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		<id>https://dwarffortresswiki.org/index.php?title=Main_Page/Quote/list&amp;diff=220010</id>
		<title>Main Page/Quote/list</title>
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		<updated>2015-07-27T05:18:23Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- ADD QUOTES AT THE BOTTOM OF THIS LIST, NOT HERE --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
To add a quote to this list, place it on its own line above the last line.&lt;br /&gt;
#{{#rreplace:&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
I can't put my finger on it. Something about this [[Fire|‼]]Cat tallow roast[[Fire|‼]] tastes funny.&lt;br /&gt;
Toady withdraws from society. Toady has begun a [[Strange mood|mysterious]] [[Dwarf Fortress|construction]]!&lt;br /&gt;
Let us never forget the last words of Inod the Stoker, [http://archive.dwarffortresswiki.net/index.php/Fortress_Paintrag#1056 &amp;quot;Aaah! Gorillas!&amp;quot;]&lt;br /&gt;
[[Children|Newborn]] Zuglar Baldnessgranite prefers to consume Gorilla. A sure sign of his unparalleled strength!&lt;br /&gt;
[http://www.somethingawful.com/d/video-game-article/duke-nukem-image.php In an unrelated article] - I had no idea elephants could bounce that high!&lt;br /&gt;
[[Toady]] looses a roaring laughter, [[Fey|fell]] and terrible! Toady has butchered a spammer!&lt;br /&gt;
The critical question is this: do elf bones yield more crossbow bolts than the average number of bolts necessary to kill an elf?&lt;br /&gt;
&amp;quot;Dwarf Fortress&amp;quot; ... &amp;quot;Like chess, only with short people that can catch on [[fire]] like [[clothing|rags]] soaked in tar, and lots of [[booze]].&amp;quot; ... &amp;quot;Like chess.&amp;quot;&lt;br /&gt;
Dwarf Fortress has taught me that all the world's problems would be substantially reduced had our parent civilizations never minted more than four stacks of [[coins]].&lt;br /&gt;
[[Booze]] does all the work in forts. Dwarves are just booze exoskeletons.&lt;br /&gt;
My unconscious and bleeding [[mayor]] just mandated the construction of some goods.&lt;br /&gt;
I can just imagine a wagon throwing a tantrum and tossing all its contents at people.&lt;br /&gt;
Döbesh Udosdeb has been ecstatic lately. He was forced to eat a friend to survive. He enjoyed a truly decadent meal.&lt;br /&gt;
Iron [[screw pump]] exercise equipment. Pump iron and get superdwarvenly strong!&lt;br /&gt;
The violence, aggression, pain, madness, sadness of the ASCII characters never ceases to amaze me...&lt;br /&gt;
Wait, you're MAKING animals?&amp;lt;br&amp;gt;&amp;amp;mdash;''Torak''&amp;lt;br&amp;gt;At this moment, yes, I am smelting cows.&amp;lt;br&amp;gt;&amp;amp;mdash;''Spiders Everywhere'' &lt;br /&gt;
&amp;quot;Didn't you read the manual? He he he he... the manual... ...&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
(Compared to real-world years) Dwarven years are shorter.&amp;lt;br&amp;gt;--Sowelu&amp;lt;br&amp;gt;Very fitting to dwarves, I must add.&amp;lt;br&amp;gt;--Sean Mirrsen&lt;br /&gt;
[[Magma]] is not a [[water]] source. Dwarves can't drink it or supply it to their wounded.&amp;lt;br&amp;gt;--[[User:AlienChickenPie|AlienChickenPie]]&lt;br /&gt;
&amp;quot;[B]oats are the enemy of tiles. And tiles are the enemy of boats.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;I went through and fixed a few places where forbidden/on fire weren't being respected for next time. Burning milkable creatures were still a problem for example.&amp;quot;&amp;lt;br&amp;gt;--[[Toady One]]&lt;br /&gt;
&amp;quot;You have been processed! Go forth, now, and edit!&amp;quot;&amp;lt;br&amp;gt;--[[User:Savok|Savok]]&lt;br /&gt;
&amp;quot;What happened in 1048?&amp;quot; &amp;quot;Jreengus occurred.&amp;quot;&lt;br /&gt;
Making rock instruments isn't nearly as awesome as it sounds --Shandrunn&lt;br /&gt;
The cyclops I was quested to kill had a thousand year history of badassery, and all of that without the leg it lost in the Year 3 (a dwarf bit it off... I should probably deal with that). --[[Toady One]]&lt;br /&gt;
[FIREIMMUNE] makes them think that [[magma]] is safe but doesn't actually make them fireproof. This can lead to some rather interesting results.&lt;br /&gt;
Endok Cerolneth has begun a mysterious construction!&amp;lt;br&amp;gt;Endok Cerolneth, Planter has given birth to a girl.&lt;br /&gt;
&amp;quot;Incendia sunt socia vestra, armaque vestra, fortesque Montis Domi.&amp;quot; &amp;quot;Magma is your ally, your weapon, the strength of the Mountain-Home.&amp;quot; --Eita&lt;br /&gt;
&amp;quot;Stopped people from giving quests to kill themselves.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;...And I simply doubt we have a need for 7 fishery workers. On top of that, a second soap maker. The hell IS soap?!&amp;quot; --Zero&lt;br /&gt;
&amp;quot;This is a terrible pun. All craftsdwarfship is of the poorest quality.&amp;quot; - [http://www.bay12forums.com/smf/index.php?topic=21449.msg239558#msg239558 Soup_alex]&lt;br /&gt;
&amp;quot;The default mental state of a dwarf is madness. Sanity is a temporary condition - a PRIVILEGE you have to EARN!&amp;quot; --[[User:Fedor|Fedor]]&lt;br /&gt;
&amp;quot;Why get normal cats? I buy lolcats in the embark screen. Much more fun to engrave about them.&amp;quot; --Yanlin&lt;br /&gt;
&amp;quot;Dwarf Fortress taught me it was okay to make a suit out of my neighbour's skin, as long as I gave it a name.&amp;quot; &lt;br /&gt;
&amp;quot;Got rid of world gen crash during succession after death of prolific long-standing position holders with inbred descendants&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;There was a typo in the siegers' campfire code.  When the fires went out, so did the game.&amp;quot; --[[Toady One]]&lt;br /&gt;
&amp;quot;Hey, what does that flashing red and orange text mean? What? Why is there smoke everywhere? Oh god, are those BABIES on fire?&amp;quot; --[[User:StrawberryBunny|StrawberryBunny]]&lt;br /&gt;
&amp;quot;It's never 'just a game' when you're losing.&amp;quot;&amp;lt;br&amp;gt;--George Carlin (if he played Dwarf Fortress)&lt;br /&gt;
Not that building a bridge out of soap makes much sense to begin with anyway.&lt;br /&gt;
Note that while you cannot milk larger animals yourself, civilizations can still milk animals &amp;quot;off screen&amp;quot; for your benefit.&lt;br /&gt;
Tosid Idenarzes likes tentacle demons for their corrupt intentions.  &amp;quot;There!  Now we've covered all of the seven deadly sins.&amp;quot;&lt;br /&gt;
&amp;quot;Litast Idenudesh, baby, is throwing a tantrum!  Inod Litastrilem, Mayor, has lost consciousness.  Inod Litastrilem, Mayor, has bled to death.&amp;quot;&lt;br /&gt;
Bug 000780 [adventure mode][crime] - town guard becomes a criminal after getting an adventurer's stolen weapon stuck in his body&lt;br /&gt;
&amp;quot;Udib Toblumaid, Axedwarf, cancels sparring in Barracks: too insane.&amp;quot; [[User:Ben jamm1n|Ben jamm1n]]&lt;br /&gt;
Kosoth Cilobonol, Bone Carver cancels Drink: Unconscious.&lt;br /&gt;
Sizir the Snail of Bait is a deity of The Fresh Towers.  Sizir most often takes the form of a female dwarf and is associated with jealousy.&lt;br /&gt;
Sibrek Tanbim likes Limestone, Tin, Smoky Quartz, the color crimson, bolts, scepters, anvils, and rock blocks for their lack of quality levels.&lt;br /&gt;
There are 5 articles in category Lore: [[Armok]], [[Cave Adaptation]], [[Elephant]], [[Philosopher]], and [[Vomit]].&lt;br /&gt;
There is nothing to catch in the magma pipe.&lt;br /&gt;
Bug 000563 [dwarf mode][justice] - mayor ordered himself beaten for failing to make crystal glass objects&lt;br /&gt;
If cow cheese is made from cow's milk, what is dwarven cheese made of?&lt;br /&gt;
Bugs are opportunities to cause unprecedented amounts of destruction. --Zorgn&lt;br /&gt;
&amp;quot;You know, Urist, you've got a mind like an +Ash Trap+.&amp;quot;--[[User:Destor|Destor]]&lt;br /&gt;
'''Zander J:''' &amp;quot;Is there a way to stop immigration without setting the population cap?&amp;quot;&amp;lt;br&amp;gt;'''Yanlin:''' &amp;quot;Magma.&amp;quot;&lt;br /&gt;
An animal trainer just suddenly stopped working and hid himself in a workshop. He's probably going to make a wardog out of rock and goblin skulls.&lt;br /&gt;
Bug 000597 [creatures] - flying creatures give birth in midair, leading to tragedy.&lt;br /&gt;
'''Urdim Kutamèrith, Pump Operator, has created Rakusttenshed, a Glumprong blowgun!''' &amp;lt;br&amp;gt; Urdim, you are a freaking idiot.&lt;br /&gt;
&amp;lt;Forkez&amp;gt; I don't get the game, but I do get that tunnels flooded with water is a bad thing.&lt;br /&gt;
&amp;quot;If you give a dwarf a fire, he will be warm for a night. If you set a dwarf on fire, he will be warm for the rest of his life.&amp;quot;&lt;br /&gt;
&amp;quot;Since the Elves said they won't let me cut down any trees, I bought 50 of their logs instead.&amp;quot;&lt;br /&gt;
Do not make a trading race that breathes fire.&amp;lt;br/&amp;gt;&amp;lt;br/&amp;gt;I REPEAT, DON'T!! EVER!! &lt;br /&gt;
Dwarf Fortress: Because burning elves are funny.&lt;br /&gt;
The carp has drowned.&lt;br /&gt;
There's one thing a dwarf needs, and that's stones.  And alcohol... and magma... but mainly stones.&lt;br /&gt;
&amp;quot;I swear to god once I saw a dwarf who was labeled as being Strong, Very Agile, Very Tough... and ''Clean''. But it was probably just a bad dream.&amp;quot;&lt;br /&gt;
Urist McRandy has been ecstatic lately. He brought somebody to bed lately.&lt;br /&gt;
&amp;quot;Dwarven children kidnapped and incorporated into goblin society might sh... shave.&amp;quot;&amp;lt;br&amp;gt; --Toady One&lt;br /&gt;
Bug 000871 [projectiles] - babies fall to death when born on stairs&lt;br /&gt;
Bug 001031 [adventure mode][inventory] - a merchant pack animal caught at an old dwarf site during adv mode was wearing a full set of clothes&lt;br /&gt;
&amp;quot;[[Magma]] solves everything. [[Fire]] just ruins the [[booze]].&amp;quot; -sonerohi&lt;br /&gt;
You can't yet strangle people with the exposed guts, though I suppose that's now within reach. --[[Toady One]]&lt;br /&gt;
Look, there are roving clumps of sentient lava outside, ... This isn't going to get better. --PTTG??&lt;br /&gt;
...and the only surviving dwarf is a noble who has mandated the construction of crowns and clear glass items to the empty halls. --PTTG??&lt;br /&gt;
Adil Idenlocun is conflicted: &amp;quot;When possible he prefers to consume purring maggot, Dwarven ale and Dwarven syrup.  He absolutely detests purring maggots.&amp;quot;&lt;br /&gt;
&amp;quot;I had to leave just before I tested the dwarf with the boiling gold blood.&amp;quot; -- Toady the Great One&lt;br /&gt;
Urdim Zatinod has been quite content lately. She has lost an annoying friend to tragedy lately.&lt;br /&gt;
I added two levers.  One opens the magma.  The other sets free all the cats.  --Someone in Headshoots&lt;br /&gt;
&amp;quot;As Manbaspecut, Human Merchant is stricken by melancholy!&amp;quot; &amp;quot;Muskox has gone stark raving mad!&amp;quot; I think something is wrong with the human caravan...&lt;br /&gt;
&amp;quot;Somebody needs to build an active volcano inside a fortress inside an active volcano.&amp;quot; --Boksi&lt;br /&gt;
It has stats. It can be killed.&lt;br /&gt;
Bug 000432 [dwarf mode][items] - Bones pop out of coffins.&lt;br /&gt;
Thanks. I wish I had known that about three forts ago.&lt;br /&gt;
If I ''remembered'' what the damn lever did, I'd ''pull'' it! &amp;lt;...pulls lever anyway...&amp;gt;&lt;br /&gt;
Sarvesh Ralrubal likes olivine, olivine and olivine. &lt;br /&gt;
&amp;quot;So let me get this straight. We managed to destroy a dwarven civilization while only managing a single town??&amp;quot;&lt;br /&gt;
Kara Mase, the Glory of Amusing: Engraved on the wall is an image of a dwarf and an elf. The dwarf is committing a depraved act on the elf. &lt;br /&gt;
Once saw a water skin with red beryl spikes.  I still wonder how you would drink from that. &lt;br /&gt;
Watching a kobold thief be chased by batman is very satisfying.&lt;br /&gt;
Kol Tölunimush has been ecstatic lately.  He killed somebody by accident while sparring recently.  He took joy in slaughter lately.  He has lost a lover to tragedy lately.  He has witnessed death.  He had a satisfying sparring session recently.&lt;br /&gt;
There was kind of a violent explosion of boiling human blood when I was testing a human vs a magma man in the arena... it was a little weird, but I guess that's okay.  --[[Toady One]]&lt;br /&gt;
Mew? &amp;lt;br /&amp;gt;Chop!&lt;br /&gt;
&amp;quot;If Dwarf Fortress geology is to be believed, then the Earth's core is made of microcline and demons.&amp;quot;&lt;br /&gt;
'They're firing arrows at us! Quickly! Raise the babies!!' -Urdim McSquadLeader, mother of 8&lt;br /&gt;
It started raining, then all my dwarves outside started bleeding to death. On inspection their upper bodies were missing.&lt;br /&gt;
It seems that a fresh recruit given a crossbow and a quiver with ammo in it will opt to run up to the enemy and bash them with the crossbow.&lt;br /&gt;
Bug introduced in the latest version: Firemen can have their flames severed. These flames then just lie around the place.&lt;br /&gt;
You stab Iron Man in the right leg from behind with your adamantine short sword, breaking away a piece of the gas and shattering the iron!&amp;lt;br&amp;gt;The Beak Dog is caught in a burst of Iron Man gas!&amp;lt;br&amp;gt;Beak Dog vomits into the Iron Man gas.&lt;br /&gt;
