONG_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WORM_SHORT_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_PROBOSCIS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_INSECT_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SPIDER_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_SCORPION_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_HUMANOID_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_HEX}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_OCT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_FRONT_GRASP_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_HEX}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_OCT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_HEX}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_OCT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_HORNS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_MANDIBLES}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_LACY_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_LACY_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_WINGS_BAT_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_EYE_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_EYE_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_EYE_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_ONE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_TWO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_TAIL_THREE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_SHELL_BACK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_TRUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|BEAST_SMALL_WALRUS_ANTENNAE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_ANTEATER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_ANTELOPE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_APE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_ARMADILLO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_BADGER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_BEAR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_BEAVER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_BISON}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_BUFFALO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_BULL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_CAPYBARA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_CAMEL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_CAT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_CAVY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_CHAMELEON}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_CHINCHILLA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_CIVET}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_COATI}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_COYOTE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_DEER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_DONKEY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_ELEPHANT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_ELK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_FOX}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_GECKO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_GILA_MONSTER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_GIRAFFE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_GOAT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_GOPHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_HARE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_HEDGEHOG}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_HORSE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_HYENA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_IGUANA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_JACKAL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_KANGAROO}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_KOALA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_LEMUR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_LIZARD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_LLAMA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_LORIS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MAMMOTH}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MARMOT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MOLE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MONGOOSE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MONITOR_LIZARD}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MOOSE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MONKEY}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_MOUSE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_OPOSSUM}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_PANDA}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_PANGOLIN}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_PANTHER}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_PIG}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_PORCUPINE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_RABBIT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_RACCOON}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_RAT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_RHINOCEROS}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_SHEEP}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_SHREW}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_SKINK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_SKUNK}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_SLOTH}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_SQUIRREL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_TAPIR}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_TORTOISE}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_WARTHOG}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_WEASEL}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_WOLF}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_WOMBAT}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text_anchor|WEREBEAST_ZEBRA}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=298398</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=298398"/>
		<updated>2024-03-08T23:48:05Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Modding}}&lt;br /&gt;
&lt;br /&gt;
The &amp;lt;code&amp;gt;[OBJECT:CREATURE]&amp;lt;/code&amp;gt; [[token]] begins the definition of a ''Dwarf Fortress'' [[creature]] [[raw file]]. Each creature definition that follows begins with the {{token|creature|c|creature ID}} token, and the creature's exact properties and behavior are then specified by the use of further creature tokens.  All known creature tokens are listed below. &lt;br /&gt;
&lt;br /&gt;
Vanilla creature definitions can be found in &amp;lt;code&amp;gt;[[Game folder|&amp;lt;Dwarf Fortress&amp;gt;]]\data\vanilla\vanilla_creatures\&amp;lt;/code&amp;gt;. &lt;br /&gt;
Creature ID is also used with [[graphics token]]s to make customizable [[graphics set]]s.&lt;br /&gt;
&lt;br /&gt;
The [[caste]] tokens allow defining sub-species within the broader creature definition, including true biological castes and lesser variations, such as sexes. Creature tokens can either be 'Creature' or 'CASTE-only' type which can only be applied to creature or cast respectively, or 'CASTE' which can be applied to both. In the table bellow, creature type distinguish tokens that can be applied to creature only, cast only and both ('creature', 'CASTE-only', and 'CASTE' respectively)&lt;br /&gt;
&lt;br /&gt;
__NOTOC__ &lt;br /&gt;
{{clear}}&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents tamed creature from being made available for adoption, instead allowing it to automatically adopt whoever it wants. The basic requirements for adoption are intact, and the creature will only adopt individuals who have a [[preference]] for their species. Used by [[cat]]s in the vanilla game. When {{k|v}}iewing a tame creature with this token, the message &amp;quot;This animal isn't interested in your wishes&amp;quot; will appear instead of &amp;quot;This [adorable] animal can't work&amp;quot; or &amp;quot;This animal is waiting to be trained&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature need [[alcohol]] to get through the working day; it will choose to drink booze instead of [[water]] if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day, night, and twilight in Adventurer Mode. Seems to be a separate value from {{token|DIURNAL|c}}/{{token|NOCTURNAL|c}}/{{token|CREPUSCULAR|c}}, rather than implying them.{{verify|code}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If set, the creature will blink between its {{token|TILE|c}} and its ALTTILE. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on {{token|LARGE_PREDATOR|c}}s who ambush their prey. Instead of charging relentlessly at prey, the predator will wait till the prey is within a few squares before charging. May or may not work on other creatures. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe both in and out of [[water]] (unlike {{token|AQUATIC|c}}) - does not prevent drowning in [[magma]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Range (6 values, low to high)&lt;br /&gt;
| Based on info from [http://www.bay12forums.com/smf/index.php?topic=113762.msg3473069#msg3473069 Wannabehero on the forums]: When used with an appearance modifier token (BP_APPEARANCE_MODIFIER or BODY_APPEARANCE_MODIFIER), tells the game what numeric ranges to map to which descriptors.&lt;br /&gt;
&lt;br /&gt;
The game uses 7 descriptor levels for each modifier, with the center one generally being to omit the thing from the creature description entirely. The six values in APP_MOD_DESC_RANGE define the boundaries between each described range.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Creates a noun for the appearance, and whether it is singular or plural.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Appearance Modifier&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY, YEARLY)&lt;br /&gt;
*min (growth)&lt;br /&gt;
*max (growth)&lt;br /&gt;
*start year&lt;br /&gt;
*start day&lt;br /&gt;
*end year&lt;br /&gt;
*end day &lt;br /&gt;
| Setting the growth rate of the modifier. The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature variation ID&lt;br /&gt;
*(optional) any amount of arbitrary arguments&lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]]. See [[Creature_variation_token#Arguments_and_conditional_tokens]] for how the subsequent arguments may be used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending {{token|CV_ADD_TAG|c}} and {{token|CV_REMOVE_TAG|c}} tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Enables the creature to breathe in water, but causes it to air-drown on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Causes the creature to be excluded from the [[object testing arena]]'s creature spawning list.  Typically applied to spoileriffic creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Enables the creature to be kept in artificial [[hive]]s by [[beekeeper]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Prevents the creature from attacking or frightening creatures with the {{Token|NATURAL|c}} tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*selection criteria (it's complicated)&lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
&amp;lt;code&amp;gt;[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;/code&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' = name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' = the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*population&lt;br /&gt;
*exported wealth&lt;br /&gt;
*created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] or [[semi-megabeast]] will attack the fortress. The attacks will start occurring when all of the requirements are met. Setting a value to 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered a child, the default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see {{token|GENERAL_BABY_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Creature may be subject to [[beaching]], becoming stranded on [[Beach|shores]], where they will eventually air-drown. The number indicates the frequency of the occurrence. Presumably requires the creature to be {{token|AQUATIC|c}}. Used by [[orca]]s, [[sperm whale]]s and [[sea nettle jellyfish]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default, and will never automatically be engaged by companions or soldiers, running away from any creatures that are not friendly to it, and will only defend itself if it becomes enraged. Can be thought of as the counterpoint of the {{token|LARGE_PREDATOR|c}} tag. When tamed, animals with this tag will be useless for fortress defense.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Causes [[vampire]]-like behaviour; the creature will suck the [[Creature_token#BLOOD|blood]] of unconscious victims when its [[Syndrome#TIME_SINCE_SUCKED_BLOOD|thirst for blood]] grows sufficiently large. When controlling the creature in adventure mode, this can be done at will. Seems to be required to make the creature denouncable (in-world) as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
The body parts need to be listed in an order such that any parent part appears before its connected children. For example [BODY:HEART:BODY_WITH_HEAD_FLAG] produces a &amp;quot;Body Token Recognized But Could Not Connect: HEART&amp;quot; error because HEART can't find any UPPERBODY(s) to connect to. Switching the order to [BODY:BODY_WITH_HEAD_FLAG:HEART] fixes the problem because now the UPPERBODY is created before the HEART tries to connect to it.&lt;br /&gt;
&lt;br /&gt;
'''If the body is left undefined, the creature (or caste) will be tagged as [DOES_NOT_EXIST].''' {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature. The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' : sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*PlanName&lt;br /&gt;
*Arguments &lt;br /&gt;
| Loads a plan from listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*years&lt;br /&gt;
*days&lt;br /&gt;
*size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials, is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. Its birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old it would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) it would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies {{token|CARNIVORE|c}}. [[Adventurer mode|Adventurers]] with this token are currently unable to eat bones.{{Bug|11069}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Adds a type to a body part - used with {{token|SET_BP_GROUP|c}}. In vanilla DF, this is used for adding the type '[[Body token#GELDABLE|GELDABLE]]' to the lower body of certain [[cat|creatures]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_REMOVE_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Removes a type from a body part. Used with {{token|SET_BP_GROUP|c}}. &lt;br /&gt;
 &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction token&lt;br /&gt;
| The creature can perform an interaction. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains [[skill]]s and can have [[labor|professions]]. If a member of a civilization (even a pet) has this token, it'll need to eat, drink and sleep. Note that this token makes the creature unable to be eaten by an adventurer, so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. Skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can [[talking|talk]]. Note that this is not necessary for a creature to gain social skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[climber|climb]], even if it has free grasp parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot [[jump]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts like {{token|NOT_LIVING|c}}, except that {{token|OPPOSED_TO_LIFE|c}} creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open [[door]]s that are set to be unpassable for pets. In adventure mode, creatures lacking this token will be unable to pass through door tiles except whilst these are occupied by other creatures. Not currently useful in Fortress mode as doors can no longer be set unpassable for pets.{{version|50.03}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats [[meat]]. If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. Does not seem to affect the diet of the adventurer in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a [[caste]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|ALTTILE|c}}. Requires {{token|CASTE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|COLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific {{token|GLOWCOLOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| While {{token|NAME|c}} describes the name of the species, {{token|CASTE_NAME|c}} names individuals of the species. Unlike other caste-specific descriptions, this token is required, even for creatures without separate castes. If left undefined, the creature will not show up in the [[arena]] and members of the species will be labeled as &amp;quot;nothing&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific {{token|PROFESSION_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|SOLDIER_ALTTILE|c}}. Requires {{token|CASTE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Caste-specific {{token|CREATURE_SOLDIER_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific {{token|CREATURE_TILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Varies&lt;br /&gt;
| Specifies interaction details following a {{token|CAN_DO_INTERACTION|c}} token. See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Age at which creature is considered an adult - one can think of this as the duration of the [[children|child]] stage. Allows the creature's offspring to be rendered fully tame if [[animal trainer|trained]] during their childhood. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Defines a new name for a creature in the child state at the caste level. For non-caste-specific child names, see {{token|GENERAL_CHILD_NAME|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Vermin fish with this token in combination with temperate ocean and river biome tokens [http://www.bay12forums.com/smf/index.php?topic=51864.msg1122319#msg1122319 will perform seasonal migrations]. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of [[egg]]s laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| When combined with any of {{token|PET|c}}, {{token|PACK_ANIMAL|c}}, {{token|WAGON_PULLER|c}} and/or {{token|MOUNT|c}}, the creature is guaranteed to be domesticated by any [[civilization]] with {{token|COMMON_DOMESTIC_PET|e}}, {{token|COMMON_DOMESTIC_PACK|e}},  {{token|COMMON_DOMESTIC_PULL|e}} and/or {{token|COMMON_DOMESTIC_MOUNT|e}} respectively. Such civilizations will always have access to the creature, even in the absence of wild populations. This token is invalid on {{token|FANCIFUL|c}} creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the {{token|SPOUSE_CONVERTER|c}} and {{token|NIGHT_CREATURE_HUNTER|c}} tokens will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used by some water-dwelling vermin such as [[mussel]]s, [[nautilus]]es and [[oyster]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is '[[insanity|berserk]]' and will attack all other creatures, except members of its own species that '''also''' have the CRAZED tag. It will show {{DFtext|Berserk|4:1}} in the [[unit list]]. Berserk creatures go on rampages during [[world generation|worldgen]] much more frequently than non-berserk ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*creature ID&lt;br /&gt;
| Copies another specified creature. This will override any definitions made before it; essentially, it makes this creature identical to the other one, which can then be modified. Often used in combination with {{token|APPLY_CREATURE_VARIATION|c}} to import standard variations from a file. The vanilla [[giant animal]]s and [[animal person|animal people]]s are examples of this token combination.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*creature ID&lt;br /&gt;
| A unique, arbitrary identifier that begins the definition of each new creature, and is used to reference the creature in other tokens and raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but the only vanilla uses are GENERAL_POISON (used in syndromes), EDIBLE_GROUND_BUG (used as targets for {{token|GOBBLE_VERMIN_CLASS|c}}), MAMMAL, and POISONOUS (both used for kobold pet eligibility). A single creature can have multiple classes.&lt;br /&gt;
&lt;br /&gt;
The full list of tokens that use creature classes is: &lt;br /&gt;
&lt;br /&gt;
* Creature tokens: {{token|GOBBLE_VERMIN_CLASS|c}}, {{token|GOBBLE_VERMIN_CLASS|c}}&lt;br /&gt;
* Interaction tokens: {{token|IT_AFFECTED_CLASS|in}}, {{token|IT_IMMUNE_CLASS|in}}&lt;br /&gt;
* Animal definition (Entity) tokens: {{token|ANIMAL_CLASS|e}}, {{token|ANIMAL_FORBIDDEN_CLASS|e}}&lt;br /&gt;
* Position (Entity) token: {{token|ALLOWED_CLASS|po}}&lt;br /&gt;
* Syndrome tokens: {{token|SYN_AFFECTED_CLASS|sy}}, {{token|SYN_IMMUNE_CLASS|sy}}, {{token|CE_SENSE_CREATURE_CLASS|sy}}&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's [[military]] will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at twilight in adventurer mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals food|steal and eat edible items]] from a site. It will attempt to grab a food item and immediately make its way to the map's edge, where it will disappear with it. If the creature goes on rampages during worldgen, it will often steal food instead of attacking. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) [[Steals drink|drink your alcohol]]. Or spill the barrel to the ground. Also affects undead versions of the creature. Unlike food or item thieves, drink thieves will consume your alcohol on the spot rather than run away with one piece of it. Trained and tame instances of the creature will no longer display this behavior.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to [[Steals items|steal things]] (apparently, of the highest value it can find). It will attempt to grab an item of value and immediately make its way to the map's edge, where it will disappear with it. If a creature with any of the CURIOUSBEAST tokens carries anything off the map, even if it is a caravan's pack animal, it will be reported as stealing everything it carries. If the creature goes on rampages in worldgen, it will often steal items instead of attacking - [[kea]] birds are infamous for this. Trained and tame instances of the creature will no longer display this behavior. Also, makes the creature unable to drop hauled items until it enters combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Marks the caste to be used in the initial wave after breaking into the [[underworld]], and by the demon civilizations created during world-gen breachings{{verify}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text &lt;br /&gt;
| A brief description of the creature type, as displayed when viewing the creature's description/[[Thoughts and preferences|thoughts &amp;amp; preferences]] screen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Causes the creature to die upon attacking. Used by [[honey bee]]s to simulate them dying after using their stingers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*integer &lt;br /&gt;
| Increases experience gain during adventure mode. Creatures with a difficulty of 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the day in Adventurer Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature hunts vermin by diving from the air. On tame creatures, it has the same effect as {{token|HUNTS_VERMIN|c}}. Found on [[peregrine falcon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Adding this token to a creature prevents it from appearing in generated worlds (unless it's marked as [[Entity_token#ANIMAL_ALWAYS_PRESENT|always present]] for a particular civilisation). For example, adding it to [[dog]]s will lead to worlds being generated without dogs in them. Also removes the creature from the [[object testing arena]]'s spawn list. If combined with {{token|FANCIFUL|c}}, artistic depictions of the creature will occur regardless. Used by [[centaur]]s, [[chimera]]s and [[griffon]]s in the vanilla game. &lt;br /&gt;
&lt;br /&gt;
Note: a creature tagged as DOES_NOT_EXIST can still be [[Interaction_token#I_EFFECT|summoned]] successfully, as long as it has a body defined in its raws. [http://www.bay12forums.com/smf/index.php?topic=165213.msg8086938#msg8086938]. It's also possible for another creature to [[Syndrome#CE_BODY_TRANSFORMATION|transform]] into it.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being [[butcher|butchered]]. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*gem shape&lt;br /&gt;
| The shape of the creature's extra [[butcher|butchering]] drop. Used with {{token|EXTRA_BUTCHER_OBJECT|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| Defines the material composition of [[egg]]s laid by the creature. [[creature_token#LAYS_EGGS|Egg-laying]] creatures in the default game define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK. Eggs will be made out of eggshell. Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of laid [[egg]]s. Doesn't affect hatching or cooking, but bigger eggs will be heavier, and may take longer to be hauled depending on the hauler's strength.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature appear as a large 3x3 [[wagon]] responsible for carrying trade goods, pulled by two {{token|WAGON_PULLER|c}} creatures and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is considered evil and will only show up in evil biomes. Civilizations with {{token|USE_EVIL_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization with evil creatures can colonise evil areas.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when [[butcher|butchered]], as defined by {{token|EBO_ITEM|c}} and {{token|EBO_SHAPE|c}}. Used for [[gizzard stone]]s in default creatures. For some materials, needs to be defined after caste definitions with SELECT_CASTE:ALL{{Bug|6355}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature can see regardless of whether it has working eyes and has full 360 degree vision, making it impossible to strike the creature from a blind spot in combat. Invisible creatures will also be seen, namely [[intelligent undead]] using a &amp;quot;vanish&amp;quot; power.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used by a [[Fanciful|number of creatures]]. Conflicts with {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[Animal people#Subterranean animal people|subterranean animal-man]] tribals. Currently defunct. In previous versions{{verify}}, it caused these creatures to crawl out of chasms and underground rivers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Presumably makes it act as such, initiating underground attacks on fortresses, or leads to the pop-up message upon encountering one{{verify}}. Hides the creature from displaying in a world_sites_and_pops file. Does not create historical figures like generated forgotten beasts do.&lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live, and both surface and subterranean biomes are allowed. Does not stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will not spawn. Appears to be incompatible with {{token|DEMON|c}} even if used in separate castes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically female, enabling her to [[Breeding|bear young]]. Usually specified inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature immune to [[Interaction_token#FIREBALL|FIREBALL]] and [[Interaction_token#FIREJET|FIREJET]] attacks, and allows it to path through high temperature zones, like lava or fires. Does not, by itself, make the creature immune to the damaging effects of burning in [[fire]], and does not prevent general heat damage or melting on its own (this would require adjustments to be made to the creature's body [[Material_definition_token|materials]] - see the [[Dragon/raw|dragon raws]] for an example).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|FIREIMMUNE|c}}, but also renders the creature immune to [[Interaction_token#DRAGONFIRE|DRAGONFIRE]] attacks. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's corpse is a single [[Item_token#FISH_RAW|FISH_RAW]] food item that needs to be cleaned (into a [[Item_token#FISH|FISH]] item) at a [[fishery]] to become edible. Before being cleaned the item is referred to as &amp;quot;raw&amp;quot;. The food item is categorized under &amp;quot;fish&amp;quot; on the food and stocks screens, and when uncleaned it is sorted under &amp;quot;raw fish&amp;quot; in the stocks (but does not show up on the food screen). &lt;br /&gt;
Without this or {{token|COOKABLE_LIVE|c}}, [[fishing|fished]] vermin will turn into food the same way as non-vermin creatures, resulting in multiple units of food (meat, brain, lungs, eyes, spleen etc.) from a single fished vermin. These units of food are categorized as meat by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*temperature &lt;br /&gt;
| The creature's body is constantly at this temperature, heating up or cooling the surrounding area. Alters the temperature of the creature's inventory and all adjacent tiles, [[Temperature|with all the effects that this implies]] - may trigger wildfires at high enough values. Also makes the creature immune to extreme heat or cold, as long as the temperature set is not harmful to the materials that the creature is made from. Corpses and body parts of creatures with a fixed temperature maintain their temperature even after death.&lt;br /&gt;
&lt;br /&gt;
Note that temperatures of 12000 and higher may cause [[path|pathfinding]] issues in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| If engaged in combat, the creature will flee at the first sign of resistance. Used by [[kobold]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly, independent of it having wings or not. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles. Winged creatures with this token can lose their ability to fly if their wings are crippled or severed. Winged creatures without this token will be unable to fly. (A 'wing' in this context refers to any body part with its own [[Body_token#FLIER|FLIER]] token).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. Also affects the chance of a creature being brought in a caravan for trading.&lt;br /&gt;
This value is used multiply to determine the rarity of animal populations. A creature with [FREQUENCY:50] will appear in 50% of valid biomes, and be present in 50% of the area within those biomes.&lt;br /&gt;
When a [[Creature token#CLUSTER_NUMBER|cluster]] spawns, the game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;gait type&amp;gt;&lt;br /&gt;
* &amp;lt;gait name&amp;gt;&lt;br /&gt;
* &amp;lt;max [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;build up time&amp;gt;&lt;br /&gt;
* &amp;lt;max turning [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;start [[Gait#Speed|speed]]&amp;gt;&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt;&lt;br /&gt;
* &amp;lt;gait flag(s)&amp;gt;&lt;br /&gt;
| Defines a gait by which the creature can move. See [[Gait]] for more information. Specifically, you likely want to use one of the existing STANDARD_X_GAITS creature variations, as described in [[Gait#Gaits_and_Modding|this subsection]].&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;max speed&amp;gt; indicates the maximum [[Gait#Speed|speed]] achievable by a creature using this gait&lt;br /&gt;
* &amp;lt;start speed&amp;gt; indicates the creature's speed when it starts moving using this gait&lt;br /&gt;
* &amp;lt;build up time&amp;gt; indicates how long it will take for a creature using this gait to go from &amp;lt;start speed&amp;gt; to &amp;lt;max speed&amp;gt;. For example, a value of 10 means that it should be able to reach the maximum speed by moving 10 [[tile]]s in a straight line over even terrain.&lt;br /&gt;
* &amp;lt;max turning speed&amp;gt; indicates the maximum speed permissible when the creature suddenly changes its direction of motion. The creature's speed will be reduced to &amp;lt;max turning speed&amp;gt; if travelling at a higher speed than this before turning.&lt;br /&gt;
* &amp;lt;energy expenditure&amp;gt; indicates how energy-consuming the gait is. Higher values cause the creature to tire out faster. Persistent usage of a high-intensity gait will eventually lead to exhaustion and [[Status_icon#Non-flashing|collapse]].&lt;br /&gt;
&lt;br /&gt;
'''NO_BUILD_UP''' can be specified instead of a &amp;lt;start speed&amp;gt; value to make the &amp;lt;max speed&amp;gt; instantly achievable upon initiating movement (this is equivalent to a &amp;lt;build up time&amp;gt; of 0). Note that &amp;lt;build up time&amp;gt; and &amp;lt;max turning speed&amp;gt; are both ignored if specified alongside this (as NO_BUILD_UP trumps &amp;lt;build up time&amp;gt; and preserves &amp;lt;max speed&amp;gt; whilst turning, and &amp;lt;max turning speed&amp;gt; cannot exceed &amp;lt;max speed&amp;gt;) so it is permissible to omit them so long as they are '''both''' omitted together.&lt;br /&gt;
&lt;br /&gt;
It's possible to specify a &amp;lt;start speed&amp;gt; greater than the &amp;lt;max speed&amp;gt;; the moving creature will decelerate towards its &amp;lt;max speed&amp;gt; in this case.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait types:'''&lt;br /&gt;
*'''WALK'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving normally over ground tiles.&lt;br /&gt;
&lt;br /&gt;
*'''CRAWL'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving over ground tiles whilst [[Status_icon#Non-flashing|prone]].&lt;br /&gt;
&lt;br /&gt;
*'''SWIM'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through tiles containing [[water]] or [[magma]] at a [[Water#Depth|depth]] of at least 4/7. &lt;br /&gt;
&lt;br /&gt;
*'''FLY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving through [[open space]].&lt;br /&gt;
&lt;br /&gt;
*'''CLIMB'''&amp;lt;br&amp;gt;&lt;br /&gt;
Used for moving whilst [[Climber|climbing]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''valid gait flags:'''&lt;br /&gt;
* '''AGILITY'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Agility|Agility]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''STRENGTH'''&amp;lt;br&amp;gt;&lt;br /&gt;
Speeds/slows movement depending on the creature's [[Attribute#Strength|Strength]] stat.&lt;br /&gt;
&lt;br /&gt;
* '''LAYERS_SLOW'''&amp;lt;br&amp;gt;&lt;br /&gt;
Makes [[Tissue_definition_token#THICKENS_ON_ENERGY_STORAGE|THICKENS_ON_ENERGY_STORAGE]] and [[Tissue_definition_token#THICKENS_ON_STRENGTH|THICKENS_ON_STRENGTH]] tissue layers slow movement depending on how thick they are. Adding the STRENGTH gait flag counteracts the impact of the latter layer.&lt;br /&gt;
&lt;br /&gt;
* '''STEALTH_SLOWS:'''&amp;lt;percentage&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Slows movement by the specified percentage when the creature is [[Ambusher|sneaking]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|BABYNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Like {{token|CHILDNAME|c}}, but applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| Has the same function as {{token|MATERIAL_FORCE_MULTIPLIER|c}}, but applies to all attacks instead of just those involving a specific material. Appears to be overridden by MATERIAL_FORCE_MULTIPLIER ([[werebeast]]s, for example, use both tokens to provide resistance to all materials, with one exception to which they are especially vulnerable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[forgotten beast]]s, [[titan]]s, [[demon]]s, [[angel]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature get [[Health_care#Infection|infections]] from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature's wounds become [[Health_care#Infection|infected]] if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's {{token|GLOWTILE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventurer Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use {{token|CASTE_GLOWTILE|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*class&lt;br /&gt;
| The creature eats vermin of the specified class.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*creature&lt;br /&gt;
*caste&lt;br /&gt;
| The creature eats a specified [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags ''before'' the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes - [[unicorn]]s, for example. Civilizations with {{token|USE_GOOD_ANIMALS|e}} can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| The value determines how rapidly [[grass]] is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer - if tamed in fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. Not used since 0.40.12, replaced by {{token|STANDARD_GRAZER|c}} to fix {{bugl|4113}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are:&lt;br /&gt;
*COLLECT_TROPHIES&lt;br /&gt;
*COOK_PEOPLE&lt;br /&gt;
*COOK_VERMIN&lt;br /&gt;
*GRIND_VERMIN&lt;br /&gt;
*COOK_BLOOD&lt;br /&gt;
*GRIND_BONE_MEAL&lt;br /&gt;
*EAT_BONE_PORRIDGE&lt;br /&gt;
*USE_ANY_MELEE_WEAPON&lt;br /&gt;
*GIANT_NEST&lt;br /&gt;
*COLLECT_WEALTH.&lt;br /&gt;
These require the creature to have a {{token|LAIR|c}} to work properly, and also don't seem to work on creatures who are not a {{token|SEMIMEGABEAST|c}}, {{token|MEGABEAST|c}}, or{{token|NIGHT_CREATURE_HUNTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.{{cite forum|60554/1719248}} All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number or NONE&lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]. Creature ceases maintaining temperature on death unlike fixed material temperatures. Provides minor protection from environmental temperature to the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby [[vermin]], randomly walking between places with food laying on the ground or in stockpiles, to check for possible [VERMIN_EATER] vermin, but they'll kill any other vermin too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move. Found on [[sponge]]s. Will also stop a creature from breeding in fortress mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land. Only works on {{token|AQUATIC|c}} creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates [[fire]]. It will ignite, and potentially completely destroy, items the creature is standing on. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of any flammable materials (specifically ones that could be ignited by magma).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for {{token|CAN_SPEAK|c}} + {{token|CAN_LEARN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, stone, pool of liquid, etc.). [[Ethics]] may prevent actually using the item in jobs or reactions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| The [[quality]] of an item-type corpse left behind. Valid values are: 0 for ordinary, 1 for well-crafted, 2 for finely-crafted, 3 for superior, 4 for exceptional, 5 for masterpiece.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*type&lt;br /&gt;
*probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are:&lt;br /&gt;
*SIMPLE_BURROW&lt;br /&gt;
*SIMPLE_MOUND&lt;br /&gt;
*WILDERNESS_LOCATION&lt;br /&gt;
*SHRINE&lt;br /&gt;
*LABYRINTH&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*characteristic&lt;br /&gt;
*probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack other creatures that are smaller than it. In [[fortress mode]], only one group of &amp;quot;large predators&amp;quot; (possibly two groups on &amp;quot;savage&amp;quot; maps) will appear on any given map. In [[adventurer mode]], large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army. They may go on rampages in worldgen, and adventurers may receive quests to kill them. Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot;&lt;br /&gt;
A single biome supports 7 large predator species, picking randomly and rolling a d100 under its {{token|FREQUENCY|c}} to add it until all 7 slots are filled.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| This is the core requisite tag allowing the creature to spawn as a wild animal in the appropriate biomes. Requires specifying a {{token|BIOME|c}} in which the creature will spawn. Does not require specifying a frequency, population number, or cluster number.&lt;br /&gt;
&lt;br /&gt;
This tag stacks with {{token|MEGABEAST|c}}, {{token|SEMIMEGABEAST|c}}, or {{token|NIGHT_CREATURE_HUNTER|c}}; if used with one of these tags, the creature will spawn as both a boss and as a wild animal. This tag does not stack with {{token|FEATURE_BEAST|c}} and if both are used the creature will not spawn. This tag is unaffected by {{token|DEMON|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays [[egg]]s instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays the specified item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has ligaments in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the ligaments, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - including modded dwarves. Retired as of v0.40.14 in favor of {{token|LARGE_PREDATOR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;). Used by [[Serpent man|serpent men]] and [[Reptile man|reptile men]] in the vanilla game. C's with the same pronunciation (depending on the word) are not affected by this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the number of offspring per one birth; default 1-3, not used in vanilla raws. See also {{token|MULTIPLE_LITTER_RARE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_CONTROLLABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Allows you to play as a wild animal of this species in adventurer mode. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_POPS_PRODUCE_HEROES}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Wild animals of this species may occasionally join a civilization. Prevents trading of (tame) instances of this creature in caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open [[door]]s that are set to forbidden in fortress mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| Determines how well a creature can see in the dark - higher is better. Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| According to Toady One, this is completely interchangeable with {{token|AT_PEACE_WITH_WILDLIFE|c}} and might have been used in very early versions of the game by wandering wizards or the ent-type tree creatures that used to be animated by elves. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is able to see while submerged in [[magma]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature biologically male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.  See [[creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new local material. Follow this with standard material definition tokens to define the material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*value A&lt;br /&gt;
*value B&lt;br /&gt;
| When struck with a weapon made of the specified material, the force exerted will be multiplied by A/B, thus making the creature more or less susceptible to this material. For example, if A is 2 and B is 1, the force exerted by the defined material will be doubled. If A is 1 and B is 2, it will be halved instead. See also  {{token|GENERAL_MATERIAL_FORCE_MULTIPLIER|c}}, which can be used to make this sort of effect applicable to all materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets the creature to be active at dawn in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| Determines the creature's natural lifespan, using the specified minimum and maximum age values (in years). Each individual creature with this token is generated with a predetermined date (calculated down to the exact [[time|tick]]!) between these values, at which it is destined to die of old age, should it live long enough. Note that the probability of death at any given age does not increase as the creature gets older [http://i.imgur.com/A1A4aA9.png]. &lt;br /&gt;
Creatures which lack this token are naturally immortal. The [[Syndrome#CE_ADD_TAG|NO_AGING]] syndrome tag will prevent death by old age from occurring. Also note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature slowly stroll around, unless it's in combat or performing a job. If combined with {{token|CAN_LEARN|c}}, will severely impact their [[pathfinding]] and lead the creature to move extremely slowly when not performing any task. Problematically applies to animal people based on the animal and war trained animals{{bug|9588}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature. A small number of the creatures are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times. Their presence and number will also influence age names. When appearing in fortress mode, they will have a pop-up message announcing their arrival. They will remain hostile to military even after being tamed.{{bug|10731}} See [[megabeast]] page for more details. &lt;br /&gt;
&lt;br /&gt;