Urist McDairy, Milker cancels store item in stockpile: handling dangerous creature&lt;br /&gt;
Ildomushat, Fish Cleaner, cancels Clean Self: Could not find path.&lt;br /&gt;
Losing is [[Fun]]!!!&amp;lt;br&amp;gt;--The Motto of Dwarf Fortress&lt;br /&gt;
I hate walking under dwarven archways. You never know how many mechanized crossbows they have hidden underneath those damn things.&lt;br /&gt;
&amp;quot;Bibo ergo sum. I drink, therefore I am.&amp;quot;&amp;lt;br /&amp;gt;-- Dwarven Philosopher&lt;br /&gt;
This is a menacing iron spike. This object menaces with spikes of iron.&lt;br /&gt;
Kogsak is a deity of The Helpful Diamond. Kogsak most often takes the form of a dwarf and is associated with fortresses.&lt;br /&gt;
The Forgotten Beast pushes The Wrestler in the head, bruising the muscle, driving the skull through the brain, and tearing apart the brain! The Wrestler has been struck down!&lt;br /&gt;
Goblin Chops at the Diagnostician in the right leg, damaging the muscle! Urist McHouse is Unconscious!&lt;br /&gt;
Limul Itebdesis, trader has been Possessed. Limul Itebdesis, trader has created Stodir Isethlolor, a Mortgage-Backed Security!&lt;br /&gt;
The heart wound ended up being a guy getting shot in the arm, dropping his crossbow, running over to the opposing line, and jabbing his stack of bolts into somebody's chest. &lt;br /&gt;
Giant mole has stolen a preserved prepared giant mole lung!&amp;lt;br&amp;gt;''&amp;quot;Hey, I want my grandfather back!&amp;quot;''&lt;br /&gt;
&amp;quot;You must construct additional barrels!&amp;quot; - [[User:Speed112]]&lt;br /&gt;
All I want is a major river next to a volcano with flux, sand and bituminous coal.&lt;br /&gt;
Do not taunt magma.&lt;br /&gt;
I bury my pets in gold coffins and my nobles in wood coffins. Pets before people, I say.--[[KingAuggie]]&lt;br /&gt;
[the cavern] is basically like the surface, except underground&lt;br /&gt;
The fortress' randomly generated name was &amp;quot;Greatestfailure&amp;quot;. &lt;br /&gt;
&amp;quot;You stab the Human Thresher in the mouth with your large copper dagger, tearing the left cheek!&amp;quot; &amp;quot;The large copper dagger has lodged firmly in the wound!&amp;quot;&lt;br /&gt;
&amp;quot;The best way to determine how dangerous a fortress is, is to make only one dwarf with the burial job, and nothing else: the lower his social skills, the more dangerous the fortress is - [[User:Rhenaya|Rhenaya]]&amp;quot;&lt;br /&gt;
&amp;quot;Before retiring in the evening, heed my words and give yourself to volcanos&amp;quot; - Ted Usmokatra, law-giver&lt;br /&gt;
Upon coming of age, about 8, Urist McYoung Made an artifact, became mayor and promptly mandated the construction of slade goods.&lt;br /&gt;
Dwarf Fortress: You've already lost.&lt;br /&gt;
A sober fortress makes even a mental hospital seem like a pleasant place to live.&lt;br /&gt;
A typical Dwarven nightmare consists of running out of booze or getting a beard lopped off in an accident.&lt;br /&gt;
There are two ways of dealing with goblins in a tree. One is by marksdwarves. The other is by flooding the world with magma.&lt;br /&gt;
Portal and Dwarf Fortress share a mystical trend. It is !!Science!!.&lt;br /&gt;
The were-capybara is only one of the myriad lunatic monsters that terrorize the living. -- Threetoe&lt;br /&gt;
The only time I ever saw the stupid thing fly, was to cross the aqueduct, to the beer hall. -- Fredd&lt;br /&gt;
(On artifacts) I got a flint door, called The Noiseless Odors. -- Nyxalinth&lt;br /&gt;
So apparently she became queen before becoming a twilight freak wife. Fascinating. -- Samuel&lt;br /&gt;
The zombies in a necromancer's tower became suspicious after the necromancer failed to age -- Toady One&lt;br /&gt;
Got a few barrels of beetle ichor and duck blood, gave some pig cheese in exchange. Made a present of three coffins to the queen.&lt;br /&gt;
I'd have to look back to see if it wants the physical or metaphysical id on the corpse. -- Toady One&lt;br /&gt;
The Sasquatch corpse has lodged firmly in the wound! The goblin has been struck down!&lt;br /&gt;
[22:57:46] &amp;lt;Dik_&amp;gt; How do I wash myself up from blood?&amp;lt;br&amp;gt;[23:06:20] &amp;lt;Dik_&amp;gt; How the fuck do I get out of the river?&lt;br /&gt;
No, you're not getting that leg back. In fact, that creature over there is going to pick your leg up and beat you to death with it. You won't respawn.&lt;br /&gt;
My refuse pile just woke up and ate my dwarves, who in turn got up themselves and started eating the other dwarves.&lt;br /&gt;
{{bugl|2264|cat=nocat}} - Adv. Mode travel (near oceans) teleports player underground and turns them into an underground creature&lt;br /&gt;
{{bugl|5921|cat=nocat}} - Biting dwarves in minecarts infinitely increases combat range&lt;br /&gt;
Fort flooded. So that's what an aquifer is. -- Exelixi&lt;br /&gt;
Axedwarf looks surprised by the ferocity of Spearmasters onslaught. Spearmaster charges at Axedwarf. Spearmaster stabs axedwarf in the left eye with his +Adamantine spear+, lightly tapping the target.&lt;br /&gt;
In 4, the Castle of Fortune of the Tombs of Gold constructed the Hell of Taxing in Entrancedcrafts.&lt;br /&gt;
I also got started on jumping. My first jump was off by a factor of 100, so I flew against a cliff and blew apart. I'm still working on it. -- Toady One&lt;br /&gt;
Mukca: Seek this place and kill Cenäth Certaindrives the giant.&amp;lt;br&amp;gt;Knowing no mercy, Cenäth stole Fisher berry wine!&lt;br /&gt;
We shall build a tower so tall, we will mine the very stars themselves!&lt;br /&gt;
Ingish Såkzulbomrek, Miner cancels Report Crime: Dangerous terrain.&lt;br /&gt;
You have struck limonite! Oddom Nishdanman, Furnace Operator cancels Smelt Limonite Ore: needs limonite.&lt;br /&gt;
{{bugl|4753|cat=nocat}} [Creatures]: Rodent men have no skin&lt;br /&gt;
{{bugl|0040|cat=nocat}} [Dwarf Mode -- Jobs, Items]: &amp;quot;Dwarf cancels Make Cloth Item: Needs 10000 plant cloth&amp;quot;&lt;br /&gt;
{{bugl|5531|cat=nocat}} [Creatures]: Legless animal men can kick&lt;br /&gt;
{{bugl|1588|cat=nocat}} [Creatures]: Creature with 1 eye and 2 eyelids&lt;br /&gt;
&amp;quot;This is my reward for not letting us all die. I have to deal with the Nobility.&amp;quot;&amp;lt;br /&amp;gt;-- Captain Ironblood, the mayor of Nist Akath&lt;br /&gt;
The king of my dwarves appointed a visiting merchant's yak as the general of the army while I was trading. -- [[Toady One]]&lt;br /&gt;
I'd like to think they bonded over their sinister ancestors (or the strange childhood coincidence of having younger siblings gobbled up by different werebuffalo in the same year).&lt;br /&gt;
They just walk around without a head until they realize that they should suffocate. -- Urist Da Vinci&lt;br /&gt;
Most of yesterday I spent trying to be robbed by bandits, but they kept looking away from me and forgetting I was there. -- [[Toady One]]&lt;br /&gt;
Today's success was to have a crying mother spit on me and call me a murderer. -- [[Toady One]]&lt;br /&gt;
You monster! Killing too many children at once will make everyone sad. You need to kill them slowly so nobody notices.&lt;br /&gt;
Dwarven... &amp;quot;Child Care&amp;quot;: It's like regular childcare, except with more dogs, and less care.&lt;br /&gt;
You: How have things been? Tulon Tunlikot, Mayor: Well, let's see... we've got the army on the march, beasts, bandits and bone-chilling horror.&lt;br /&gt;
{{bugl|6722|cat=nocat}}: Manager climbs a tree instead of going to office when management jobs are assigned&lt;br /&gt;
{{bugl|5971|cat=nocat}}: Fat dwarves eating causes lag&lt;br /&gt;
{{bugl|6817|cat=nocat}}: &amp;quot;Behold, mortal. I am a diving being.&amp;quot;&lt;br /&gt;
It was inevitable.&lt;br /&gt;
Weresquirrel Ceru Uzushimdo has come! A large Squirrel twisted into humanoid form. It is crazed for blood and flesh. Its eyes glow orange. Its sandy taupe hair is very curly. Now you will know why you fear the night. &lt;br /&gt;
I don't think the Elves in my DF game are too happy... I've modded them so that their body temperature causes nearby trees to burst into flames. --Evil One&lt;br /&gt;
Dwarf Fortress: Teaching methods of genocide against merpeople because their bones are worth 6000{{db}}.&lt;br /&gt;
No one has gone missing or died. The year is still young.&lt;br /&gt;
From release notes 0.40.11: Stopped overuse of plant structure tag causing people to say they preferred to eat trees&lt;br /&gt;
Stopped dwarves from trying to clean their own missing or internal body parts. --[[Toady One]]&lt;br /&gt;
The game actually has a first-person message about being scuttled, just in case you should happen to be playing as a wagon. --Halfling&lt;br /&gt;
Engraved on the wall is a well-designed image of a dwarf and hamsters. The dwarf is surrounded by the hamsters. The dwarf looks terrified.&lt;br /&gt;
Spring is coming, oh no, prepare the coffins! --Garath&lt;br /&gt;
Welcome to Dwarf Fortress. Where peaceful death of old age is something nobody sees coming. --Sirbug&lt;br /&gt;
Stopped zombies from interrupting your sleep to ask if they can help you with something. -- [[Toady One]]&lt;br /&gt;
&amp;quot;I died.&amp;quot; &amp;quot;The Weather looks to be fine today.&amp;quot; &amp;quot;I heard that I died.&amp;quot;&lt;br /&gt;
I had a dwarven hero try to kill a bronze colossus seven times, and each time he lost.... After the third duel, he began worshipping his enemy. -- [[Toady One]]&lt;br /&gt;
I also grabbed somebody's exposed guts and did the only thing you can do with them currently, which is pinch them. -- [[Toady One]]&lt;br /&gt;
The dabbling surgeon moved between repairing the compound fracture and trying to stop bleeding from malpractice. -- [[Toady One]]&lt;br /&gt;
Large mobs of groundhogs can still kill things they wouldn't normally kill.&lt;br /&gt;
The poor thing died with the message &amp;quot;&amp;lt;name&amp;gt; has condensed.&amp;quot; -- [[Toady One]]&lt;br /&gt;
In addition, Atheli devoured three cows, four horses, five mules, a donkey, six dogs, two cats, and a rhesus macaque and fox while tormenting the elves. -- [[Toady One]]&lt;br /&gt;
The titan was given a position in their pantheon, though it would still show up every few years to kick down somebody's house. -- [[Toady One]]&lt;br /&gt;
Large animals can put an unskilled [[gelder]] in the hospital. --[[Toady One]]&lt;br /&gt;
I have my little invisible help-wanted ads for [the dwarves] to look through now, followed by a little invisible pick-best-applicants procedure. --[[Toady One]]&lt;br /&gt;
You punch Human 2 in the right eye from behind with your left hand and the injured part explodes into gore! &amp;lt;br&amp;gt;Human 2: Greetings. My name is Human 2.&lt;br /&gt;
It seems I've just delivered you into the arms of crashing and despair. --[[Toady One]]&lt;br /&gt;
Chopping down the tree [is] effective, insofar as you do not care whether the dwarves live or die.&lt;br /&gt;
Knowing no mercy, [http://imgur.com/hoGQZoX Nikot] stole a cherry! This vile fiend even murdered Mafi Fanggorge!&lt;br /&gt;
[[Scamps]] added two lines of code today. They didn't compile. --[[Toady One]]&lt;br /&gt;
The crash happened when the night creature tried to come up with things to say to potential shoppers. --[[Toady One]]&lt;br /&gt;
Obok Kelzokum is interested near his own fine [[Bed]]. &amp;quot;I was near to my own Bed. How incredibly interesting!&amp;quot;&lt;br /&gt;
Wait, wait, wait. Why the hell do you have a raven stockpile? --[http://www.bay12forums.com/smf/index.php?topic=108371.msg3235825#msg3235825 peskyninja]&lt;br /&gt;
You can modify chickens so that, instead of laying eggs, they lay ''live bees''. Dwarf Fortress: crimes against nature simulator. --[http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/DwarfFortress TVTropes]&lt;br /&gt;
Ah well. Who knew the first Dwarf to go to space was a useless [[fisherdwarf]].&lt;br /&gt;
I launched 4 dwarves into the air with a bridge and only 3 came down.&lt;br /&gt;
If you are working with [[magma|central heating]], make sure the &amp;quot;hot&amp;quot; pipe and the &amp;quot;cold&amp;quot; pipe don't mix, or your heating system will likely not work as intended.&lt;br /&gt;
It's no longer called magma when it reaches the surface... and melts a hundred goblins.&lt;br /&gt;
Dwarves are like squirrels, but instead of acorns it's booze.&lt;br /&gt;
Carp are to be feared, worshipped, and roasted.&lt;br /&gt;
It's easier to buy out a caravan than it is to take the time to shop.&lt;br /&gt;
I had a fortress where roughly 90% of the engravings were of buckets, buckets surrounded by dwarves, and buckets surrounded by screaming dwarves. --[http://dfstories.com/buckets/ taran]&lt;br /&gt;
Led Zanzustash dove into the rapids, and climbed out a day later. He had several injuries, some broken bones, and a missing finger, but he had done it: he saved a barrel of booze that was nearly destroyed (the baby died).&lt;br /&gt;
&amp;quot;In a time before time, I killed me.&amp;quot; -Human with nothing else to gossip about&lt;br /&gt;
Added the Giant Adder to dwarven menu.  --TheCrazyHamsteR&lt;br /&gt;
&amp;quot;What's the purpose of adding [[feather tree]]s to the game? To make good pillows&amp;quot;, I think.  --TheCrazyHamsteR&lt;br /&gt;
In a time before time, somebody attacked somebody.&lt;br /&gt;
Dwarf Fortress: [[Undead|Respawning after death]] is even more [[fun]].&lt;br /&gt;