Requires specifying a {{token|BIOME|c}} in which the creature will live. Subterranean biomes appear to not be allowed. Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical bosses and as wild animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Soul_attributes|mental attribute]]'s range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Soul_attributes|Mental attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be [[milk]]ed in the [[farmer's workshop]]. The frequency is the amount of [[time|ticks]] the creature needs to &amp;quot;recharge&amp;quot; (i.e. how much time needs to pass before it can be milked again). Does not work on [[#CAN_LEARN|sentient]] creatures, regardless of [[ethics]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for {{token|MISCHIEVOUS|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature spawns [[stealth]]ed and will attempt to path into the fortress, pulling any [[lever]]s it comes across. It will be invisible on the map and [[unit list]] until spotted by a citizen, at which point the game will pause and recenter on the creature. Used by [[gremlin]]s in the vanilla game. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]]. No use for the player in fortress mode, but enemy sieging forces may arrive with cavalry. Mounts are usable in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a [[mount]], but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads that can see.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, with a 1/500 chance of using the {{token|LITTERSIZE|c}} as usual.  Requires {{token|FEMALE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
*adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used for referring to the species in the abstract, such as the default material prefix. For labeling individual creatures, {{token|CASTE_NAME|c}} is necessary. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
Some examples of adjective use:&lt;br /&gt;
* &amp;quot;super''dwarven'' strength&amp;quot;&lt;br /&gt;
* &amp;quot;the ''dwarven'' hillocks of X&amp;quot;&lt;br /&gt;
* Deity species as in &amp;quot;''feline'' deity&amp;quot;&lt;br /&gt;
* Megabeast attacks in worldgen. One with multiple dragons being a &amp;quot;''draconic'' rampage&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural. NATURAL animals will not engage creatures tagged with {{token|AT_PEACE_WITH_WILDLIFE|c}} in combat unless they are members of a hostile entity and vice-versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of {{token|NATURAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill_token|Skill token]]&lt;br /&gt;
*value&lt;br /&gt;
| The creature possesses the specified [[skill]] at this level inherently - that is, it begins with the skill at this level, and the skill may never rust below that. A value of 15 is legendary.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures with this token can appear in [[bogeyman|bogeyman ambushes]] in [[adventure mode]], where they adopt classical bogeyman traits such as stalking the adventurer and vaporising when dawn breaks. Such traits do not manifest if the creature is encountered outside of a bogeyman ambush (for instance, as a megabeast or a civilised being). In addition, their corpses and severed body parts turn into [[smoke]] after a short while. Note that setting the &amp;quot;Number of Bogeyman Types&amp;quot; in [[advanced world generation]] to 0 will only remove randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_EXPERIMENTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on some [[necromancer]]s. Creatures with this tag may periodically &amp;quot;perform horrible experiments&amp;quot; offscreen, during which they can use creature-targeting interactions with an &amp;lt;code&amp;gt;[[Interaction_token#I_SOURCE|[I_SOURCE:EXPERIMENT]]]&amp;lt;/code&amp;gt; tag on living creatures in their area. Worlds are generated with a list of procedurally-generated experiments, allowing necromancers to turn living people and animals into [[Infected_ghoul|ghouls]] and [[Experiment|other experimental creatures]], and these will automatically be available to all experimenters; it does not appear possible to prevent this. You can mod in your own custom experiment interactions, but these are used very infrequently due to the large number of generated experiments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[night troll]]s and [[werebeast]]s. Implies that the creature is a [[night creature]], and shows its description in [[legends mode]] entry. The creature is always hostile and will start [[no quarter]] combat with any nearby creatures, except for members of its own race. Note that this tag does not override the creature's normal behavior in [[fortress mode]] except for the aforementioned aggression, and doesn't prevent the creature from fleeing the battles it started. It also removes the creature's materials from stockpile settings list, making them be stored there regardless of settings.&lt;br /&gt;
&lt;br /&gt;
Does stack with {{token|LARGE_ROAMING|c}} and if both are used the creature will spawn as both historical hunters and as wild animals; this requires specifying a {{token|BIOME|c}} in which the creature will live, and subterranean biomes are allowed.&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of werebeasts in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair. If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s. When paired with SPOUSE_CONVERTER, a very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers). The creature will settle in a lair and go on rampages during worldgen. It will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_NIGHTMARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[nightmare]]s. Corpses and severed body parts derived from creatures with this token turn into [[smoke]] after a short while.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become [[Symptom#Dizziness|dizzy]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to [[food|eat]]. Seems to cause worldgen crashes if it is part of an entity with [[entity_token#PERMITTED_JOB|[PERMITTED_JOB:FISHERMAN]]]{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer [[Symptom#Fever|fevers]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature is biologically sexless. Makes the creature unable to [[breeding|breed]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature cannot raise any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot lose any [[Attribute#Body_attributes|physical attributes]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. Can still be rendered unconscious by other means.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the {{token|THOUGHT|body}} tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have {{token|BREATHE|body}} parts in body, nor can it drown or be strangled. Creatures living in magma must have this tag, otherwise they will drown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active at night in adventure mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no emotions. It is immune to the effects of [[stress]] and unable to rage, and its [[need]]s cannot be fulfilled in any way. Used on [[undead]] in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions or moving at full speed for extended periods of time. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never flee from battle, and will be immune to [[ghost]]s' attempts to 'scare it to death'. Additionally, it causes [[bogeyman|bogeymen]] and [[nightmare]]s to become friendly towards the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not be hunted or fed to wild beasts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when [[butcher|butchered]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butchering, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce [[miasma]] when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned and knocked unconscious by pain or head injuries. Creatures with this tag never wake up from sleep in Fortress Mode. If this creature needs to sleep while playing, it &amp;lt;b&amp;gt;will&amp;lt;/b&amp;gt; die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be [[butcher|butchered]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead by necromancers or evil clouds. Implies the creature is not a normal living being. Used by [[vampire]]s, [[Mummy|mummies]] and inorganic creatures like the [[amethyst man]] and [[bronze colossus]]. Creatures who are {{token|OPPOSED_TO_LIFE|c}} (undead) will be docile towards creatures with this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a {{token|THOUGHT|body}} body part to survive. Has the added effect of preventing speech, though directly controlling creatures that would otherwise be capable of speaking allows them to engage in conversation.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How easy the creature is to [[smell]]. The higher the number, the easier the creature is to sniff out. Defaults to 50. Vanilla creatures have values from 0 (undetectable) to 90 (noticeable by humans and dwarves).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| What the creature [[smell]]s like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones and will show {{DFtext|Opposed to life|0:1}} in the [[unit list]]. Used by [[undead]] in the vanilla game. Functions without the {{token|NOT_LIVING|c}} token, and seems to imply said token as well. Undead will not be hostile to otherwise-living creatures given this token. Living creatures given this token will attack living creatures that lack it, while ignoring other living creatures that also have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MALE/FEMALE&lt;br /&gt;
*disinterested chance&lt;br /&gt;
*casual chance&lt;br /&gt;
*strong chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes. Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The first value indicates how likely to be entirely uninterested in the sex, the second decides if the creature will be able to become lovers with that sex, the third decides whether they will be able to marry in worldgen and post-worldgen world activities (which implies being able to become lovers). Marriage seems to be able to happen in fort mode play regardless, as long as they are lovers first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTSIDER_CONTROLLABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Lets you play as an [[Adventurer_mode_character_creation#Outsider|outsider]] of this species in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Used by [[trading|merchants]] without wagons and adventurers. Also prevents creature from dropping hauled items on its own -- do ''not'' use for player-controllable creatures! May lead to the creature being domesticated during worldgen, even if it doesn't have {{token|COMMON_DOMESTIC|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all [[Syndrome#CE_PARALYSIS|paralyzing]] special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Used to control the bat riders with paralyze-dart blowguns that flew through the 2D chasm. Doesn't do anything now.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PCG_LAYERING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*[[Procedural graphics layer|Layering type]]&lt;br /&gt;
| Adds a layer to the current {{token|PROCEDURAL_CREATURE_GRAPHICS|c}} definition. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate [[pearl]]s. Does nothing in the current version.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| Controls the ability of [[vermin]] to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
Objects made of most materials (e.g. metal) roll a number from 0-100, and if the resulting number is greater than the penetrate power, their contents escape for the time being. Objects made of [[wood]], [[leather]], [[amber]], or [[coral]] roll 0-95, and items made of [[cloth]] roll 0-90.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*median&lt;br /&gt;
*highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prerequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. However, you can solve these problems using the popular plugin [https://dffd.bay12games.com/file.php?id=13095| Dwarf Therapist], which is completely unaffected by the tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be [[Animal_trainer|tamed]] in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen, with certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails. ([[Gremlin|Example]]).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Divides the creature's {{token|PETVALUE|c}} by the specified number. Used by [[honey bee]]s to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200. This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets up a [[Attribute#Body_attributes|physical attribute]]'s range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| [[Attribute#Body_attributes|Physical attribute]] gain/decay rates. Lower numbers in the last three slots make decay occur faster. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after {{token|SET_BP_GROUP|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after {{token|SELECT_MATERIAL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number (max 100000)&lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with {{token|FREQUENCY|c}}. A weight of 0 will not prevent a caste from spawning.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region. Defaults to 1:1 if not specified.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity, allowing it to become the leader of a civilized group. Used by unique demons in the vanilla game. Requires {{token|CAN_SPEAK|c}} to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized. Once the creature ascends to a position of leadership, it will proceed to act as a standard ruler for their entity and fulfill the same functions (hold tournaments, tame creatures, etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*string&lt;br /&gt;
| Sets what other creatures [[Preferences|prefer]] about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random. Creatures lacking a PREFSTRING token will never appear under another's preferences.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROCEDURAL_CREATURE_GRAPHICS}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Graphics_token#Basic_creature_sprite_types|Sprite type]] or Caste then sprite type&lt;br /&gt;
| Makes the creature have procedural graphics built for it, like forgotten beasts/demons/titans/experiments. Must be associated with PCG_LAYERING tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use {{token|CASTE_PROFESSION_NAME|c}} instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes [[badger]]s so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
* &amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by [[Health_care#Infection|infected wounds]].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| What the creature's [[remains]] are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color the creature's [[remains]] are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with {{token|VERMIN_BITE|c}} and {{token|DIE_WHEN_VERMIN_BITE|c}}, the vermin creature will leave remains on death when biting. Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Removes a tissue from the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) retract verb text&lt;br /&gt;
*Third person (&amp;quot;The giant snail&amp;quot;) retract verb text&lt;br /&gt;
*Second person cancel retract text&lt;br /&gt;
*Third person cancel retract text&lt;br /&gt;
| The creature will retract into the specified body part(s) when threatened. It will be unable to move or attack, but enemies will only be able to attack the specified body part(s). When one of the specified body part is severed off, the creature automatically unretracts and cannot retract anymore. More than one body part can be selected by using BY_TYPE or BY_CATEGORY.&lt;br /&gt;
&lt;br /&gt;
Second-person descriptions are used for adventurer mode natural ability. &amp;quot;&amp;lt;pro_pos&amp;gt;&amp;quot; can be used in the descriptions, being replaced with the proper pronoun (or lack thereof) in-game.&lt;br /&gt;
&lt;br /&gt;
Undead curled up creatures are buggy, specifically those that retract into their upper bodies: [[echidna]]s, [[hedgehog]]s and [[pangolin]]s.{{bug|11463}}{{bug|10519}} The upper body is prevented from collapsing by a separate body part (the middle spine), which cannot be attacked when the creature is retracted. See {{token|PREVENTS_PARENT_COLLAPSE|bo}}. Living creatures eventually succumb to blood loss, but undead creatures do not. Giant creatures also take a very long time to bleed out.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at their feet. Requires {{token|HUNTS_VERMIN|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*body type, [[Body_token#CATEGORY|category]], or [[Body_token#BP|token]]&lt;br /&gt;
*Second person (&amp;quot;You&amp;quot;) verb text&lt;br /&gt;
*Third person (&amp;quot;The hen&amp;quot;) verb text&lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventurer Mode, spawns vermin edible for this creature in Fortress Mode. Creatures missing the specified body part will be unable to perform this action. The action produces a message (visible in adventure mode) in the form:&lt;br /&gt;
&lt;br /&gt;
[creature] [verb text] the [description of creature's location]&lt;br /&gt;
&lt;br /&gt;
In adventure mode, the &amp;quot;rooting around&amp;quot; ability will be included in the &amp;quot;natural abilities&amp;quot; menu, represented by its second person verb text.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes. Has no effect on cavern creatures. Cannot be combined with {{token|GOOD|c}} or {{token|EVIL|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*BY_TOKEN / BY_CATEGORY / BY_TYPE&lt;br /&gt;
*&amp;lt;[[Body_token#BP|body part ID]]&amp;gt; / &amp;lt;[[Body_token#CATEGORY|category]]&amp;gt; or ALL / &amp;lt;type (e.g. [[Body_token#GRASP|GRASP]])&amp;gt;&lt;br /&gt;
*&amp;lt;[[Body_detail_plan_token#BP_LAYERS|tissue layer]]&amp;gt; or ALL&lt;br /&gt;
*&amp;lt;trigger&amp;gt;&lt;br /&gt;
| Causes the specified tissue layer(s) of the indicated body part(s) to secrete the designated material. A size 100 ('covering') [[contaminant]] is created over the affected body part(s) in its specified material state (and at the temperature appropriate to this state) when the trigger condition is met, as long as one of the secretory tissue layers is still intact. Valid triggers are:&lt;br /&gt;
*'''CONTINUOUS'''&lt;br /&gt;
Secretion occurs once every 40 [[time|ticks]] in [[fortress mode]], and every tick in [[adventurer mode]].&lt;br /&gt;
*'''EXERTION'''&lt;br /&gt;
Secretion occurs continuously (at the rate described above) whilst the creature is at minimum &amp;lt;span style=&amp;quot;font-size:75%&amp;quot;&amp;gt;{{Tile|Tired|6:1}}&amp;lt;/span&amp;gt; following physical exertion. Note that this cannot occur if the creature has {{token|NOEXERT|c}}.&lt;br /&gt;
*'''EXTREME_EMOTION'''&lt;br /&gt;
Secretion occurs continuously (as above) whilst the creature is distressed. Cannot occur in creatures with {{token|NOEMOTION|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt;&lt;br /&gt;
| Adds an additional previously defined caste to the selection. Used after {{token|SELECT_CASTE|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;caste&amp;gt; or ALL &lt;br /&gt;
| Selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as {{token|MEGABEAST|c}}, but more of them are created during worldgen. See the [[semi-megabeast]] page for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* &amp;lt;[[Creature_token#CREATURE_CLASS|creature class]]&amp;gt;&lt;br /&gt;
* [[Tilesets|&amp;lt;tile value or character&amp;gt;]]&lt;br /&gt;
* [[Color#Color_values|&amp;lt;foreground color&amp;gt;:&amp;lt;background color&amp;gt;:&amp;lt;foreground brightness&amp;gt;]]&lt;br /&gt;
| Gives the creature the ability to sense creatures belonging to the specified [[Creature_token#CREATURE_CLASS|creature class]] even when they lie far beyond line of sight, including through walls and floors. It also appears to reduce or negate the combat penalty of [[Wound#Blindness|blind]] units when fighting creatures they can sense. In [[adventure mode]], the specified tile will be used to represent sensed creatures when they cannot be seen directly.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[skill_token]]&amp;gt;&lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns this skill. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;percentage&amp;gt;&lt;br /&gt;
| The rate at which this creature learns all skills. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Like {{token|SKILL_RATES|c}}, but applies to individual skills instead. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*&amp;lt;% of improvement points gained&amp;gt;&lt;br /&gt;
*&amp;lt;unused counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;rust counter rate&amp;gt;&lt;br /&gt;
*&amp;lt;demotion counter rate&amp;gt;&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[skill_token]]&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
*value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster. Requires {{token|CAN_LEARN|c}} or {{token|INTELLIGENT|c}} to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*text set&lt;br /&gt;
| Caste-specific {{token|SLAIN_SPEECH|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLAIN_SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*text set&lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include text_dwarf.txt and text_elf.txt in data\vanilla\vanilla_creatures\objects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for {{token|CAN_LEARN|c}} + &amp;lt;code&amp;gt;[[Creature_token#SKILL_LEARN_RATES|[SKILL_LEARN_RATES:50]]]&amp;lt;/code&amp;gt;.{{verify}} Used by a number of 'primitive' creatures (like [[ogre]]s, [[giant]]s and [[troglodyte]]s) in the vanilla game. Applicable to player races. Prevents a player from recruiting nobility, even basic ones. Subterranean creatures with this token combined with {{token|EVIL|c}} will become servants of goblins in their civilizations, in the style of [[troll]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves &amp;quot;[[item token#REMAINS|remains]]&amp;quot; instead of a corpse. Used by [[vermin]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Determines how keen a creature's sense of smell is - lower is better. At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The [[capybara]] '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOURCE_HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Integer&lt;br /&gt;
| Found on generated [[angel]]s. This is the historical figure ID of the deity with which the angel is associated. Since HFIDs are not predictable before worldgen, this isn't terribly usable in mods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature will only appear in biomes with this plant or creature available. Grazers given a specific type of grass (such as [[panda]]s and [[bamboo]]) will only eat that grass and nothing else, risking starvation if there's none available. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[Sphere#Available_spheres|sphere]]&lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the {{token|POWER|c}} token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with {{token|SPOUSE_CONVERTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the {{token|NIGHT_CREATURE_HUNTER|c}} tag, it will kidnap {{token|SPOUSE_CONVERSION_TARGET|c}}s and transform them into the caste of its species with the {{token|CONVERTED_SPOUSE|c}} tag during worldgen. It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPREAD_EVIL_SPHERES_IF_RULER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature rules over a [[site]], it will cause the local landscape to be corrupted into [[Surroundings#Evil|evil surroundings]] associated with the creature's [[Creature_token#SPHERE|sphere]]s. The creature must have at least one of the following [[sphere]]s for this to take effect: BLIGHT, DEATH, DISEASE, DEFORMITY, NIGHTMARES. The first three kill vegetation, while the others sometimes do.  The last two get [[Plant_token#EVIL|evil plants]] and [[Creature_token#EVIL|evil animals]] sometimes. NIGHTMARES gets [[bogeyman|bogeymen]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8162224#msg8162224] Used by [[demon]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require &amp;lt;code&amp;gt;[[Body_token#GRASP|[GRASP]]]&amp;lt;/code&amp;gt; body parts to climb -- it can climb with &amp;lt;code&amp;gt;[[Body_token#STANCE|[STANCE]]]&amp;lt;/code&amp;gt; parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as {{token|GRAZER|c}} but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used for all grazers in the default creature raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STRANGE_MOODS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The creature will get [[strange mood]]s in fortress mode and can produce artifacts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with &amp;lt;code&amp;gt;[[Interaction_token#IS_SECRET|[SUPERNATURAL_LEARNING_POSSIBLE]]]&amp;lt;/code&amp;gt; that match its [[Creature_token#SPHERE|spheres]] and also prevents it from becoming a [[vampire]] or [[werebeast]]. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim perfectly and does not use the [[swimmer]] skill, as opposed to {{token|SWIMS_LEARNED|c}} below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature swims only as well as their present [[Swimmer|swimming skill]] allows them to.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SYNDROME_DILUTION_FACTOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &amp;lt;[[Syndrome#SYN_IDENTIFIER|syndrome identifier]]&amp;gt;:&amp;lt;percentage&amp;gt;&lt;br /&gt;
| Dilutes the effects of syndromes which have the specified identifier. A percentage of 100 is equal to the regular syndrome effect severity, higher percentages reduce severity.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its {{token|CONNECTIVE_TISSUE_ANCHOR|td}} tissues (bone or chitin by default). Cutting the bone/chitin tissue severs the tendons, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's [[web]]s can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Begins defining a tissue in the creature file. Follow this with standard tissue definition tokens to define the tissue properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Alias for TISSUE_LAYER&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example, an [[iron man]] has a gaseous poison within, and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS, so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER; here is an example Tissue from the Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS] [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*number&lt;br /&gt;
| How much the creature can carry when used by merchants. 1000 by default. If a civilization uses a custom pack animal via ALWAYS_PACK, you must manually add a capacity to the raws of that creature itself. Capacity defaults to null leading to empty caravans.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for {{token|TRAINABLE_HUNTING|c}} + {{token|TRAINABLE_WAR|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be [[Animal trainer|trained]] as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into [[martial trance]]s. Used by dwarves in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will never trigger [[trap]]s it steps on. Used by a [[Trapavoid|number of creatures]]. Doesn't make the creature immune to remotely activated traps (like retractable spikes being triggered while the creature is standing over them). TRAPAVOID creatures lose this power if they're immobilized while standing in a trap, be it by stepping on thick web, being paralyzed or being knocked unconscious.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in adventurer mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the {{token|TISSUE_STYLE_UNIT|c}}, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome. Does not apply to {{token|EVIL|c}}/{{token|GOOD|c}} tags. Supersedes {{token|FREQUENCY|c}} for the purposes of distributing populations through the map, they are present in every part of the valid biome. Respects {{token|FREQUENCY|c}} for the frequency of unit [[Creature token#CLUSTER_NUMBER|cluster]] spawns being of this species.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth that the creature appears underground. Numbers can be from 0 to 5. 0 is actually 'above ground' and can be used if the creature is to appear both above and below ground. Values from 1-3 are the respective [[cavern]] levels, 4 is the [[magma sea]] and 5 is the [[HFS]]. A single argument may be used instead of min and max. [[Demon]]s use only 5:5; user-defined creatures with both this depth and {{token|FLIER}} will take part in the initial wave from the HFS alongside generated demons, but without {{token|FLIER}} they will only spawn from the map edges. Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that are available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is displayed as blue when in [[Water#Depth|7/7 water]]. Used on fish and amphibious creatures which swim under the water.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
Roostre: &amp;quot;When DF detects duplicate tokens in the raws of the same object, a failsafe seems to kick in; it takes the bottom-most of the duplicates, and disregards the others. In the case of tokens added by a mod, it prioritizes the duplicate in the mod.&amp;quot; This means that if a tag is defined in the base-caste and redefined in the derived caste, the derived tag overwrites the base tag. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template. [http://www.bay12forums.com/smf/index.php?topic=175437.msg8441368#msg8441368 There seems to be a limit of 200 materials per creature].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand. If a civilized creature has this and is not part of a {{token|SKULKING|e}} civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Like {{token|AT_PEACE_WITH_WILDLIFE}}, but also makes the creature more valued in artwork by civilisations with the PLANT [[sphere]]. [http://www.bay12forums.com/smf/index.php?topic=169696.msg8316954#msg8316954] Used by [[grimeling]]s in the vanilla game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
* [[Material_definition_token#Material_States|material state]]&lt;br /&gt;
| Enables vermin to bite other creatures, injecting the specified material. See {{token|SPECIALATTACK_INJECT_EXTRACT|c}} for details about injection - this token presumably works in a similar manner.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See {{token|PENETRATEPOWER|c}}. Distinct from {{token|VERMIN_ROTTER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in [[water]] and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will [[Preferences|hate]] the creature and get unhappy thoughts when around it. See the [[Hateable|list of hateable vermin]] for details.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by [[fishing]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited [[animal trap]]s; however, a &amp;quot;[[Trapper|catch live land animal]]&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin are attracted to rotting stuff and loose food left in the open and cause unhappy thoughts to dwarves who encounter them. Present on flies, knuckle worms, acorn flies, and blood gnats. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud, and may be uncovered by creatures that have the {{token|ROOT_AROUND|c}} interaction such as [[goose|geese]] and [[chicken]]s. Dwarves will ignore the creature when given the &amp;quot;Capture live land animal&amp;quot; task.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains {{token|AT_PEACE_WITH_WILDLIFE|c}} + {{token|RETURNS_VERMIN_KILLS_TO_OWNER|c}} + {{token|HUNTS_VERMIN|c}} + {{token|ADOPTS_OWNER|c}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets the creature to be active during the evening in adventurer mode. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.) Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs, in degrees (i.e. 0 to 360). The first number is binocular vision, the second is non-binocular vision.  Binocular vision has a minimum of about 10 degrees, monocular, a maximum of about 350 degrees. Values past these limits will be accepted, but will default to ~10 degrees and ~350 degrees respectively. Defaults are 60:120.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{alphabetical TOC|style=margin: 1em auto;}}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create [[web]]s, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick [[web]]s. Used by creatures who can shoot thick webs (such as [[giant cave spider]]s) in order to make them immune to their own attacks.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
&lt;br /&gt;
Attacks can use four different part selection criteria; while all vanilla attacks use only BODYPART (e.g. ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP), there are other options available.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Part type token&lt;br /&gt;
! width=&amp;quot;30%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYPART}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| This attack uses a particular body part; for example, BY_TYPE:GRASP will make it use any part that can hold onto an object.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| This attack uses a specific tissue layer on a specific body part; BY_TYPE:GRASP:BONE will make it use the bone of the hands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_BODYPART_GROUP}}&lt;br /&gt;
|&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
| Uses a body part that is subordinate to another; BY_CATEGORY:ARM_LOWER:BY_TYPE:GRASP will make it use every hand attached to each lower arm (so it will generate one attack per lower arm, each of which will use every hand on that arm, assuming there are multiple hands per arm).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD_TISSUE_LAYER_GROUP}}&lt;br /&gt;
| &lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* BY_TYPE/BY_TOKEN/BY_CATEGORY&lt;br /&gt;
* type/token/category&lt;br /&gt;
* tissue layer&lt;br /&gt;
| As CHILD_BODYPART_GROUP, but specifying a tissue, too.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*2nd person&lt;br /&gt;
*3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Displays the name of the body part used to perform an attack while announcing it, e.g. &amp;quot;The weaver punches the bugbat with his right hand&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again. Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty. The creature will use all attacks with this token at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*&amp;lt;[[material token]]&amp;gt;&lt;br /&gt;
*&amp;lt;[[Material_definition_token#Material_States|material state]]&amp;gt;&lt;br /&gt;
*&amp;lt;min quantity&amp;gt;&lt;br /&gt;
*&amp;lt;max quantity&amp;gt;&lt;br /&gt;
| When added to an attack, causes the attack to inject the specified material into the victim's bloodstream. Once injected, the material will participate in [[temperature|thermal]] exchange within the creature - injecting something like molten [[iron]] (INORGANIC:IRON:LIQUID) would cause most unmodded creatures to melt (note that some of the injected material also [[contaminant|splatters]] over the bodypart used to carry out the attack, so it should be protected appropriately). If the injected material has an associated [[syndrome]] with the [[Syndrome#SYN_INJECTED|[SYN_INJECTED]]] token, it will be transmitted to the victim. If the attack is blunt, the injected material lacks the [[Material definition token#ENTERS_BLOOD|[ENTERS_BLOOD]]] token, the attacked bodypart has no [[Tissue_definition_token#VASCULAR|[VASCULAR]]] tissues, or the victim is bloodless, the material will splatter over the attacked body part instead. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*interaction&lt;br /&gt;
| When this attack lands successfully, a specified interaction will take effect on the target creature. The attack must break the target creature's skin in order to work. This will take effect in worldgen as well. If the attack would break skin, the interaction will occur '''before the attack actually lands'''.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tissue Layer Tokens==&lt;br /&gt;
Tissue layers are added to a creature's body parts by the creature tokens [[#TISSUE_LAYER|TISSUE_LAYER]], [[#TISSUE_LAYER_OVER|TISSUE_LAYER_OVER]], [[#TISSUE_LAYER_UNDER|TISSUE_LAYER_UNDER]], and the body detail plan token [[#TL_LAYERS|TL_LAYERS]].&lt;br /&gt;
&lt;br /&gt;
These tissue layers are not the same thing as tissues, which are defined at creature level, but rather applications of the tissues. If the SKIN tissue of a creature is the more general and abstract notion of what skin is for that creature, then a tissue layer may be the &amp;quot;actual&amp;quot; skin on the creature's nose, head, or second toe. As most creatures have more than one body part, tissue layers are normally selected en masse.&lt;br /&gt;
&lt;br /&gt;
Some tissue layer tokens are analogous to tissue definition tokens, e.g. [[#TL_CONNECTS|TL_CONNECTS]] to [[tissue_definition_token#CONNECTS|CONNECTS]].&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Begins a selection of tissue layers. &lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_TYPE:HEART]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds tissue layers to those selected.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Begins a selection of tissue layers. Only usable for descriptor and cosmetic purposes. &lt;br /&gt;
&lt;br /&gt;
Research has implied it may be redundant with SELECT_TISSUE_LAYER, as the latter allows for cosmetics as well as &amp;quot;functional&amp;quot; tokens such as TL_MAJOR_ARTERIES. Vanilla raws still use SET_TL_GROUP though, for all cosmetic purposes. More research is needed on this subject.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| Adds tissue layers to those selected. Like SET_TL_GROUP, it may be redundant even if used in the vanilla raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Sets a selected tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (for example, a [[llama]]'s wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| Sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| Sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*COLOR&lt;br /&gt;
*freq&lt;br /&gt;
*COLOR&lt;br /&gt;
*freq etc. &lt;br /&gt;
| Creates a list of colors/color patterns, giving each a relative frequency. If the given color or pattern does not exist, the tissue is described as being &amp;quot;transparent&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by [[Utility:Stonesense|Stonesense]] for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years&lt;br /&gt;
*days&lt;br /&gt;
*end change window years&lt;br /&gt;
*days&lt;br /&gt;
| Determines the point in the creature's life when the color change begins and ends.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Changes the relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Sets a new VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
*[[Creature examples]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
[[ru:Creature token]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=298017</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=298017"/>
		<updated>2024-02-28T06:55:20Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Agitation */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Masterwork|14:19, 12 February 2023 (UTC)}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
[[File:creatures_preview2.png|right]]In ''Dwarf Fortress'', a '''creature''' is defined as any animate, normally-mobile (and for the sake of this article, non-[[vermin]]) being that can interact with the world and any element inside it. The creatures in the game range from being entirely realistic to completely mythical. Although most creatures are animals, [[dwarf|dwarves]], [[giant cave spider]]s, and even [[megabeast]]s are all also considered creatures. Various creatures can and will interact with a fortress or adventurer in many different ways.&lt;br /&gt;
&lt;br /&gt;
Some creatures have [[skill]]s that match what type of creature they are (e.g. [[monkey]]s having legendary climbing skill). Though most creatures can be found in any mode, some are exclusive to [[adventure mode]] or [[fortress mode]]. Some creatures are randomly and procedurally generated, meaning they could have many different sprites in-game. Creatures of that type may have just one to a few sprites showcased out of many in the list below. A question mark placeholder may also be shown instead.&lt;br /&gt;
&lt;br /&gt;
Also note that creatures with the {{token|ARENA_RESTRICTED}} or {{token|DOES_NOT_EXIST}} tokens cannot be spawned in the [[object testing arena]], similarly to [[vermin]] (e.g. [[fly|flies]], [[worm]]s).&lt;br /&gt;
&lt;br /&gt;
Many standard-sized creatures in the game take the space of a single tile, while many giant versions of creatures, including many types of beasts, may take up the space of more than one tile. There are roughly 680 creatures in the game.&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
[[File:creatures_many.png|thumb|right|124px|Same concept, but in ASCII mode.]]The creatures that will spawn on any given fortress map depend on the biome(s) that the fortress is in. Additionally, there are several [[creature token|creature token]]s in the [[raws]] that deal with creature spawning:&lt;br /&gt;
*&amp;lt;tt&amp;gt;[FREQUENCY:X]&amp;lt;/tt&amp;gt;: This tag dictates ''how often'' a creature will spawn. It ranges from 0-100, and is a comparative number, where the higher this number is, the more likely the creature is to spawn. &lt;br /&gt;
*&amp;lt;tt&amp;gt;[CLUSTER_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines ''how many'' creatures will appear at one time on a map.&lt;br /&gt;
*&amp;lt;tt&amp;gt;[POPULATION_NUMBER:X]&amp;lt;/tt&amp;gt;: This determines the ''total number'' of this type of creature that can ever visit your fortress. The exact number varies, depending on the map.&lt;br /&gt;
 &lt;br /&gt;
For example, [[deer]] have a &amp;lt;tt&amp;gt;[POPULATION_NUMBER:15:30]&amp;lt;/tt&amp;gt;, meaning that if you kill between 15-30 deer, no more deer will ever visit your fortress.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
* '''Graphic:''' The sprite assigned to the creature. Seen only in the [[Premium version|Steam version]].&lt;br /&gt;
* '''Tile:''' The tile assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
* '''Name:''' The name of the creature as it displays in-game.&lt;br /&gt;
* '''Playable:''' If &amp;quot;No&amp;quot;, the creature is not playable in any modes. &amp;quot;Fort&amp;quot; indicates that the creature is playable in fortress mode ({{token|SITE_CONTROLLABLE|e}}). &amp;quot;Adv&amp;quot; indicates that the creature is playable in adventure mode. All creatures except humans must have a population in an {{token|ALL_MAIN_POPS_CONTROLLABLE|e}} civilization in order to be playable in adventure mode; goblins (and other creatures) cannot be played from a goblin civ. Humans can be played whether or not a population exists due to {{token|OUTSIDER_CONTROLLABLE|c}}, but an {{tt|[ALL_MAIN_POPS_CONTROLLABLE]}} civ still needs to have existed at some point. Creatures with {{token|LOCAL_POPS_CONTROLLABLE|c}} are also playable in adventure mode.&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. [[Undead]] creatures are always hostile to living things.&lt;br /&gt;
* '''Food Source:''' If &amp;quot;Yes&amp;quot;, then the creature can be butchered into an [[meat|edible substance]] that your dwarves will feed on.&lt;br /&gt;
* '''Adult Body Size:''' The average [[size]] of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. This value represents the creature's volume in cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;, which, for creatures made of flesh, more-or-less equals the creature's weight in grams.[http://www.bay12forums.com/smf/index.php?topic=30026.msg831163#msg831163] These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredibly skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
* '''Pet Value:''' This is the value the creature can be bought and sold for as a [[pet]] during [[trading]].&lt;br /&gt;
* '''Biome:''' Where the creature can be found.&lt;br /&gt;
* '''Features:''' Any special features the creature possesses, including things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
Note: If you wish to view alternate ways of sorting creatures, such as sorting by biomes and location, or sorting domestic creatures by features, there is a new page found here: [[Alternate creature sorting]]&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main races====&lt;br /&gt;
These are intelligent creatures that form the dominant [[civilisation|civilized]] races of the world. While most are part of society, many have turned to [[Bandits|Banditry]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dwarf|symbol=☺|color=3:0:0|playable=Fort, Adv|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[Fortress|dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elf|symbol=e|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Human|symbol=U|color=3:0:0|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and [[hamlet]]s|note=Trading race}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goblin|symbol=g|color=7:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Dark fortress]]es and [[dark pit]]s|note=Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kobold|symbol=k|color=6:0:0|playable=Adv|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=[[Cave]]s|note=Skulking race}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether or not you are hostile with select civilized races depends on the history of your game world, and its length. Shorter histories mean less ongoing wars and less general hostility, good for a newer player to learn the basics.&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Snatchers try to snatch children of other civilizations. Snatched individuals become part of the Snatcher's civilization.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Underground Tribes ====&lt;br /&gt;