&amp;quot;I tried to carve 'god hates this place' into the mountain.  Unfortunately, Athlete's footnote got stuck in the 'a' of 'place' and starved to death&amp;quot; &lt;br /&gt;
The resulting party killed 20 dwarves, crippled 2 more and the remaining 9 managed to get along and have a nice party.&lt;br /&gt;
If your dwarves start melting or slugmen explode whenever it rains, then it's a good indication it's too hot. --UberNube&lt;br /&gt;
What you see as an increase in population, the surrounding beasts simply see as a more stable food supply. --Taupe, DoomForests&lt;br /&gt;
That's right, the undead ravens killed the entirety of the hidden fun stuff.  --Loud Whispers&lt;br /&gt;
&amp;quot;Astesh Savotsazir, Stray Kitten (Tame) has adopted Ingish Rimtaruzol, Siege Engineer.&amp;quot;&lt;br /&gt;
Dwarf Fortress, flinging dwarves into space using a drawbridge since 2006.&lt;br /&gt;
Sometimes the best trophy is your own head.&lt;br /&gt;
I like to think that the other pole [of the world] was destroyed by a dwarven experiment gone right. --GMDev&lt;br /&gt;
Unfortunately for Urist McDeadman, the budget not longer allowed for personal mausoleums for every dwarf, as had previously been standard.&lt;br /&gt;
Nil Aliscatten cancels make Charcoal: dangerous terrain.&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&amp;lt;!-- ADD QUOTES DIRECTLY ABOVE THIS LINE. Each quote goes on a separate line by itself with nothing else (do not copy this line or remove the blank line above) --&amp;gt;|(\n)|$1#}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=220008</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=220008"/>
		<updated>2015-07-27T00:39:16Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers.  It will run away from any creatures that are not friendly to it.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Acts as NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  Prevents a player from recruiting nobility, even basic ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=220007</id>
		<title>Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature_token&amp;diff=220007"/>
		<updated>2015-07-27T00:07:02Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* C */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:45, 26 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
A full list of all known creature tokens.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADOPTS_OWNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Tame creature cannot be made available for adoption, instead automatically adopting whoever it wants. It appears that the basic requirements for adoption are intact; for example, the creature is more likely to adopt an owner which likes creatures of that species.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALCOHOL_DEPENDENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day, choosing to drink booze instead of water if possible. Going sober for too long reduces speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALL_ACTIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHPREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Instead of charging relentlessly at prey, a creature with this tag will wait till the prey is within a few squares before charging.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMPHIBIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without [[water]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_DESC_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Range&lt;br /&gt;
| [http://www.bay12forums.com/smf/index.php?topic=60554.msg1766793#msg1766793 Forum post describing how description ranges work]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*Model (Accepts DOMINANT_MORE, DOMINANT_LESS, and MIX)&lt;br /&gt;
| Defines a genetic model for the relevant appearance modifier(s). May or may not do anything significant at present.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APP_MOD_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:start day&lt;br /&gt;
*end year:end day &lt;br /&gt;
| setting the growth rate of the modifier.  The last two tokens can be replaced by NO_END to have growth continue indefinitely.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Applies the specified [[creature variation token|creature variation]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|APPLY_CURRENT_CREATURE_VARIATION}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| Applies the effects of all pending [[#CV_ADD_TAG|CV_ADD_TAG]] and [[#CV_REMOVE_TAG|CV_REMOVE_TAG]] tokens that have been defined in the current creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AQUATIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can breathe in water, but air-drowns on dry land. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARENA_RESTRICTED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARTIFICIAL_HIVEABLE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Can be kept in artificial hives by beekeepers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Does not attack or frighten creatures with the NATURAL tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used. See [[#Attack Tokens|below]] for valid subtokens&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[ATTACK:GORE:BODYPART:BY_CATEGORY:HORN]&amp;lt;br /&amp;gt;&lt;br /&gt;
''GORE'' : name of the attack&amp;lt;br /&amp;gt;&lt;br /&gt;
''BODYPART:BY_CATEGORY:HORN'' :  the horn is used to attack (presuming the creature has one)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_TRIGGER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| pop:exported wealth:created wealth&lt;br /&gt;
| Specifies when a [[megabeast]] will attack the fortress.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Age at which creature is considered a child. Default is zero. One can think of this as the duration of the baby stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in baby state at the caste level. For non-caste-specific baby names, see GENERAL_BABY_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BEACH_FREQUENCY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| [[Whale]]s and [[Sea nettle jellyfish|jellyfish]] have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BENIGN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is non-aggressive by default and will never automatically be engaged by companions or soldiers.  It will run away from any creatures that are not friendly to it.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
* [[biome token]]&lt;br /&gt;
| Select a [[Biome]] the creature may appear in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| Specifies what the creature's blood is made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BLOODSUCKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Seems to be required to make the creature denouncable as a creature of the night.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY:BODY_WITH_HEAD_FLAG:HEART:GUTS:BRAIN:MOUTH] &amp;lt;br /&amp;gt;&lt;br /&gt;
This is the body from a [[Purring maggot]]. It creates a body with head, a heart, some guts, a brain, and a mouth. That's all a maggot needs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| These body modifiers give individual creatures different characteristics. In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges. Each interval has an equal chance of occurring.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110] &amp;lt;br /&amp;gt;&lt;br /&gt;
''HEIGHT'' : marks the height to be changed &amp;lt;br /&amp;gt;&lt;br /&gt;
''90:95:98:100:102:105:110'' :  sets the range from the shortest (90% of the average height) to the tallest (110% of the average height) creature variation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_DETAIL_PLAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| PlanName, PlanName:type:type:type:etc. &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE] &amp;lt;br /&amp;gt;&lt;br /&gt;
This creates the detailed body of a [[fox]], the skin, fat, muscle, bones and cartilage out of the vertebrate tissues.&amp;lt;br /&amp;gt;&lt;br /&gt;
A [[Purring maggot|maggot]] would only need:&amp;lt;br /&amp;gt;&lt;br /&gt;
''[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]'' &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| years:days:size &lt;br /&gt;
| Sets size at a given age. Size is in cubic centimeters, and for normal body materials is roughly equal to the creature's average weight in grams.&lt;br /&gt;
'''Example:'''&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:0:0:10000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:1:168:50000]&amp;lt;br /&amp;gt;&lt;br /&gt;
[BODY_SIZE:12:0:220000]&amp;lt;br /&amp;gt;&lt;br /&gt;
This describes the size of a [[minotaur]]. His birth size would be 10,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~10 kg). At 1 year and 168 days old he would be 50,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (~50 kg). And as an adult (at 12 years old) he would be 220,000 cm&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; and weigh roughly 220 kg.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BODYGLOSS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BONECARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature eats bones. Implies CARNIVORE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_ADD_TYPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BP_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDINGDESTROYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the {{k|b}} + {{k|C}} commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_DO_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction token&lt;br /&gt;
| The creature can perform an interaction.  See [[interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_LEARN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature gains skills and can have professions. Note that this token makes the creature unable to be butchered by an adventurer so it is not recommended for uncivilized monsters. Adventurers lacking this token can allocate but not increase attributes and skills. skills allocated will disappear on start.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAN_SPEAK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. If a member of a civilization (such as a pet) has this token, it'll need to eat and drink.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_CLIMB}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot climb, even if it has free grasps.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_JUMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot jump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANNOT_UNDEAD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Similar to NOT_LIVING, except that [OPPOSED_TO_LIFE] creatures will attack them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CANOPENDOORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors that are set to be unpassable for pets. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CARNIVORE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature ''only'' eats meat.  If the creature goes on rampages in worldgen, it will often devour the people/animals it kills. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| Defines a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific ALT_TILE. Requires CASTE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific COLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWCOLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Caste-specific GLOWCOLOR.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_GLOWTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| Caste-specific NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_PROFESSION_NAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| Caste-specific PROFESSION_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_ALTTILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific SOLDIER_ALTTILE. Requires CASTE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SOLDIER_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Caste-specific CREATURE_SOLDIER_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| Caste-specific SPEECH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CASTE_TILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific CREATURE_TILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CAVE_ADAPT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CDI}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Varies&lt;br /&gt;
| Specifies details for the preceding CAN_DO_INTERACTION token. See [[Interaction token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_BODY_SIZE_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies body size by a factor of (integer)%. 50 halves size, 200 doubles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHANGE_FREQUENCY_PERC}}&lt;br /&gt;
| Creature&lt;br /&gt;
| integer&lt;br /&gt;
| Multiplies frequency by a factor of (integer)%.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult. One can think of this as the duration of the child stage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CHILDNAME}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural &lt;br /&gt;
| Defines a new name for a creature in child state at the caste level. For non-caste-specific child names, see GENERAL_CHILD_NAME.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUSTER_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLUTCH_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
|Number of eggs laid in one sitting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLONY_EXTERNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Caste hovers around colony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color of the creature's tile. See [[Color]] for usage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Any civilization with USE_COMMON_DOMESTIC tag (humans, dwarves) has domesticated this creature by default and always has access to it, even without any wild populations. Useless without PET, PACK_ANIMAL, WAGON_PULLER or MOUNT tags and invalid on FANCIFUL creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CONVERTED_SPOUSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creatures of this caste's species with the SPOUSE_CONVERTER and NIGHT_CREATURE_HUNTER tokens will kidnap SPOUSE_CONVERSION_TARGETs of an appropriate sex and convert them into castes with CONVERTED_SPOUSE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COOKABLE_LIVE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being butchered/cleaned. Used for mussels, for one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CRAZED}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature is 'berserk' and will attack all other creatures, except members of its own species that ALSO have the CRAZED tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COPY_TAGS_FROM}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| An arbitrary creature classification. Can be set to anything, but only existing uses are GENERAL_POISON (used in syndromes) and EDIBLE_GROUND_BUG (valid targets for GOBBLE_VERMIN_x tokens). A single creature can have multiple classes. Eligibility for certain entity positions can also be permitted or restricted by this tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_SOLDIER_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| Creatures active in their civilization's military will use this tile instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_TILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREPUSCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active at twilight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_EATER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from a site. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_GUZZLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Or spill the barrel to the ground. Also affects undead versions of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURIOUSBEAST_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). If the creature goes on rampages in worldgen, it will often steal items instead of attacking. Kea birds are infamous for this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_ADD_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CV_REMOVE_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Found on generated [[demon]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DESCRIPTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIE_WHEN_VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Dies upon attacking. Used for [[bee]] stings.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIFFICULTY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| integer &lt;br /&gt;
| Increases experience gain during adventure mode.  Creatures with 11 or higher are not assigned for quests in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVE_HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Found on [[peregrine falcon]]s. The creature hunts vermin by diving from the air. Does not seem to work on tame creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DOES_NOT_EXIST}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for a few [[fanciful]] creatures of myth.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_ITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[item token]]:[[material token]] (ANY_HARD_STONE can be used for the material)&lt;br /&gt;
| Defines the item that the creature drops upon being butchered.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EBO_SHAPE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| gem shape&lt;br /&gt;
| The shape of the extra item of the creature upon butchering.  Used with EXTRA_BUTCHER_OBJECT.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_MATERIAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, or GAS)&lt;br /&gt;
| Egg material. Egg-laying creatures will define this 3 times, using LOCAL_CREATURE_MAT:EGGSHELL, LOCAL_CREATURE_MAT:EGG_WHITE, and then LOCAL_CREATURE_MAT:EGG_YOLK.  Eggs will be made out of eggshell.  Edibility is determined by tags on whites or yolk, but they otherwise do not exist.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EGG_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*size&lt;br /&gt;
| Determines the size of eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_WAGON}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature into a large 3x3 creature responsible for carrying trade goods, pulled by two [WAGON_PULLER]s and driven by a merchant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EVIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered evil and will only show up in evil biomes. Civilizations with USE_EVIL_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRA_BUTCHER_OBJECT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
* TYPE, CATEGORY, or TOKEN&lt;br /&gt;
| The creature drops an additional object when butchered (typically a gizzard stone), defined by EBO_ITEM and EBO_SHAPE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Defines a creature extract which can be obtained via [[small animal dissection]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXTRAVISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FANCIFUL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature is a thing of legend and known to all civilizations. Its materials cannot be requested or preferred. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. Conflicts with {{token|COMMON_DOMESTIC|c}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_ATTACK_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animal-man tribals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEATURE_BEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[forgotten beast]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FEMALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is female and can bear young. Usually determined inside a caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to FIREBALL and FIREJET attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIREIMMUNE_SUPER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIRE attacks. Implies {{token|FIREIMMUNE|c}}. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FISHITEM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FIXED_TEMP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLEEQUICK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. Creatures with this tag will flee at the first sign of resistance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Fortress Mode pathfinding only partially incorporates flying - flying creatures need a land path to exist between them and an area in order to access it, but as long as one such path exists, they do not need to use it, instead being able to fly over intervening obstacles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FREQUENCY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the chances of a creature appearing within its environment, with higher values resulting in more frequent appearance. The game effectively considers all creatures that can possibly appear and uses the FREQUENCY value as a ''weight'' - for example, if there are three creatures with frequencies 10/25/50, the creature with [FREQUENCY:50] will appear approximately 58.8% of the time. Defaults to 50 if not specified. Not to be confused with {{token|POP_RATIO|c}}.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GAIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* type (WALK, CLIMB, SWIM, CRAWL, or FLY)&lt;br /&gt;
* gait name&lt;br /&gt;
* full speed&lt;br /&gt;
* build up time:max turning speed:start speed (or NO_BUILD_UP for instant use)&lt;br /&gt;
* energy use&lt;br /&gt;
* Optional flags:&lt;br /&gt;
** LAYERS_SLOW - if gait is slowed by increased weight&lt;br /&gt;
** STRENGTH - if gait is affected by strength stat&lt;br /&gt;
** AGILITY - if gait is affected by agility stat&lt;br /&gt;
** STEALTH_SLOWS:penalty  - if gait is slowed by being stealthed&lt;br /&gt;
| Defines a gait at which the creature can move. See [[Gait]] for more information.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_BABY_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| BABYNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_CHILD_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural &lt;br /&gt;
| CHILDNAME applied regardless of caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERAL_MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| A:B&lt;br /&gt;
| Attacks against the creature have their force modified by A/B. For example, 1:2 will halve the force of an attack made against the creature. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Found on procedurally generated creatures like [[Forgotten beast]]s, (biome name) [[titan]]s, [[Demon]]s, and [[night creature]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_INFECTIONS_FROM_ROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can get infections from necrotic tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GETS_WOUND_INFECTIONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature's wounds can become infected if left untreated for too long.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWCOLOR}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the creature's GLOWTILE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOWTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. The game is also hardcoded to automatically convert quotation mark GLOWTILES into apostrophes if the creature has lost one eye. This works at the generic creature level - for caste-specific glow tiles, use CASTE_GLOWTILE instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GNAWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| verb&lt;br /&gt;
| The creature can and will gnaw its way out of [[animal trap]]s and [[cage]]s using the specified verb, depending on the material from which it is made (normally wood).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| class&lt;br /&gt;
| The creature eats vermin of the specified class.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOBBLE_VERMIN_CREATURE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| creature:caste&lt;br /&gt;
| The creature eats a specified vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_END}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the end of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_START}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags at the beginning of the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GO_TO_TAG}}&lt;br /&gt;
| Special&lt;br /&gt;
|  &lt;br /&gt;
| When using tags from an existing creature, inserts new tags after the specified tag.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GOOD}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Creature is considered good and will only show up in good biomes. [[unicorn]]s for example. Civilizations with USE_GOOD_ANIMALS can domesticate them regardless of exotic status. Has no effect on cavern creatures except to restrict taming. A civilization that has good creatures can colonise good areas in world-gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRASSTRAMPLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| The value determines how rapidly grass is trampled when a creature steps on it - a value of 0 causes the creature to never damage grass, while a value of 100 causes grass to be trampled as rapidly as possible. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAVITATE_BODY_SIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| target value&lt;br /&gt;
| Used in Creature Variants. This token changes the adult body size to the average of the old adult body size and the target value and scales all intermediate growth stages by the same factor.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| The creature is a grazer. If tamed in Fortress mode, it needs a pasture to survive. The higher the number, the less frequently it needs to eat in order to live. See [[Pasture]] for details on its issues.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Defines certain behaviors for the creature. The habit types are COLLECT_TROPHIES, COOK_PEOPLE, COOK_VERMIN, GRIND_VERMIN, COOK_BLOOD, GRIND_BONE_MEAL, EAT_BONE_PORRIDGE, USE_ANY_MELEE_WEAPON, GIANT_NEST, and COLLECT_WEALTH. These require the creature to have a lair to work properly, and also don't seem to work on creatures who are not (SEMI)MEGABEASTs or NIGHT_CREATURE_HUNTERs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HABIT_NUM}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number or TEST_ALL&lt;br /&gt;