Intelligent [[animal people]] that form crude civilizations underground, but will not trade with you. They wield some weapons and can join adventurers.&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Amphibian man|symbol=a|color=6:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Antman|symbol=a|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bat man|symbol=b|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave fish man|symbol=f|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,500|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cave swallow man|symbol=s|color=0:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,050|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Olm man|symbol=o|color=7:0:1|playable=Adv|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=35,100|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Reptile man|symbol=r|color=2:0:0|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Rodent man|symbol=r|color=0:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Serpent man|symbol=s|color=7:0:1|playable=No|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=50,000|value=Not tameable|biome=Underground|note=Amphibious; Causes [[Syndrome]]}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. Whether an animal person civilization treats you as hostile or not seems random. {{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Ant-men body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Livestock and Domestic Animals ===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Creatures that have long been [[Domestic animal|domesticated]], and either play a part in the [[meat industry]], or are simply [[pet]]s to keep dwarves company. Note: Except for [[wagon]]s, domestic animals can be bought at embark, or requested from dwarven caravans.  Animals of these types below that are caught in the wild with [[cage trap]]s can be tamed after only one session with an [[animal trainer]].&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alpaca|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:peafowls_sprite_anim.gif]]|name=&lt;br /&gt;
Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cat|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:chickens_sprite_anim.gif]]|name=Chicken|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cow|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:dogs_sprite_anim.gif]]|name=Dog|symbol=d|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Donkey|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goat|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mule|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=No|playable=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:wagon_sprite.png|x40px]]|name=Wagon|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Beasts and Monsters===&lt;br /&gt;
All kind of monstrous creatures that roam the land and underground caverns, including: [[Semi-megabeast]]s, [[megabeast]]s, and randomly generated ones that can take any form. all very powerful and can easily be game-ending.&lt;br /&gt;
&lt;br /&gt;
====Semi-Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cyclops|symbol=C|color=4:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ettin|symbol=E|color=6:0:1|food=No|playable=No|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant|symbol=G|color=3:0:0|food=No|playable=No|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Minotaur|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=Starts with combat skill}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=&lt;br /&gt;
Bronze colossus|symbol=C|color=6:0:0|food=No|playable=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill, drops masterwork [[bronze]] [[statue]] on death}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragon|symbol=D|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hydra|symbol=H|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roc|symbol=R|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Procedurally generated====&lt;br /&gt;
These creatures are procedurally generated, and different for every savefile.  Their raws may be extracted from the world.dat file in uncompressed save folders.&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Forgotten beast|symbol=&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Titan|symbol=&amp;lt;span style=&amp;quot;font-size:90%;&amp;quot;&amp;gt;Any&amp;lt;/span&amp;gt;|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Wild Animals ===&lt;br /&gt;
This section includes wild [[animals]] as well as their giant and humanoid counterparts. Wild animals are mostly found roaming the wilderness. Many of them are predators, while others are benign, and will not attack unless being attacked first. Some will be drawn to your stockpiles to [[steals drink|steal drink]], [[Steals food|food]] or [[Steals items|something shiny]]. Some can be easily overcome, and yet others can be significant threats, like the dreaded [[elephant]].&lt;br /&gt;
&lt;br /&gt;
====Above Ground====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head|class=&amp;quot;wikitable sortable&amp;quot;}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aardvark man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder|symbol=a|color=6:0:0|food=Yes|playable=No|hostile=No|size=150|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Adder man|symbol=a|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=50|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes, rivers|note=Amphibious}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anaconda man|symbol=A|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=85,000|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Anole man|symbol=a|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,045|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Armadillo man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye|symbol=a|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Aye-aye man|symbol=a|color=7:0:0|food=No|playable=Adv|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger|symbol=b|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=15,000|value=25|biome=Taiga, any temperate savanna, grassland, shrubland, forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Badger man|symbol=b|color=7:0:0|food=No|playable=Adv|hostile=No|size=42,500|value=25|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bark scorpion man|symbol=s|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,001|value=Not tameable|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Barn owl man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beetle man|symbol=b|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bilou|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=300|biome=Taiga, temperate forest|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black bear man|symbol=B|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=95,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black mamba man|symbol=s|color=0:0:1|food=No|playable=Adv|hostile=No|size=37,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-crested gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Black-handed gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Blizzard man|symbol=M|color=3:0:1|food=No|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra, glacier|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:peafowls_sprite_anim.gif]]|name=Blue peafowl|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bluejay man|symbol=b|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome= Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bobcat man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,000|value=75|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bonobo|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Brown recluse spider man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushmaster man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Bushtit man|symbol=b|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Any desert, temperate grassland, savanna, marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=Animal person, lays eggs}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin|symbol=c|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capuchin man|symbol=c|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Capybara man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cardinal man|symbol=c|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome= temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary|symbol=c|color=0:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cassowary man|symbol=c|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cavy|symbol=c|color=7:0:0|food=No|playable=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, shrubland|note=Domestic}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chameleon man|symbol=c|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,075|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cheetah man|symbol=c|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=tropical savanna, tropical grassland,  tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimpanzee|symbol=c|color=0:0:1|playable=No|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chinchilla man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chipmunk man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coati man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cockatiel man|symbol=c|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Copperhead snake man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,250|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar|symbol=c|color=6:0:1|playable=No|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest, any shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Cougar man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=65,000|value=n/a|biome=Any temperate forest, any tropical forest, temperate shrubland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote|symbol=c|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Coyote man|symbol=c|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Crow man|symbol=c|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Dark gnome|symbol=g|color=3:0:0|food=No|playable=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_sprites_anim.gif]]|name=Deer|symbol=D|color=6:0:0|playable=No|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:deer_man_sprites_anim.gif]]|name=Deer man|symbol=d|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=105,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise|symbol=t|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Desert tortoise man|symbol=t|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo|symbol=d|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=50|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dingo man|symbol=d|color=6:0:1|food=Yes|playable=Adv|hostile=Yes|size=45,000|value=50|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lakes, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Eagle man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,000|value=25|biome=Any wetland, any forest, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna|symbol=e|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Echidna man|symbol=e|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000,000|value=500|biome=Tropical forest, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant man|symbol=E|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=2,535,000|value=n/a|biome=Any tropical forest, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_sprites_anim.gif]]|name=Elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=100|biome=Tundra, temperate grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:elk_man_sprites_anim.gif]]|name=Elk man|symbol=E|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=185,000|value=n/a|biome=Tundra, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emu man|symbol=E|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Firefly man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flying squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Foul blendec|symbol=b|color=0:0:1|food=No|playable=No|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox|symbol=f|color=4:0:0|playable=No|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga, temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fox man|symbol=f|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=38,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna, grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gazelle man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome= Tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aardvark|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant adder|symbol=A|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,049|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any temperate forest, any temperate wetland|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anaconda|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant anole|symbol=A|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,629|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant armadillo|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant aye-aye|symbol=A|color=7:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant badger|symbol=B|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bark scorpion|symbol=S|color=6:0:1|food=No|playable=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant barn owl|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, any shrubland, any savanna, any grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beetle|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,084,800|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant black mamba|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bluejay|symbol=B|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=200,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bobcat|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any forest, any desert, tropical freshwater swamp, tropical saltwater swamp, temperate freshwater swamp, temperate saltwater swamp, mangrove swamp, mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant brown recluse spider|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushmaster|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bushtit|symbol=B|color=6:0:0|food=No|playable=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate freshwater marsh, temperate saltwater marsh, temperate grassland, temperate savanna, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capuchin|symbol=C|color=7:0:1|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant capybara|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=523,350|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cardinal|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest, temperate conifer forest |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cassowary|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chameleon|symbol=C|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=201,049|value=500|biome=Any tropical forest, shrubland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cheetah|symbol=C|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chinchilla|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant chipmunk|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coati|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cockatiel|symbol=C|color=7:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant copperhead snake|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=203,500|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cougar|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Any temperate forest, any tropical forest, shrubland temperate, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant coyote|symbol=C|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Mountain, tundra, taiga, any temperate forest, temperate savanna, temperate grassland, temperate shrubland, any temperate wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crow|symbol=C|color=0:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant deer|symbol=D|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,237,600|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert scorpion|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]].  '''No longer exists past [[Release_information/0.42.06|0.42.06]].'''}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant desert tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dingo|symbol=D|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant eagle|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Savage mountain|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant echidna|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant|symbol=E|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000,000|value=500|biome=Any tropical forest, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elk|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,478,000|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant emu|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant firefly|symbol=F|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant flying squirrel|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fox|symbol=F|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=242,160|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gazelle|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=savanna tropical, grassland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gila monster|symbol=G|color=4:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=8,030,000|value=500|biome=tropical savanna, tropical shrubland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grackle|symbol=G|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,840|value=500|biome=temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grasshopper|symbol=G|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray langur|symbol=L|color=7:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant gray squirrel|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant great horned owl|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grey parrot|symbol=P|color=7:0:0|food=Yes|playable=No|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Forest taiga, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant groundhog|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hamster|symbol=H|color=7:0:0|food=No|playable=No|hostile=No|size=201,049|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hare|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hedgehog|symbol=H|color=6:0:0|food=No|playable=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=tropical saltwater river, tropical brackishwater river, tropical freshwater river, tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hoary marmot|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=270,500|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant honey badger|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=298,900|value=500|biome=Any tropical forest, tropical shrubland, tropical savanna, tropical grassland, any tropical wetland, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hornbill|symbol=H|color=0:0:1|food=Yes|playable=No|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hyena|symbol=H|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ibex|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant iguana|symbol=I|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=228,040|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant impala|symbol=I|color=6:0:0|food=Yes|playable=No|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jackal|symbol=J|color=6:0:0|food=Yes|playable=No|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=745,500|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant jumping spider|symbol=J|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kakapo|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kea|symbol=K|color=2:0:0|food=Yes|playable=No|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=No|size=201,750|value=500|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant king cobra|symbol=K|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kingsnake|symbol=K|color=7:0:1|food=Yes|playable=No|hostile=No|size=210,510|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kiwi|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant koala|symbol=K|color=7:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard gecko|symbol=G|color=6:0:1|food=No|playable=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,700,000|value=500|biome=Tropical savanna, Tropical grassland, Tropical shrubland |note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lion tamarin|symbol=L|color=6:0:1|food=No|playable=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lizard|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lorikeet|symbol=L|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant louse|symbol=L|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant lynx|symbol=L|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant magpie|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mandrill|symbol=M|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=341,800|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mantis|symbol=M|color=2:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant masked lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monarch butterfly|symbol=B|color=4:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mongoose|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moth|symbol=M|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mountain goat|symbol=G|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=560,000|value=500|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=2,362,650|value=500|biome=Tundra, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ocelot|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant one-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant opossum|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant oriole|symbol=O|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,280|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pangolin|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant parakeet|symbol=P|color=2:0:1|food=No|playable=No|hostile=No|size=200,840|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peach-faced lovebird|symbol=L|color=2:0:1|food=No|playable=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant peregrine falcon|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=113,292|value=500|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Glacier, tundra|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant porcupine|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=263,430|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raccoon|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=249,270|value=500|biome=Taiga forest, any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rattlesnake|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=249,270|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant raven|symbol=R|color=0:0:1|food=No|playable=No|hostile=No|size=208,403|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red panda|symbol=P|color=4:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant red squirrel|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=202,101|value=500|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhesus macaque|symbol=M|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=235,100|value=500|biome=Shrubland temperate, savanna temperate, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=24,000,000|value=500|biome=Grassland tropical, savanna tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant roach|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skink|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=203,500|value=500|biome=Any temperate, any tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant skunk|symbol=S|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant slug|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snail|symbol=S|color=7:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snowy owl|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sparrow|symbol=S|color=6:0:0|food=No|playable=No|hostile=No|size=200,210|value=500|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant spider monkey|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant stoat|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant thrips|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tick|symbol=T|color=6:0:0|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=1,894,500|value=500|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=300,000|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant tortoise man|symbol=T|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=4,055,000|value=500|biome=any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant vulture|symbol=V|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=263,430|value=500|biome=Grassland tropical, savanna tropical, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=933,000|value=500|biome=Savanna tropical, grassland tropical, shrubland tropical|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant weasel|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant white stork|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolf|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=486,800|value=500|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wolverine|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wombat|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant wren|symbol=W|color=6:0:0|food=No|playable=No|hostile=No|size=200,280|value=500|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic tortoise|symbol=T|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster|symbol=g|color=4:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gila monster man|symbol=g|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe|symbol=G|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Tropical savanna, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giraffe man|symbol=G|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=535,000|value=n/a|biome=Savanna tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lakes, temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorilla|symbol=G|color=0:0:1|playable=No|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest, swamp|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grackle man|symbol=g|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,060|value=n/a|biome=Temperate grassland,  temperate savanna|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grasshopper man|symbol=g|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray gibbon|symbol=g|color=0:0:1|playable=No|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur|symbol=l|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray langur man|symbol=l|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gray squirrel man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great horned owl man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any forest, any shrubland, any savanna, any grassland, any desert, mangrove swamp, mountain, tundra|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot|symbol=p|color=7:0:0|food=Yes|playable=No|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grey parrot man|symbol=p|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Taiga, temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grizzly bear man|symbol=B|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Groundhog man|symbol=g|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=36,500|value=n/a|biome=Shrubland temperate, savanna temperate, grassland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Guineafowl|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=10|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hamster man|symbol=h|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,075|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hare man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=n/a|biome=Evil savanna, grassland, shrubland, marshes|note=All harpies are females}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hedgehog man|symbol=h|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hoary marmot man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=40,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger|symbol=b|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=14,000|value=25|biome=Any tropical land, any desert|note=can become enraged at random}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Honey badger man|symbol=b|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=42,000|value=n/a|biome=Any tropical forest, shrubland tropical, savanna tropical, grassland tropical, any tropical wetland, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hornbill man|symbol=h|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horse|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=200|biome=Grassland temperate, savanna temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hyena man|symbol=h|color=6:0:0|food=Yes|playable=Adv|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ibex man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ice wolf|symbol=w|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Evil tundra, glacier|note=Evil}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana|symbol=i|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=4,000|value=400|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iguana man|symbol=i|color=2:0:1|food=No|playable=Adv|hostile=Yes|size=37,000|value=n/a|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala|symbol=i|color=6:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Impala man|symbol=i|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal|symbol=j|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jackal man|symbol=j|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar|symbol=J|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=75,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jaguar man|symbol=J|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=72,500|value=n/a|biome=Any tropical, badland desert, rock desert, sand desert |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Jumping spider man|symbol=j|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kakapo man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo|symbol=K|color=6:0:0|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kangaroo man|symbol=K|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea|symbol=k|color=2:0:0|food=Yes|playable=No|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs, steals objects}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kea man|symbol=k|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=35,125|value=25|biome=Tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh, any shrubland, any savanna, any grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra|symbol=k|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=King cobra man|symbol=k|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake|symbol=k|color=7:0:1|food=Yes|playable=No|hostile=No|size=1,500|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kingsnake man|symbol=k|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=35,750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi|symbol=k|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kiwi man|symbol=k|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala|symbol=k|color=7:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Koala man|symbol=k|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard|symbol=l|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=100|biome=Any tropical land, any desert|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Any tropical, desert badland, desert rock, desert sand|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard gecko man|symbol=g|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_sprite_anim.gif]]|name=Lion|symbol=L|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, shrubland|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:lion_man_sprite_anim.gif]]|name=Lion man|symbol=L|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=135,000|value=n/a|biome=Tropical savanna, tropical grassland, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lion tamarin man|symbol=l|color=6:0:1|food=No|playable=Adv|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lizard man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Llama|symbol=L|color=7:0:1|food=Yes|playable=No|hostile=No|size=180,000|value=200|biome=mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lorikeet man|symbol=l|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Louse man|symbol=l|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx|symbol=l|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Lynx man|symbol=l|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magpie man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill|symbol=m|color=1:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mandrill man|symbol=m|color=1:0:1|food=No|playable=Adv|hostile=Yes|size=45,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mantis man|symbol=m|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Masked lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monarch butterfly man|symbol=b|color=4:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mongoose man|symbol=m|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Monitor lizard man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=85,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_sprite_anim.gif]]|name=Moose|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga, temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:moose_man_sprite_anim.gif]]|name=Moose man|symbol=M|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moth man|symbol=m|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain gnome|symbol=g|color=0:0:1|food=No|playable=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountain|note=Steals booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=50|biome=Mountain|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mountain goat man|symbol=g|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=60,000|value=n/a|biome=Mountain|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=285,000|value=300|biome=Tundra, grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Muskox man|symbol=M|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=177,500|value=n/a|biome=Tundra, grassland temperate|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nightwing|symbol=N|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=120,000|value=n/a|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot|symbol=o|color=6:0:1|food=Yes|playable=No|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocelot man|symbol=o|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ogre|symbol=O|color=7:0:0|food=No|playable=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=One-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opossum man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orangutan|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Oriole man|symbol=o|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=35,020|value=n/a|biome=Forest temperate broadleaf|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_sprite_anim.gif]]|name=Ostrich|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ostrich_man_sprite_anim.gif]]|name=Ostrich man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda|symbol=P|color=7:0:1|food=Yes|playable=No|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Panda man|symbol=P|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pangolin man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Parakeet man|symbol=p|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,060|value=30|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peach-faced lovebird man|symbol=l|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,030|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=600|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Peregrine falcon man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,300|value=25|biome=Any wetland, any temperate forest, tropical conifer forest, tropical dry broadleaf forest, taiga, any shrubland, any savanna, any grassland, any desert, mountain, tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pig|symbol=p|color=5:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pileated gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=400,000|value=750|biome=Tundra, glacier|note=Steals booze, trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Polar bear man|symbol=B|color=7:0:1|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Glacier, tundra|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine|symbol=p|color=6:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Porcupine man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=39,500|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, temperate conifer forest, taiga, any desert, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Python man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=135,000|value=n/a|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rabbit|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=500|value=3|biome=Temperate shrubland, temperate savanna, temperate grassland |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon|symbol=r|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=25|biome=Taiga, temperate forest|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raccoon man|symbol=r|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=38,500|value=n/a|biome=Forest taiga, any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rat man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=7,000|value=20|biome=Any non-freezing biome|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rattlesnake man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,500|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven|symbol=r|color=0:0:1|food=No|playable=No|hostile=No|size=1,200|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Raven man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,600|value=25|biome=Temperate grassland, temperate savanna, temperate shrubland, taiga, any temperate forest, any temperate wetland, tundra, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda|symbol=p|color=4:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red panda man|symbol=p|color=4:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red squirrel man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,150|value=n/a|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reindeer|symbol=R|color=6:0:0|food=Yes|playable=No|hostile=No|size=130,000|value=200|biome=Tundra, taiga|note=Domestic, milkable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque|symbol=m|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, shrubland|note=Steals items and food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhesus macaque man|symbol=m|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=37,500|value=n/a|biome=Temperate shrubland, temperate savanna, temperate grassland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rhinoceros man|symbol=R|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=1,535,000|value=n/a|biome=Tropical grassland, tropical savanna, tropical shrubland |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Roach man|symbol=r|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes, rivers|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Tropical freshwater swamp, tropical freshwater marsh, tropical saltwater swamp, tropical saltwater marsh, mangrove swamp, tropical saltwater river, tropical brackishwater river, tropical freshwater river |note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sasquatch|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest, taiga|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Satyr|symbol=s|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=n/a|biome=Most good forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:sheep_sprite_anim.gif]]|name=Sheep|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=50,000|value=100|biome=Temperate grassland, temperate savanna |note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Siamang|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Silvery gibbon|symbol=g|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skink man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,250|value=n/a|biome=Any temperate, any tropical, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Skunk man|symbol=s|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth|symbol=s|color=7:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth bear man|symbol=B|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sloth man|symbol=s|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Slug man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snail man|symbol=s|color=7:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=10|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snowy owl man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sparrow man|symbol=s|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,015|value=30|biome=Any grassland, any savanna, any shrubland, any temperate forest, any tropical forest, any desert, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey|symbol=m|color=0:0:1|food=Yes|playable=No|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spider monkey man|symbol=m|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stoat man|symbol=s|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Strangler|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir|symbol=T|color=7:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tapir man|symbol=T|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Thrips man|symbol=t|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tick man|symbol=t|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger|symbol=T|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=225,000|value=200|biome=Most tropical biomes|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger man|symbol=T|color=6:0:1|food=No|playable=Adv|hostile=Yes|size=147,500|value=n/a|biome=Savage tropical areas|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Turkey|symbol=t|color=4:0:1|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp, shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Two-humped camel man|symbol=C|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=285,000|value=n/a|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Unicorn|symbol=U|color=7:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture|symbol=v|color=4:0:0|food=Yes|playable=No|hostile=No|size=9,000|value=30|biome=Any desert, tropical grassland, savanna|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Vulture man|symbol=v|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=39,500|value=n/a|biome=Tropicalgrassland, tropical savanna, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland, shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Warthog man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=85,000|value=n/a|biome=Savanna tropical, grassland tropical, shrubland tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Water buffalo|symbol=W|color=0:0:1|food=Yes|playable=No|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=200|value=10|biome=Any land biome|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Weasel man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White stork man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,500|value=n/a|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-browed gibbon|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=White-handed gibbon|symbol=g|color=6:0:0|food=Yes|playable=No|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wild boar man|symbol=B|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=75,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf|symbol=w|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, temperate forest/shrubland|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolf man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=55,000|value=n/a|biome=Tundra, forest taiga, any temperate forest, shrubland temperate|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wolverine man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat|symbol=w|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wombat man|symbol=w|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=47,500|value=n/a|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Worm man|symbol=w|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=35,050|value=n/a|biome=Forest taiga, any temperate, any tropical|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Wren man|symbol=w|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,020|value=30|biome=Any forest, any grassland, any savanna, any shrubland, any