| &amp;quot;If you set HABIT_NUM to a number, it should give you that exact number of habits according to the weights.&amp;quot;.&amp;lt;sup&amp;gt;[[http://www.bay12forums.com/smf/index.php?topic=60554.msg1719248#msg1719248 source post]]&amp;lt;/sup&amp;gt; All lists of HABITs are preceded by [HABIT_NUM:TEST_ALL]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HAS_NERVES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has nerves in its muscles. Cutting the muscle tissue can sever motor and sensory nerves.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HASSHELL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has a shell. Seemingly no longer used - holdover from previous versions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HFID}}&lt;br /&gt;
| Creature&lt;br /&gt;
| Integer (generic token?)&lt;br /&gt;
| Found on generated [[angel]]s.  Seemingly identifies a historical figure with said hist figure ID, possibly to associate it with hist figure.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HIVE_PRODUCT}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
*[[time]]&lt;br /&gt;
*[[item token]]s&lt;br /&gt;
| What product is harvested from [[Beekeeping industry|beekeeping]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HOMEOTHERM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body [[temperature]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HUNTS_VERMIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature hunts and kills nearby vermin.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The creature cannot move.  Found on [[sponge]]s. Will also stop a creature from breeding in Fortress Mode (MALE and FEMALE are affected, if one is IMMOBILE no breeding will happen)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOBILE_LAND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land.  Only works on AQUATIC creatures which can't breathe on land.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMMOLATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature radiates fire. It will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. Also gives the vermin a high chance of escaping from [[animal trap]]s and [[cage]]s made of certain materials.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INTELLIGENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Alias for [CAN_SPEAK] + [CAN_LEARN] but additionally keeps creatures from being butchered by the AI during World-Gen and Post-Gen. In Fortress Mode CAN_LEARN is enough.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|     &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, ash from ghost etc.).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEMCORPSE_QUALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| type:probability&lt;br /&gt;
| Found on megabeasts, semimegabeasts, and night creatures. The creature will seek out sites of this type and take them as lairs. The lair types are SIMPLE_BURROW, SIMPLE_MOUND, WILDERNESS_LOCATION, SHRINE, and LABYRINTH.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_CHARACTERISTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| characteristic:probability&lt;br /&gt;
| Defines certain features of the creature's lair. The only valid characteristic is HAS_DOORS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature will actively hunt adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAIR_HUNTER_SPEECH}}&lt;br /&gt;
| Caste&lt;br /&gt;
| speech file&lt;br /&gt;
| What this creature says while hunting adventurers in its lair.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_PREDATOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). When tamed, large predators tend to be much more aggressive to enemies than non-large predators, making them a good choice for an animal army.  They may go on rampages in worldgen, and adventurers may receive quests to kill them.  Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LARGE_ROAMING}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature lays eggs instead of giving birth to live young.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYS_UNUSUAL_EGGS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Creature lays a particular item instead of regular eggs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGAMENTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| Creature has ligaments in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIGHT_GEN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_FIGHTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. Retired as of v0.40.14.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LISP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature uses &amp;quot;sssssnake talk&amp;quot; (multiplies 'S' when talking - &amp;quot;My name isss Recisssiz.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LITTERSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* minimum&lt;br /&gt;
* maximum&lt;br /&gt;
| Determines the range of how many creatures are generated when giving birth. [LITTERSIZE:1:2]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCKPICKER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOOSE_CLUSTERS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOW_LIGHT_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| Determines how well a creature can see in the dark.  Higher is better.  Dwarves have 10000, which amounts to perfect nightvision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGICAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAGMA_VISION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MALE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is male. Usually declared inside a caste.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| {{text anchor|MANNERISM|MANNERISM_*}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*occasionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
See [[Creature mannerism token]] for further info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATERIAL_FORCE_MULTIPLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*A:B&lt;br /&gt;
| Set the force multiplier of a specific material against the creature to A/B. For example, 10:1 multiplies the force by 10. {{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MATUTINAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Sets if the creature is active in dawn. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAXAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max &lt;br /&gt;
| Range of time in years in which death from old age may occur. Once a creature reaches the min value, it has a random chance each season of dying from old age. Unknown if the chance increases with further age. Note that, among civilized creatures, castes which lack this token will refuse to marry others with it, and vice versa.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEANDERER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| A 'boss' creature.  A small number of the creature are created during worldgen, their histories and descendants (if any) will be tracked in worldgen (as opposed to simply 'spawning'), and they will occasionally go on rampages, potentially leading to worship if they attack the same place multiple times.  Their presence and number will also influence age names.  When appearing in Fortress Mode, they will have a pop-up message announcing their arrival.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a mental attribute's range of values (0-5000). All mental attribute ranges default to 200:800:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MENT_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Mental attribute gain/decay rates. Defaults are 500:4:5:4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MILKABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Allows the creature to be milked in the farmer's workshop. The frequency is the amount of time units the creature needs to &amp;quot;recharge&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVIOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Alias for MISCHIEVOUS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MISCHIEVOUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across. Also makes creature spawn invisible and with several ranks in Ambusher. &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MODVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Seemingly no longer used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount. No use for the player, but enemy siegers may arrive with cavalry.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MOUNT_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount, but civilizations cannot domesticate it in worldgen without certain exceptions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPART_FULL_VISION}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to have all-around vision as long as it has multiple heads(?) that can see. {{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MULTIPLE_LITTER_RARE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Makes the species usually produce a single offspring per birth, occasionally producing twins or triplets using typical real-world human probabilities. Requires [[Creature_token#FEMALE|FEMALE]]. Compare with [[Creature_token#LITTERSIZE|LITTERSIZE]]. If LITTERSIZE and MULTIPLE_LITTER_RARE are both absent, one offspring is guaranteed per birth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MUNDANE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The generic name for any creature of this type - will be used when distinctions between caste are unimportant. For names for specific castes, use CASTE_NAME instead. If left undefined, the creature will be labeled as &amp;quot;nothing&amp;quot; by the game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.  Creatures with AT_PEACE_WITH_WILDLIFE will not fight with them.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Alias of NATURAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NATURAL_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[Skill_token|Skill token]]:value&lt;br /&gt;
| The creature possesses this skill at this level inherently. It begins with this skill at this level, and the skill may never rust below this level. A value of 16 is legendary. Requires CAN_LEARN or INTELLIGENT to function in .25 or earlier.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_BOGEYMAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on bogeymen. Creatures with this tag will join other bogeymen in attacking adventurers at night, and will also adopt their other behaviors, such as vanishing in smoke upon being killed. This does not affect the creature's presence elsewhere, such as for generated megabeasts, normal creatures, entity members, etc. Setting the number of bogeyman types to zero in the world gen parameters will remove only the randomly-generated bogeymen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NIGHT_CREATURE_HUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| A very small population of the creature will be created during worldgen (sometimes only a single individual will be created), and their histories will be tracked (that is, they will not spawn spontaneously later, they must either have children or convert other creatures to increase their numbers).   The creature will settle in a lair and go on rampages during worldgen.  If this creature has SPOUSE_CONVERTER, it will actively attempt to seek out potential conversion targets to abduct, convert, and have children with (if possible).&lt;br /&gt;
&lt;br /&gt;
This tag causes the usual behaviour of [[werebeast]]s in worldgen, that is, fleeing towns upon being cursed and conducting raids from a lair.  If this tag is absent from a deity curse, the accursed will simply be driven out of towns in a similar manner to [[vampire]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_AUTUMN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|autumn]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_CONNECTIONS_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature doesn't require connected body parts to move{{verify}}; generally used on undead creatures with connections that have rotted away.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DIZZINESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_DRINK}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_EAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_FEVERS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_GENDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Creature has no gender.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_GAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The affected caste cannot gain any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_PHYS_ATT_RUST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| The affected caste cannot lose any physical skills.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SLEEP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SPRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|spring]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_SUMMER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|summer]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_THOUGHT_CENTER_FOR_MOVEMENT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require an organ with the [THOUGHT] tag to survive or attack; generally used on creatures that don't have brains.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_UNIT_TYPE_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Prevents creature from selecting its color based on its profession (e.g. Miner, Hunter, Wrestler).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_VEGETATION_PERTURB}}&lt;br /&gt;