wetland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yak|symbol=Y|color=6:0:0|food=Yes|playable=No|hostile=No|size=700,000|value=200|biome=Mountain|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Yeti|symbol=Y|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=n/a|biome=Mountain, glacier, tundra|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Subterranean====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Amethyst man|symbol=M|color=5:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave bear|symbol=B|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blind cave ogre|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=7,000,000|value=500|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blood man|symbol=M|color=4:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bugbat|symbol=b|color=5:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=20|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave blob|symbol=o|color=6:0:1|food=No|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave crocodile|symbol=C|color=7:0:0|playable=No|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:cave_dragon_sprite_anim.gif]]|name=Cave dragon|symbol=D|color=7:0:1|playable=No|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns (3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cave floater|symbol=f|color=6:0:1|playable=No|hostile=No|food=No|size=40,000|value=50|biome=Caverns (2,3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Creeping eye|symbol=e|color=7:0:1|food=Yes|playable=No|hostile=No|size=20,000|value=50|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crundle|symbol=c|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=10,000|value=50|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Draltha|symbol=D|color=6:0:1|playable=No|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Drunian|symbol=d|color=7:0:0|playable=No|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Steals food and items}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elk bird|symbol=E|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=400|biome=Caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire imp|symbol=i|color=6:0:1|food=Yes|playable=No|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fire man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Flesh ball|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=70,000|value=10|biome=Subterranean water - Cavern (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Floating guts|symbol=%|color=7:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns (2,3)}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gabbro man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant bat|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave spider|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=2500|biome=Caverns (1,2)|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave swallow|symbol=C|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=700|biome=Caverns (1,2)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cave toad|symbol=T|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant earthworm|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=500|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mole|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant olm|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=200,000|value=750|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant rat|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=No{{verify}}|size=200,000|value=500|biome=Caverns (1,2) |note=Steals food and booze}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gorlak|symbol=g|color=6:0:1|food=Yes|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Good caverns (1,2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green devourer|symbol=G|color=2:0:1|food=Yes|playable=No|hostile=Yes|size=70,000|value=200|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gremlin|symbol=g|color=2:0:1|playable=No|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns (1,2,3)|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Helmet snake|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=50|biome=Caverns (1,2)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hungry head|symbol=h|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=5,000|value=50|biome=Caverns (3)|note=Flying}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Iron man|symbol=M|color=0:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=Causes [[syndrome]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:jabberer_sprite_anim.gif]]|name=Jabberer|symbol=J|color=5:0:1|food=Yes|playable=No|hostile=Yes|size=4,500,000|value=1500|biome=Caverns (2,3)|note=Trainable}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Large rat|symbol=r|color=6:0:0|food=Yes|playable=No|hostile=No|size=25,000|value=250|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma crab|symbol=C|color=0:0:1|playable=No|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Magma man|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manera|symbol=m|color=6:0:0|food=No|playable=No|hostile=No|size=60,000|value=Not tameable|biome=Evil Caverns (2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Molemarian|symbol=M|color=4:0:1|food=No|playable=No|hostile=Yes|size=90,000|value=400|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mud man|symbol=M|color=6:0:0|food=No|playable=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns (3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Naked mole dog|symbol=n|color=4:0:1|food=Yes|playable=No|hostile=No|size=60,000|value=350|biome=Caverns (1)|note=Steals food}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Plump helmet man|symbol=m|color=5:0:0|food=No|playable=Adv|hostile=No|size=50,000|value=Not tameable|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond grabber|symbol=p|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=30,000|value=50|biome=Caverns (1,2)|note=Aquatic}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Reacher|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=100|biome=Caverns (2,3)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Rutherer|symbol=R|color=7:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=600|biome=Caverns (2,3)|note=Exotic Mount}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troglodyte|symbol=t|color=6:0:0|food=No|playable=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns (1,2)|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Troll|symbol=T|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns (1,2,3)|note=Forms civilizations}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Voracious cave crawler|symbol=C|color=1:0:0|food=Yes|playable=No|hostile=Yes|size=900,000|value=1000|biome=Caverns (2,3)|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Aquatic====&lt;br /&gt;
Note: This does not include subterranean sea creatures.&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross|symbol=a|color=7:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Albatross man|symbol=a|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator|symbol=A|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamp, marsh, river|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator man|symbol=A|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=235,000|value=n/a|biome=Temperate freshwater swamp, temperate freshwater marsh, swamp tropical freshwater swamp,  tropical freshwater marsh, temperate freshwater river, tropical freshwater river, temperate brackishwater river, tropical brackishwater river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Alligator snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Angelshark|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Axolotl man|symbol=a|color=5:0:0|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Basking shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=No|size=15,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beak dog|symbol=B|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=150,000|value=50|biome=Temperate freshwater marsh, temperate saltwater marsh, tropical freshwater marsh, tropical saltwater marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver|symbol=b|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Beaver man|symbol=b|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blacktip reef shark|symbol=s|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Blue shark|symbol=S|color=1:0:1|food=Yes|playable=No|hostile=Yes|size=300,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefin tuna|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bluefish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Bull shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=150,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard|symbol=b|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=1,400|value=30|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Buzzard man|symbol=b|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,700|value=n/a|biome=Marsh temperate freshwater, marsh temperate saltwater, grassland temperate, savanna temperate, any desert|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Carp|symbol=α|color=3:0:0|playable=No|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater river, freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cod|symbol=α|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Coelacanth|symbol=C|color=1:0:1|food=Yes|playable=No|hostile=No|size=80,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Common skate|symbol=ò|color=6:0:0|food=Yes|playable=No|hostile=No|size=100,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:snapping_turtle_sprite.png]]|name=Common snapping turtle|symbol=t|color=2:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Conger eel|symbol=~|color=7:0:0|food=Yes|playable=No|hostile=No|size=50,000|value=400|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab|symbol=c|color=4:0:1|food=Yes|playable=No|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Crab man|symbol=c|color=4:0:1|food=Yes|playable=Adv|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Cuttlefish man|symbol=c|color=6:0:0|food=No|playable=Adv|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Damselfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Dragonfly man|symbol=d|color=3:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:ducks_sprite_anim.gif]]|name=Duck|symbol=d|color=2:0:0|food=No|playable=No|hostile=No|size=1,000|value=10|biome=Any lake, any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Elephant seal man|symbol=S|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Emperor penguin|symbol=p|color=7:0:1|food=Yes|playable=No|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Fly man|symbol=f|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,000|value=n/a|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Frill shark|symbol=s|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant albatross|symbol=A|color=7:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant alligator|symbol=A|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=3,268,000|value=500|biome=Swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant axolotl|symbol=A|color=5:0:0|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant beaver|symbol=B|color=6:0:0|food=Yes|playable=No|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant buzzard|symbol=B|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=209,804|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant crab|symbol=C|color=4:0:1|food=Yes|playable=No|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant cuttlefish|symbol=C|color=6:0:0|food=No|playable=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant damselfly|symbol=D|color=3:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant dragonfly|symbol=D|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant elephant seal|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant fly|symbol=F|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant green tree frog|symbol=F|color=2:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant grouper|symbol=G|color=1:0:0|food=Yes|playable=No|hostile=No|size=600,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant hippo|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Any river, lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant horseshoe crab|symbol=C|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant kestrel|symbol=K|color=4:0:0|food=Yes|playable=No|hostile=Yes|size=201,750|value=500|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leech|symbol=L|color=0:0:1|food=No|playable=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant loon|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mink|symbol=M|color=6:0:0|food=Yes|playable=No|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant moon snail|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant mosquito|symbol=M|color=0:0:1|food=No|playable=No|hostile=No|size=200,007|value=500|biome=Any non-freezing biome, any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant nautilus|symbol=N|color=4:0:1|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant octopus|symbol=O|color=7:0:0|food=Yes|playable=No|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant osprey|symbol=O|color=7:0:1|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant otter|symbol=O|color=6:0:0|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant penguin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant platypus|symbol=P|color=6:0:0|food=Yes|playable=No|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant pond turtle|symbol=T|color=2:0:0|food=No|playable=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant puffin|symbol=P|color=0:0:1|food=Yes|playable=No|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:giant_red-winged_blackbird_sprite.png]]|name=Giant red-winged blackbird|symbol=R|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=200,350|value=500|biome=Temperate marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant saltwater crocodile|symbol=C|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=6,440,000|value=500|biome=Any swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant snapping turtle|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=No|size=414,000|value=500|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=200,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant sponge|symbol=S|color=4:0:1|food=No|playable=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant swan|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant toad|symbol=T|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=201,400|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Giant walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=12,030,000|value=500|biome=Arctic Ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Gigantic squid|symbol=S|color=7:0:1|food=No|playable=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Goose|symbol=g|color=7:0:1|food=Yes|playable=No|hostile=No|size=4,500|value=10|biome=Temperate lake, temperate marsh|note=Domestic, lay eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great barracuda|symbol=b|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Great white shark|symbol=S|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=2,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Green tree frog man|symbol=f|color=2:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=10|biome=Temperate freshwater pool, temperate freshwater lake, temperate freshwater swamp, temperate freshwater marsh|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Grimeling|symbol=g|color=2:0:0|food=Yes|playable=No|hostile=Yes|size=70,000|value=n/a|biome=Swamp, marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Halibut|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hammerhead shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal|symbol=H|color=7:0:0|food=Yes|playable=No|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harp seal man|symbol=h|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Harpy|symbol=h|color=6:0:0|food=Yes|playable=No|hostile=Yes|size=60,000|value=30|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo|symbol=H|color=7:0:0|playable=No|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Hippo man|symbol=H|color=7:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Tropical river, tropical lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab|symbol=c|color=6:0:0|food=Yes|playable=No|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Horseshoe crab man|symbol=c|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel|symbol=k|color=4:0:0|food=Yes|playable=No|hostile=No|size=250|value=25|biome=Marsh|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Kestrel man|symbol=k|color=4:0:0|food=No|playable=Adv|hostile=Yes|size=35,125|value=n/a|biome=Marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leech man|symbol=l|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,050|value=n/a|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal|symbol=L|color=0:0:1|food=Yes|playable=No|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Leopard seal man|symbol=L|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Little penguin|symbol=p|color=1:0:1|food=No|playable=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Longnose gar|symbol=g|color=6:0:0|playable=No|hostile=No|food=Yes|size=20,000|value=200|biome=Temperate river, temperate  lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon|symbol=l|color=0:0:1|food=Yes|playable=No|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Loon man|symbol=l|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=38,000|value=n/a|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Manta ray|symbol=►|color=7:0:0|food=Yes|playable=No|hostile=No|size=2,300,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Marlin|symbol=α|color=1:0:1|food=Yes|playable=No|hostile=No|size=800,000|value=500|biome=Tropical ocean, temperate ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:merperson_sprite_anim.gif]]|name=Merperson|symbol=M|color=3:0:1|food=No|playable=No|hostile=No|size=70,000|value=n/a|biome=Good ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Milkfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=50|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink|symbol=m|color=6:0:0|food=Yes|playable=No|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mink man|symbol=m|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Moon snail man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Mosquito man|symbol=m|color=0:0:1|food=No|playable=Adv|hostile=No|size=35,000|value=Not tameable|biome=Any non-freezing biome, any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal|symbol=N|color=7:0:0|food=Yes|playable=No|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Narwhal man|symbol=N|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nautilus man|symbol=n|color=4:0:1|food=No|playable=Adv|hostile=No|size=35,250|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Nurse shark|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=150,000|value=300|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Ocean sunfish|symbol=α|color=3:0:0|food=Yes|playable=No|hostile=No|size=1,000,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus|symbol=o|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Octopus man|symbol=o|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=37,500|value=n/a|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Opah|symbol=α|color=4:0:1|food=Yes|playable=No|hostile=No|size=200,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca|symbol=O|color=0:0:1|food=Yes|playable=No|hostile=No|size=5,000,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Orca man|symbol=O|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=2,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey|symbol=o|color=7:0:1|food=Yes|playable=No|hostile=No|size=2,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Osprey man|symbol=o|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=36,000|value=25|biome=Any ocean, any lake, any river, tropical freshwater marsh, tropical saltwater marsh, temperate freshwater marsh, temperate saltwater marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Otter man|symbol=o|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=n/a|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin|symbol=p|color=0:0:1|food=No|playable=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Penguin man|symbol=p|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|graphic=[[File:pike_sprite.png]]|name=Pike (fish)|Pike|symbol=α|color=2:0:0|food=Yes|playable=No|hostile=No|size=35,000|value=200|biome=Temperate river, temperate lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus|symbol=p|color=6:0:0|food=No|playable=No|hostile=No|size=2,000|value=10|biome=All river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Platypus man|symbol=p|color=6:0:0|food=Yes|playable=Adv|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Pond turtle man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin|symbol=p|color=0:0:1|food=Yes|playable=No|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Puffin man|symbol=p|color=0:0:1|food=Yes|playable=Adv|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Red-winged blackbird man|symbol=r|color=0:0:1|food=No|playable=Adv|hostile=Yes|size=35,025|value=n/a|biome=Temperate marsh|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=River otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile|symbol=C|color=2:0:0|playable=No|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamp, marsh, river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Saltwater crocodile man|symbol=C|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=435,000|value=n/a|biome=Swamp, marsh,  river|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea lamprey|symbol=~|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=20,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea monster|symbol=M|color=0:0:1|food=Yes|playable=No|hostile=Yes|size=8,000,000|value=1000|biome=Evil ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea otter|symbol=o|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sea serpent|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=9,000,000|value=1000|biome=Savage ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Shortfin mako shark|symbol=S|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=80,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Snapping turtle man|symbol=t|color=2:0:0|food=Yes|playable=Adv|hostile=No|size=50,000|value=25|biome=Temperate freshwater river, temperate brackishwater river, temperate freshwater lake, temperate brackishwater lake, temperate freshwater pool, temperate brackishwater pool|note=Animal person, Lays eggs}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale|symbol=W|color=7:0:0|food=Yes|playable=No|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sperm whale man|symbol=W|color=7:0:0|food=Yes|playable=Adv|hostile=No|size=12,535,000|value=n/a|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spiny dogfish|symbol=s|color=6:0:0|food=Yes|playable=No|hostile=No|size=30,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge|symbol=s|color=4:0:1|food=No|playable=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sponge man|symbol=s|color=4:0:1|food=No|playable=Adv|hostile=No|size=60,000|value=n/a|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Spotted wobbegong|symbol=S|color=6:0:0|food=Yes|playable=No|hostile=No|size=80,000|value=n/a|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Squid man|symbol=s|color=7:0:1|food=No|playable=Adv|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Stingray|symbol=ò|color=7:0:0|food=Yes|playable=No|hostile=No|size=5,000|value=200|biome=Almost any water|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Sturgeon|symbol=α|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=300|biome=Any ocean, any river|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swan man|symbol=s|color=7:0:1|food=Yes|playable=Adv|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Swordfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=No|size=650,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tiger shark|symbol=S|color=7:0:0|food=Yes|playable=No|hostile=Yes|size=500,000|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Tigerfish|symbol=α|color=3:0:1|food=Yes|playable=No|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater river, tropical lake|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Toad man|symbol=t|color=2:0:0|food=No|playable=Adv|hostile=Yes|size=35,100|value=n/a|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Walrus man|symbol=W|color=6:0:0|food=No|playable=Adv|hostile=Yes|size=785,000|value=n/a|biome=Arctic ocean|note=Animal person}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whale shark|symbol=W|color=6:0:0|food=Yes|playable=No|hostile=No|size=20,000,000|value=1000|biome=Any ocean|note=}}&lt;br /&gt;