| Caste{{Verify}}&lt;br /&gt;
|  &lt;br /&gt;
| Likely prevents the creature from leaving broken vegetation tracks.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NO_WINTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This creature caste does not appear in [[Calendar|winter]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBONES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOBREATHE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOCTURNAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEMOTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOEXERT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted from taking too many combat actions. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOFEAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOMEAT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat when butchered.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NONAUSEA}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature isn't nauseated by gut hits and cannot vomit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOPAIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKIN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a hide when butchered. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSKULL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop a skull on butcher, rot, or decay of severed head.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSMELLYROT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUCKINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't get stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOSTUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. Creatures with this tag never wake up from sleep in Fortress Mode and stay drowsy.{{verify}} If this creature must eat and drink while playing, it WILL die.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_BUTCHERABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOT_LIVING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Cannot be raised from the dead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|NOTHOUGHT}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't require a [THOUGHT] body part to survive.  If it does not have NO_THOUGHT_CENTER_FOR_MOVEMENT as well, it will be unable to use any attacks other than the default 'push'. Has the added effect of preventing speech.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==O==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_LEVEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| How easy the creature is to smell. The higher the number, the easier the creature can be smelled. Zero is odorless. Default is 50.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ODOR_STRING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| string&lt;br /&gt;
| What the creature smells like. If no odor string is defined, the creature name (not the caste name) is used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OPPOSED_TO_LIFE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Is hostile to all creatures except undead and other non-living ones.  Used for [[Undead]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ORIENTATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  MALE/FEMALE:disinterested chance:lover-possible chance:commitment-possible chance&lt;br /&gt;
| Determines caste's likelihood of having sexual attraction to certain sexes.  Values default to 75:20:5 for the same sex and 5:20:75 for the opposite sex. The values themselves are simply ratios and do not need to add up to any particular value.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PACK_ANIMAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants without wagons. Also prevents creature from dropping hauled items on its own -- do not use for player-controllable creatures!&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PARALYZEIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PATTERNFLIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Unknown. No creatures currently have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PEARL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In earlier versions, creature would generate pearls. Does nothing in the current version.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PENETRATEPOWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERSONALITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines the range and chance of personality traits. Standard is 0:50:100. See [[Personality trait]] for more info.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations that encounter it in worldgen will tame and domesticate it for their own use. Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PET_EXOTIC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed in Fortress mode. Prequisite for all other working animal roles. Civilizations cannot domesticate it in worldgen without certain exceptions. More difficult to tame?{{verify}} Adding this to civilization members will classify them as pets instead of citizens, with all the [[Fun|problems]] that entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal is. Actual cost in points in the embarking screen is 1+(PETVALUE/2) for an untrained animal, 1+PETVALUE for a war/hunting one. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PETVALUE_DIVISOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Divides the creature's PETVALUE by the specified number. Used for bees to prevent a single hive from being worth a fortune.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_CAP_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]]&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| Sets up a physical attribute's range of values (0-5000). All physical attribute ranges default to 200:700:900:1000:1100:1300:2000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PHYS_ATT_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[DF2012:Attribute|ATTRIBUTE]] Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Physical attribute gain/decay rates. Defaults for STRENGTH, AGILITY, TOUGHNESS, and ENDURANCE are 500:3:4:3, while RECUPERATION and DISEASE_RESISTANCE default to 500:NONE:NONE:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group. Presumably used immediately after SET_BP_GROUP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials. Used immediately after SELECT_MATERIAL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POP_RATIO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste; Lower is rarer. Not to be confused with FREQUENCY.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POPULATION_NUMBER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures are present in each world map tile of the appropriate region.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POWER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location (e.g. write books, lead armies, profane temples). Doesn't appear to do anything for creatures that are already civilized.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PREFSTRING}}&lt;br /&gt;
| Creature&lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Urist likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROFESSION_NAME}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*[[Unit type token]] (Profession)&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| The generic name for members of this profession, at the creature level. In order to give members of specific castes different names for professions, use CASTE_PROFESSION_NAME instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PRONE_TO_RAGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| Chance&lt;br /&gt;
| Creature has a percentage chance to flip out at visible non-friendly creatures. Enraged creatures attack anything regardless of timidity and get a strength bonus to their hits. This is what makes badgers so hardcore.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PUS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*matter state (LIQUID, GAS, SOLID) &lt;br /&gt;
| The creature has pus. Specifies the stuff secreted by infected wounds.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELSIZE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| singular:plural&lt;br /&gt;
| What creature's remains are called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_COLOR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| What color creature's remains are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_ON_VERMIN_BITE_DEATH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Goes with VERMIN_BITE and DIE_WHEN_VERMIN_BITE, the vermin creature will leave remains on death when biting.  Leaving this tag out will cause the creature to disappear entirely after it bites.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMAINS_UNDETERMINED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|REMOVE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETRACT_INTO_BP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY or BY_TOKEN&lt;br /&gt;
*TYPE, CATEGORY or TOKEN&lt;br /&gt;
| The creature will retract into a body part when threatened.  It will be unable to move or attack, but enemies will only be able to attack the specified body part.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RETURNS_VERMIN_KILLS_TO_OWNER}}&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
| Cat behavior. If it kills a vermin creature and has an owner, it carries the remains in its mouth and drops them at his feet. Requires HUNTS_VERMIN, obviously.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ROOT_AROUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Creature will occasionally root around in the grass, looking for insects.  Used for flavor in Adventure Mode, spawns vermin edible by this creature in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SAVAGE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature will only show up in &amp;quot;savage&amp;quot; biomes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SECRETION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
*trigger&lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body. Valid triggers are:&lt;br /&gt;
*CONTINUOUS&lt;br /&gt;
*EXTREME_EMOTION&lt;br /&gt;
*EXERTION&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_ADDITIONAL_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection. Used after SELECT_CASTE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*Material token&lt;br /&gt;
| Selects a locally defined material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SEMIMEGABEAST}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Essentially the same as MEGABEAST, but more of them are created during worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SENSE_CREATURE_CLASS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Creature class&lt;br /&gt;
* [[Tilesets|Tile]]&lt;br /&gt;
* [[Color|Color]]&lt;br /&gt;
| Allows creature to sense creatures with a certain creature class through walls, floors etc. Sense will be with tile and color specified.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_BP_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| Begins a selection of body parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHEARABLE_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* tissue modifier&lt;br /&gt;
* required value&lt;br /&gt;
| Tissue layer can be sheared for its component material. The specified modifier must be at least of the desired value for shearing to be possible (a llama's wool must have a LENGTH of 300 before it is shearable).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage&lt;br /&gt;
| The rate at which this creature learns this skill.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_LEARN_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| percentage&lt;br /&gt;
| The rate at which this creature learns all skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:percentage:value:value:value&lt;br /&gt;
| As SKILL_RATES for individual skills.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). The counter rates may also be replaced with NONE.&lt;br /&gt;
Default is [SKILL_RATES:100:8:16:16]. Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| [[skill_token]]:value:value:value&lt;br /&gt;
| The rate at which this skill decays. Lower values cause the skill to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SKILL_RUST_RATES}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value:value:value&lt;br /&gt;
| The rate at which all skills decay. Lower values cause the skills to decay faster.  Requires CAN_LEARN or INTELLIGENT to function.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SLOW_LEARNER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shorthand for [CAN_LEARN] + [SKILL_LEARN_RATES:50].{{verify}} Used for ogres and giants. Applicable to player races.  Prevents a player from recruiting nobility, even basic ones.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMALL_REMAINS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature leaves a &amp;quot;remains&amp;quot; instead of a corpse. Used for vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SMELL_TRIGGER}}&lt;br /&gt;
| Creature&lt;br /&gt;
| value&lt;br /&gt;
| Determines how keen a creature's sense of smell is. Lower is better.  At 10000, a creature cannot smell at all.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOLDIER_ALTTILE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| 'character' or tile number&lt;br /&gt;
| If this creature is active in its civilization's military, it will blink between its default tile and this one.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SOUND}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* Sound application (currently accepts ALERT or PEACEFUL_INTERMITTENT)&lt;br /&gt;
* Sound range (in tiles)&lt;br /&gt;
* Sound delay (lower values = sound is produced more often)&lt;br /&gt;
* VOCALIZATION or NONE (determines whether the sound requires breathing or not)&lt;br /&gt;
* First-person description&lt;br /&gt;
* Third-person description&lt;br /&gt;
* Description when out of sight&lt;br /&gt;
| Creature makes sounds periodically, which can be heard in Adventure mode.&lt;br /&gt;
* First-person reads &amp;quot;You '''bark'''&amp;quot;&lt;br /&gt;
* Third-person reads &amp;quot;The capybara '''barks'''&amp;quot;&lt;br /&gt;
* Out of sight reads &amp;quot;You hear '''a loud bark'''&amp;quot;&lt;br /&gt;
with the text in bold being the description arguments of the token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIFIC_FOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
* PLANT or CREATURE&lt;br /&gt;
* Plant/creature ID&lt;br /&gt;
| Creature can will only graze or eat the designated plant or creature parts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in data\speech.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_FEMALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing females of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPEECH_MALE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing males of this creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERSION_TARGET}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| This creature can be converted by a night creature with SPOUSE_CONVERTED.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPOUSE_CONVERTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| If the creature has the NIGHT_CREATURE_HUNTER tag, it will kidnap SPOUSE_CONVERSION_TARGETs and transform them into the caste of its species with the CONVERTED_SPOUSE tag during worldgen.  It may also start families this way.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANCE_CLIMBER}}&lt;br /&gt;
| Caste {{verify}}&lt;br /&gt;
|&lt;br /&gt;
| Caste does not require GRASP body parts to climb -- it can climb with STANCE parts instead.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STANDARD_GRAZER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Acts as GRAZER but set to 20000*G*(max size)^(-3/4), where G defaults to 100 but can be set in d_init, and the whole thing is trapped between 150 and 3 million. Used in all default creature RAWs for grazers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUPERNATURAL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Gives the creature knowledge of any secrets with SUPERNATURAL_LEARNING_POSSIBLE that match its spheres. Other effects are unknown.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_INNATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. However, Fortress mode AI never paths into water anyway, so it's less useful there. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SWIMS_LEARNED}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature doesn't know how to swim unless it has learned the skill. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TENDONS}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*healing rate &lt;br /&gt;
| The creature has tendons in its bones. Cutting the bone tissue severs them, disabling motor function if the target is a limb.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|THICKWEB}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TITAN}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Found on [[titan]]s. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_COLOR_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| COLOR:freq:COLOR:freq etc. &lt;br /&gt;
| Creates a list of color patterns, giving each a relative frequency. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_GENETIC_MODEL}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| The way the color modifier is passed on to offspring. May or may not work right now.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_IMPORTANCE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Presumably modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
HOWEVER using this appears to remove all mention of colour from creature descriptions. It does not appear in any default creatures.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| Names the tissue layer color modifier, and determines the noun. Also used by stonesense for colouring body parts. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TLCM_TIMING}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days&lt;br /&gt;
| determines the point in the creature's life where the color change begins&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRADE_CAPACITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Shortcut for [TRAINABLE_HUNTING] + [TRAINABLE_WAR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_HUNTING}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a hunting beast, increasing speed.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAINABLE_WAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as a war beast, increasing strength and endurance.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPAVOID}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. Probably every procedurally generated megabeast has this.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRIGGERABLE_GROUP}}&lt;br /&gt;
| Creature&lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TSU_NOUN}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| Noun for the TISSUE_STYLE_UNIT, used in the description of the tissue layer's style.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UBIQUITOUS}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| Creature will occur in every region with the correct biome.  Does not apply to evil/good tags.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERGROUND_DEPTH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 0 to 5.  0 is actually 'above ground' and can be used if the creature is to appear both above and below ground.  A single argument may be used instead of min and max.  Only magma creatures use 4 or 5 in the default raws.  [[Demon]]s use only 5:5; user-defined creatures with both this depth and [FLIER] will take part in the initial wave from the HFS alongside generated demons.  Without [FLIER], they will only spawn from the map edges.  Civilizations that can use underground plants or animals will only export (via the embark screen or caravans) things that available at depth 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDERSWIM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen. Seems to be a relic from the 2D era.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNIQUE_DEMON}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Typically found on generated [[demon]]s; causes the game to create a single named instance of the demon which will emerge from the underworld and take over civilizations during worldgen. Cannot be specified in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CASTE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new caste token&lt;br /&gt;
*old caste token&lt;br /&gt;
| Defines a new caste derived directly from a previous caste. The new caste inherits all properties of the old one. The effect of this tag is automatic if one has not yet defined any castes: &amp;quot;Any caste-level tag that occurs before castes are explicitly declared is saved up and placed on any caste that is declared later, unless the caste is explicitly derived from another caste.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material ID&lt;br /&gt;
*old material ID&lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified local creature material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MATERIAL_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Defines a new local creature material and populates it with all properties defined in the specified template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Defines a new local creature tissue and populates it with all properties defined in the local tissue specified in the second argument.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_TISSUE_TEMPLATE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UTTERANCES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into unintelligible 'kobold-speak', which creatures of other species will be unable to understand.  If a civilized creature has this and is not part of a SKULKING civ, it will tend to start wars with all nearby civilizations and will be unable to make peace treaties due to 'inability to communicate'.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VEGETATION}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature is made of swamp stuff. Used for [[grimeling]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_BITE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*chance of occurrence{{verify}}&lt;br /&gt;
*verb (bitten, stung, etc.)&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_EATER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
| The vermin creature will attempt to eat exposed food. See PENETRATEPOWER. Distinct from VERMIN_ROTTER.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_FISH}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin appears in water and will attempt to swim around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_GROUNDER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature appears in &amp;quot;general&amp;quot; surface ground locations. Note that this doesn't stop the creature from flying if it can (most vermin birds have this tag).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_HATEABLE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_MICRO}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it (e.g. swarm of flies, swarm of ants).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOFISH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOROAM}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_NOTRAP}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught in baited animal traps; however, a &amp;quot;catch live land animal&amp;quot; task may still be able to capture one if a dwarf finds one roaming around.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_ROTTER}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Attracted to rotting stuff left in the open. Speeds up decay?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMIN_SOIL_COLONY}}&lt;br /&gt;
| Creature&lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VERMINHUNTER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Old shorthand for &amp;quot;does cat stuff&amp;quot;. Contains [AT_PEACE_WITH_WILDLIFE] + [RETURNS_VERMIN_KILLS_TO_OWNER] + [HUNTS_VERMIN] + [ADOPTS_OWNER].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VESPERTINE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VIEWRANGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VISION_ARC}}&lt;br /&gt;
| Caste {{Verify}}&lt;br /&gt;
| &lt;br /&gt;
*binocular vision arc&lt;br /&gt;
*non-binocular vision arc&lt;br /&gt;
| The width of the creature's vision arcs. The first number is binocular vision, the second is non-binocular vision.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div align=&amp;quot;center&amp;quot;&amp;gt;&lt;br /&gt;
{{alphabetical TOC}}&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WAGON_PULLER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. If a civilization doesn't have access to any, it is restricted to trading with pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBBER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the creature to create webs, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEBIMMUNE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in thick webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Attack Tokens==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_SKILL}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*[[Skill token]]&lt;br /&gt;
| Defines the skill used by the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VERB}}&lt;br /&gt;
| Caste&lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| Descriptive text for the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_CONTACT_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The contact area of the attack, measured in % of the body part's volume. Note that all attack percentages can be more than 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PENETRATION_PERC}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| The penetration value of the attack, measured in % of the body part's volume. Requires ATTACK_FLAG_EDGE. Maximum value: 15000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PRIORITY}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| Usage frequency. MAIN attacks are 100 times more frequently chosen than SECOND. Opportunity attacks ignore this preference.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_VELOCITY_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| number&lt;br /&gt;