{{v50_creaturecurrent table row|name=Whitetip reef shark|symbol=s|color=7:0:1|food=Yes|playable=No|hostile=Yes|size=15,000|value=200|biome=Any ocean|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====Agitation====&lt;br /&gt;
Disruption of the environment of a savage biome, such as deforestation or overfishing, may cause the appearance of &amp;quot;agitated&amp;quot; animals. Agitated animals, regardless of their normal behavior, will directly seek out and attack dwarves. Agitation can be removed by [[Taming|taming]].&lt;br /&gt;
&lt;br /&gt;
== Night Creatures / Other ==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Night creatures===&lt;br /&gt;
These creatures are either vicious creatures that attack in the night, or are created through certain [[Interaction token|interaction]]s - be it a condition of the game, or intentionally by another creature.&lt;br /&gt;
{{v50_creaturecurrent_table_head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:Animated dead example anim.gif]]|name=Undead|Animated dead|symbol=Ñ|color=3:0:0|food=Yes|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes, [[tower (necromancy)|tower]]s, [[camp]]s|note= Formerly living creatures animated through magic.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:bogeyman_sprite.png]]|name=Bogeyman|symbol=ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Evil]] biomes{{Version|0.47.01}}; All above-ground &amp;lt;sup&amp;gt;pre-&amp;lt;/sup&amp;gt;{{Version|0.47.01}}|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:experiment_sprite.png]]|name=Experiment|symbol=Varies|color=7:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, Towns and cities&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|note= Failed or successful products of experimentation on living citizens or livestock.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Ghost|symbol=Ñ|color=7:1:1|food=No|playable=No|hostile=Possibly|size=Varies|value=Not tameable|biome=Any|note=Spiritual residents who have not been memorialized properly.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Infected ghoul|symbol=Ñ|color=4:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s|note=Undead creatures who can spread their condition through bites.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Intelligent undead|symbol=Ñ|color=3:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|hostile=Possibly|size=Varies|value=Not tameable|biome=All above-ground|note=Former historical figures raised from the dead. Retain part of their personality.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:mummy_preview_sprite.png]]|name=Mummy|symbol=Ñ|color=6:0:1|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tomb]]s|note=Undead rulers who will attack when disturbed, as well as lay curses.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Necromancer|symbol=Ñ|color=5:0:1|food=No|playable=Adv&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt;|hostile=Yes|size=Varies|value=Not tameable|biome=[[Tower (necromancy)|Tower]]s, [[camp]]s|note=Immortal beings who are able to raise the dead.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:night_troll_sprite.png]]|name=Night troll|symbol=Ñ|color=2:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=A stalker troll that kidnaps and mates with victims.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:moon_sprite.png]]|name=Nightmare|symbol=Ñ|color=0:0:1|food=No|playable=No|hostile=Yes|size=Varies{{verify}}|value=Not tameable|biome=N/A|note=See article for more information}} &lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Vampire|symbol=Ñ|color=4:0:0|food=No|playable=Adv&amp;lt;sup&amp;gt;4&amp;lt;/sup&amp;gt;|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Immortal beings who feed on blood and can appear in migrant waves while disguised.}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Werebeast|symbol=Ñ|color=6:0:0|food=No|playable=No|hostile=Yes|size=Varies|value=Not tameable|biome=All above-ground|note=Sapient creatures cursed to transform into a cross of themselves and an animal on a full moon.}}&lt;br /&gt;
|}&lt;br /&gt;
:&amp;lt;small&amp;gt;1. In some worlds, intelligent experiments escape their creators and join normal civilizations. They will then be playable in adventurer mode.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. The player cannot normally start out as an intelligent undead, but can [[unretire]] a former adventurer that has been resurrected. This can also be done (without unretiring) by using [[adventurer party|adventurer parties]].&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;3. The player cannot start out as a necromancer, but can gain necromancer powers by reading a slab or book containing the secrets of life and death.&amp;lt;/small&amp;gt;&amp;lt;br /&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;4. The player cannot start out as a vampire, but can become one if feeding on spilled vampire blood. [[Animal people]] with the ability to suck blood can also gain vampirism by blood-sucking a vampire during combat.&amp;lt;/small&amp;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;
{{spoiler}}&lt;br /&gt;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Demon|symbol=&amp;amp;|color=7:0:1|food=No|playable=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Underworld]]|note=See article for more information}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|graphic=[[File:beast_sprites_preview_anim.gif]]|name=Angel|symbol=Ä|color=7:0:1|food=No|playable=No†|hostile=Yes|size=varies|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
†except in a few [http://www.bay12forums.com/smf/index.php?topic=172326.msg7869456#msg7869456 special cases]&lt;br /&gt;
&lt;br /&gt;
===Nonexistent===&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;
{{v50_creaturecurrent table head}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Centaur|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Chimera|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{v50_creaturecurrent_table_row|name=Griffon|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|playable=No|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Trivia==&lt;br /&gt;
*[[File:placeholder_sprite.png|right]]If the game does not recognize a creature and/or cannot the find the sprite associate for it, the sprite will default to a blue, round, blob-like face with stubby legs.&lt;br /&gt;
{{Translation&lt;br /&gt;
| dwarven = mes&lt;br /&gt;
| elvish  = amu&lt;br /&gt;
| goblin  = los&lt;br /&gt;
| human   = mos&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Creatures| }}&lt;br /&gt;
[[ru:Creature]]&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=298016</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=298016"/>
		<updated>2024-02-28T06:54:42Z</updated>

		<summary type="html">&lt;p&gt;Putnam3145: /* Savage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{migrated article}}&lt;br /&gt;
{{Quality|Unrated}}&lt;br /&gt;
[[File:surroundings_preview.png|thumb|400px|right|A good biome, neutral biome and a bloody, evil biome.]]'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]]. The surrounding type is formed of two components: spirit and savagery. It is possible to start a [[fortress]] that overlaps multiple alignment types (for example, a terrifying [[forest]] and a calm [[shrubland]]). Some players consider this desirable, as it provides diversity in your little corner of the world, but it also has its dangers in the form of more ferocious wildlife.&lt;br /&gt;
&lt;br /&gt;
Some plants and animals are unique to a certain type of surroundings and will only be found if those surroundings are present on the map. Note that most creatures also require a specific [[climate]] to spawn in. Again, it's important to check the specific biomes making up your site. Once a [[creature]] spawns on the map, it is under no compulsion to stay in its own biome and can roam as it pleases. Because of this, the specifics of what means what can be difficult to pin down sometimes.&lt;br /&gt;
&lt;br /&gt;
[[Cavern]]s are not affected by alignments, despite some subterranean creature definitions including an alignment. Good creatures like the [[gorlak]], evil creatures like the [[troll]] and savage creatures like the [[giant cave spider]] can be found in any cavern, regardless of whether the fortress is settled in good/evil/savage surroundings or not.&lt;br /&gt;
&lt;br /&gt;
Selecting surroundings is the closest (but not the only) thing to selecting a difficulty for the game. Surroundings may be removed in the 'Myth &amp;amp; Magic' update.&amp;lt;sup&amp;gt;[http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484]&amp;lt;/sup&amp;gt; This version of the game currently does not have the surrounding types show as color-coded, though the information box at the side of the screen will still inform the player of any type of surroundings the player's cursor hovers over.&lt;br /&gt;
&lt;br /&gt;
== Combinations &amp;amp; characteristics of surroundings ==&lt;br /&gt;
The names given to different areas will reflect their moral standing. For example, good biomes may be named &amp;quot;The Hills of Sweetness&amp;quot; while an evil one may be named &amp;quot;The Prairie of Agony&amp;quot;. Neutral biomes will generally have more generic names, such as &amp;quot;The Beige Jungles&amp;quot;. Not all worlds will contain every kind of combinations. For example, a world that is low in savagery may not contain Joyous Wilds surroundings. &lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|-style=&amp;quot;background:#dddddd&amp;quot;&lt;br /&gt;
|style=&amp;quot;background:#aaaaaa&amp;quot;| ||'''Benign'''||'''Neutral'''||'''Savage'''&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Good'''||Serene||Mirthful||Joyous Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Neutral'''||Calm||Wilderness||Untamed Wilds&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;background:#dddddd&amp;quot;|'''Evil'''||Sinister||Haunted||Terrifying&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Good===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Serene|1:1}}, {{DFtext|Mirthful|2:1}} and {{DFtext|Joyous Wilds|3:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:good_biome_v50.png|thumb|120px|left|A sharp green good biome.]]'''Good''' biomes tend to have less aggressive (often {{token|BENIGN}}) and weaker [[creatures]], except for the [[unicorn]]. They also tend to have more [[fanciful]] creatures than neutral biomes. Good regions also support the wild [[sun berry]], which makes the best [[alcohol]] in the game. There are generally slight changes between ''Benign Good'' and ''Savage Good''. Though these biomes are the safest in the game, they can still come with a challenge. Therefore, players should still not be too complacent.&lt;br /&gt;
&lt;br /&gt;
Good biomes will usually appear as luscious green patches, with that green being a more vibrant and sharp green than neutral biomes.&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[merperson]], [[mountain gnome]], [[satyr]], [[unicorn]]&lt;br /&gt;
* Plants: [[bubble bulb]], [[downy grass]], [[sun berry]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fairy]], [[fluffy wambler]], [[pixie]]&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Neutral===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Calm|7:0}}, {{DFtext|Wilderness|2:0}} and {{DFtext|Untamed Wilds|6:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:neutral_biome_v50.png|thumb|120px|left|A generic, neutral biome.]]'''Neutral''' regions are the easiest to understand. They generally mimic the real world, with recognizable wildlife.  They can be quite dangerous depending on the region, holding anything from benign and weak weasels, to the generally non-aggressive but physically powerful [[elephant]]s, to the very aggressive and very dangerous [[giant eagle]]s. As one might expect, ''Benign Neutral'' zones are really very safe, while ''Savage Neutral'' areas can pose some major difficulties, depending on the dominating climate, landforms, [[giant badger|or]] [[giant kea|wildlife]]. You'll find most of the standard aboveground plants in these alignments, such as [[prickle berry|prickle berries]], [[rope reed]], [[strawberry|strawberries]] and the like.&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
[[File:bad_biome_v50.png|frame|left|Dark brown patch of an evil biome.]]'''Evil''' regions are much more dangerous and strange than their ''Neutral'' and ''Good'' counterparts across the board. First, in addition to the ordinary wildlife native to the biome, various other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s can be found in evil regions. &lt;br /&gt;
&lt;br /&gt;
Evil regions may exist either on their own (where they are known as &amp;quot;primordial&amp;quot; evil regions) or they may be caused by the presence of [[demon]]s or [[necromancer]]s ruling over a [[site]] in it (known as &amp;quot;circumstantial&amp;quot; evil regions). An evil region possesses [[sphere]]s associated with the entities, if any, inhabiting it, which influences the surroundings to some extent. E.G: Blight, death, and disease regions kill plant life, while nightmare regions are home to [[Bogeyman|bogeymen]]. Primordial evil areas are eternal, but circumstantial evil regions may fade away if there is no activity in the area, making it possible to revert it back to normal. Presumably, slaying the demons or necromancers responsible for the corruption is the way to do so.{{version|0.47.01}}&lt;br /&gt;
&lt;br /&gt;
Most evil regions have associated evil [[weather]]. Evil clouds can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful [[Undead#Thralls, Husks, and_Zombies|thralls]].  Evil rains may also inflict random evil syndromes, albeit less severe ones, and always cause unhappy [[thought]]s and a desire to wash (evil!). Evil rain won't refill pools, but a single evil biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
&lt;br /&gt;
About half of all evil regions are &amp;quot;reanimating&amp;quot;, meaning that all wildlife and plantlife will be [[undead]], and any creature that dies will, after a short time, be reanimated as undead. Undead are hostile to all living creatures, and feel no fear or pain. In general, undead wildlife is '''extremely''' dangerous, especially in Terrifying regions, since the undead may include zombified fliers that swoop down and rip your dwarves to shreds with little to no warning at all, and even discounting those, typically harmless creatures like [[beaver]]s will turn out to be necro-buffed monstrosities that are out for all living blood. &lt;br /&gt;
&lt;br /&gt;
Undead can only be killed in [[combat]] by beheading, bisection, or pulping damage, or otherwise by [[Butcher|butchering]], [[Cave-in|cave-ins]], [[Dwarven atom smasher|particle physics]], or good old fashioned [[Magma|magma]]. Beheading, bisection and butchering may leave remains that can be reanimated; any partial corpse or body part that is not &amp;quot;mangled&amp;quot; and contains at least one hand or head can reanimate. This includes [[skin]], and even [[hair]] left over from butchering or shearing. Remains can reanimate while your dwarves are processing them, frightening any nearby dwarves and canceling job orders. That being said, reanimated hair is not much of a threat and your dwarves will likely quickly dispatch them. The resulting mangled remains can still be processed just like the original material, but without the risk of job cancellations. {{clear}}&lt;br /&gt;
&lt;br /&gt;
Creatures that can [[Building destroyer|destroy buildings]], [[Trapavoid|avoid traps]] or [[Steals items|steal items]] will retain these abilities in undeath. Undead do not need to breathe, so they will not be stopped by rivers or moats, and aquatic undead can and will come ashore. Furthermore, the usual strategy of dealing with wildlife by avoiding confrontation is impossible since the undead will always stay in a state of &amp;quot;perpetually murderous towards all living beings&amp;quot; no matter how much you decide to bother them. Maybe a [[vampire]] or [[necromancer]] can help?&lt;br /&gt;
&lt;br /&gt;
If your [[Embark|embark]] site spans multiple biomes then only the evil part will have the reanimating effect, and only wildlife appearing from that side will be undead. The reanimating effect extends all the way underground. The trees at embark may all be dead, and though they can be cut down for logs, will not regrow. Undead shrubs are useless for [[Herbalist|gathering]], too. &lt;br /&gt;
&lt;br /&gt;
When embarking in a reanimating evil region, it is advised to move everything underground as soon as possible, and immediately set up plenty of [[trap]]s and/or a [[military]] armed with blunt weapons. Be very careful with [[refuse]] stockpiles and butcher's shops. Keep livestock to a minimum, as they are a liability. Needless to say, hunting is a very bad idea. &lt;br /&gt;
&lt;br /&gt;
Evil regions are so inhospitable that beginners might find evil surroundings—even ''Benign Evil''—too difficult. Still, players may wish to embark in such surroundings for &amp;lt;s&amp;gt;a challenge&amp;lt;/s&amp;gt; [[fun]].&lt;br /&gt;
&lt;br /&gt;
Evil regions can appear on the map as either dark brown or a dim sandy brown. There is no functional difference between these regions.&lt;br /&gt;
&lt;br /&gt;
: ''So, in ASCII, for most regions (not oceans apparently), there's a special variable that says whether an evil region is gray-red, or light/dark magenta.  It defaults to zero, which is the magenta version, but when the &amp;quot;evilify&amp;quot; region function is called, it is randomized from 0-1.  There's also a version of this function used for circumstantially evil areas, and it appears to also set the variable from 0-1.  If either of those things aren't working, then the colors would probably all be magenta.''&lt;br /&gt;
: &lt;br /&gt;
: — [https://dwarffortresswiki.org/index.php/Toady_One Toady One] ([http://www.bay12forums.com/smf//index.php?topic=169696.msg8341484#msg8341484])&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[beak dog]], [[blizzard man]], [[dark gnome]], [[foul blendec]], [[grimeling]], [[harpy]], [[ice wolf]], [[nightwing]], [[ogre]], [[sea monster]], [[strangler]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[blood gnat]], [[demon rat]], [[knuckle worm]], [[phantom spider]]&lt;br /&gt;
&lt;br /&gt;
===Savage===&lt;br /&gt;
: Including {{DFtext|Untamed Wilds|6:1}}, {{DFtext|Joyous Wilds|3:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Savage''' surroundings are the only surroundings which have [[giant animal|giant]] and [[animal people|humanoid]] versions of some animals. It is also possible that two groups of animals happen outside on a savage biome, instead of one. They are also far more varied in wildlife than the other biomes.&lt;br /&gt;
&lt;br /&gt;
Most of the creatures in savage biomes will leave you alone, especially the animal people, who are harmless (with a few exceptions), and most of the giant creatures will not be hostile, but then again, a savage biome may just surprise you with [[giant kea]]s or [[giant badger]]s, and some of the creatures found in savage biomes are dangerous indeed. If you don't know what to expect, just look it up. &amp;quot;Savage Good&amp;quot; regions are called Joyous Wilds, &amp;quot;Savage Neutral&amp;quot; regions are called Untamed Wilds, and &amp;quot;Savage Evil&amp;quot; regions are called &amp;lt;s&amp;gt;excessively fun&amp;lt;/s&amp;gt; Terrifying.&lt;br /&gt;
&lt;br /&gt;
Savage biomes also house [[whip vine]]s, a high-value millable/brewable aboveground crop, and [[highwood]]s, a slow-growing tree that can grow as thick as 3×3.&lt;br /&gt;
&lt;br /&gt;
As of v50.01, animals can become ''agitated'', which increases their proactive desire to attack your dwarves. This behavior occurs only in Savage regions.&lt;br /&gt;
&lt;br /&gt;
Civilizations, except for [[elf|elves]], who are naturally at peace with animals, typically do not settle in high-savagery regions, which may cause problems during [[world generation]] if the game can't find enough low-savagery regions to place civilizations in. &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: above-ground [[animal people]], [[giant animal]]s, [[giant desert scorpion]] (pre-[[Release information/0.42.04|0.42.04]]), [[sasquatch]], [[sea serpent]], [[yeti]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[acorn fly]], [[fox squirrel]], [[moghopper]], [[two-legged rhino lizard]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Putnam3145</name></author>
	</entry>
</feed>