| The velocity multiplier of the attack, multiplied by 1000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_CANLATCH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| Attacks that damage tissue have the chance to latch on in a wrestling hold. The grabbing bodypart can then use the &amp;quot;shake around&amp;quot; wrestling move, causing severe, armor-bypassing tensile damage according to the attacker's body volume.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_WITH}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| In adventure mode, displays the name of the body part used by an attack when announcing the attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_EDGE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|  &lt;br /&gt;
| The attack is edged, with all the effects on physical resistance and contact area that it entails.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_PREPARE_AND_RECOVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* Preparation time&lt;br /&gt;
* Recovery time&lt;br /&gt;
| Determines the length of time to prepare this attack and until one can perform this attack again.  Values appear to be calculated in adventure mode ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_BAD_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack cannot be performed effectively.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ATTACK_FLAG_INDEPENDENT_MULTIATTACK}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
| Multiple strikes with this attack can be performed with no penalty.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INJECT_EXTRACT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
* [[material token]]&lt;br /&gt;
*state (SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_INTERACTION}}&lt;br /&gt;
| Caste&lt;br /&gt;
| interaction&lt;br /&gt;
| When this attack lands successfully, an interaction with I_SOURCE:ATTACK will take effect on the target creature.  The attack must break the target creature's skin in order to work.  This will take effect in worldgen as well.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPECIALATTACK_SUCK_BLOOD}}&lt;br /&gt;
| Caste&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomized between the min and max value. Beware that this '''will''' trigger any ingestion syndromes attached to the target creature's blood - for example, using this attack on a vampire will turn you into one too.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Important Related Tokens==&lt;br /&gt;
These next groups of tokens include several tokens that are not technically classified as creature tokens in string dump, but bear mentioning in this as they are used frequently in creature raws. (Some regular creature tokens may also be reprinted for the sake of ease of navigation)&lt;br /&gt;
&lt;br /&gt;
===Tissue Modification===&lt;br /&gt;
This next group of tokens deals setting and modifying properties of previously defined tissues. (See also [[Tissue definition token]])&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Type&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;50%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PLUS_TL_GROUP}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE}}&lt;br /&gt;
| Creature&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
[SELECT_TISSUE_LAYER:SKIN:BY_TYPE:UPPERBODY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SET_LAYER_TISSUE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Sets a tissue layer to be made of a different tissue.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_OVER}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Presumably a counterpart to TISSUE_LAYER_UNDER (see below).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_UNDER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
| Adds the tissue layer under a given part.&lt;br /&gt;
For example an Iron Man has a gaseous poison within and this tissue (GAS is its name) has the token [TISSUE_LEAKS] and its state is GAS so when you puncture the iron outside and damage this tissue it leaks gas (can have a syndrome by using a previous one in the creature sample.) [TISSUE_LAYER_UNDER:BY_CATEGORY:ALL:{tissue}] {tissue} is what will be under the TISSUE_LAYER here is an example Tissue from Iron Man:&amp;lt;br&amp;gt; &lt;br /&gt;
[TISSUE:GAS]  [TISSUE_NAME:gas:NP] [TISSUE_MATERIAL:LOCAL_CREATURE_MAT:GAS] [TISSUE_MAT_STATE:GAS] [RELATIVE_THICKNESS:50] [TISSUE_LEAKS] [TISSUE_SHAPE:LAYER] &lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_LAYER_APPEARANCE_MODIFIER}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE_UNIT}}&lt;br /&gt;
| Caste&lt;br /&gt;
| &lt;br /&gt;
*tissue style unit ID&lt;br /&gt;
*shaping&lt;br /&gt;
| sets tissue layer to be the target of TISSUE_STYLE token specified for an entity, works only on entity members. Mostly used with tissues HAIR, BEARD, MOUSTACHE, SIDEBURNS.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_CONNECTS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably gives the CONNECTS attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_HEALING_RATE}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Presumably changes the HEALING_RATE of the selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_MAJOR_ARTERIES}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Gives the &amp;quot;major arteries&amp;quot; attribute to selected layers. Used to add massive bleeding properties to the throat, made from skin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_PAIN_RECEPTORS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new number of pain receptors for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_RELATIVE_THICKNESS}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new relative thickness for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TL_VASCULAR}}&lt;br /&gt;
| Caste&lt;br /&gt;
|&lt;br /&gt;
| Seems to set new a VASCULAR value (which modulates bleeding) for selected tissue layers.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Body detail plan token]]&lt;br /&gt;
*[[Body token]]&lt;br /&gt;
*[[Material definition token]]&lt;br /&gt;
*[[Syndrome]]&lt;br /&gt;
*[[Tissue definition token]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=220006</id>
		<title>Vault</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Vault&amp;diff=220006"/>
		<updated>2015-07-26T20:58:43Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}{{Quality|Superior|13:25, 26 August 2014 (UTC)}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
A '''vault''' is a site that constitutes the ultimate challenge for any adventurer. Vaults are created by [[Demon|demons]] during world generation as part of the process of escaping into the world. After constructing the vault and a [[slab]], demons enlist the help of a deity with a relevent sphere, and the deity performs a ritual at the vault to bring the demon physically into the world (for example, a god associated with Fortresses may release a demon associated with Fortresses). The slab used in the ritual is then stored in the vault and various guardian angels make it their duty to defend the vault, and the slab, against adventurers.&lt;br /&gt;
&lt;br /&gt;
After the demon has been brought into the world, it returns to the [[underworld spire]] from which it originally emerged. When history begins, goblin civilizations build a dark fortress around the spire and make it their capital, with the demon their leader. It is not known for certain whether there are always the same number of goblin civilizations as escaped demons, but it seems to be the case.&lt;br /&gt;
&lt;br /&gt;
Vaults are large cylindrical structures constructed from [[Slade]], descending many Z-levels into the ground and filled with a mostly linear chain of rooms (similar to those found in Sewers and Tombs) occupied by the angelic guardians. Along the way can be found several [[lever]]s linked to vertical [[bars]] which must be raised in order to progress further. At the bottom of the vault is a giant slab inscribed with the demon's true name, and this knowledge allows you to track it down and either banish it or compel it to serve you (join you as a companion.&lt;br /&gt;
&lt;br /&gt;
There are 3 types of [[angel]]s you will meet in vaults: soldiers (large humanoids with weapons and armor made of [[Divine metal|divine materials]] and Talented-level combat skills), assistants (large creatures with random features and low combat skills), and giant beasts (sized similarly to [[forgotten beast]]s and having Grand Master combat skills).&lt;br /&gt;
&lt;br /&gt;
This will be a challenge for even the best equipped and skilled adventurer. It is recommended that you have mastery of at least one fighting skill and a breadth of capability in others. You will need to rely on at one, and can acquire a weapon that will make the fight easier. Axe, sword and whip are most common; any others may appear less frequently.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
&lt;br /&gt;
The full vault is occasionally inaccessible and the slab may not load.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|HFS}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=220005</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=220005"/>
		<updated>2015-07-26T20:35:35Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:04, 19 July 2013 (UTC)}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
&lt;br /&gt;
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. 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 adventure in many different ways.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly. [[Undead]] creatures are always hostile to living things.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The average size of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. More or less equals the creature's weight in grams. These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredible skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
&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;
&lt;br /&gt;
'''Biome:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main Races====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
WORK IN PROGRESS PLEASE DON'T DELETE!!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dwarf]]|symbol=☺|color=3:0:0|hostile=No|food=No|size=60,000|value=Not tameable|biome=[[Mountain halls]], [[dwarf fortress]]es, [[hillock]]s|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elf]]|symbol=e|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=[[Forest retreat]]s|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goblin]]|symbol=g|color=7:0:0|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=Trading race, Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Human]]|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=[[Town]]s and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kobold]]|symbol=k|color=6:0:0|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|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.&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 civ.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Animal people]]====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amphibian man]]|symbol=a|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Antman]]|symbol=a|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat man]]|symbol=b|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave fish man]]|symbol=f|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave swallow man]]|symbol=s|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Olm man]]|symbol=o|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reptile man]]|symbol=r|color=2:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rodent man]]|symbol=r|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Serpent man]]|symbol=s|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|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 a animalman civilization treats you as hostile or not seems random. {{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Domestic Animals====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alpaca]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cat]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chicken]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cow]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dog]]|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Donkey]]|symbol=D|color=6:0:0|food=Yes|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goat]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Guineafowl]]|symbol=g|color=0:0:1|food=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horse]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Llama]]|symbol=L|color=7:0:1|food=Yes|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mule]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pig]]|symbol=p|color=5:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rabbit]]|symbol=r|color=6:0:0|food=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sheep]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wagon]]|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|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;
===Special===&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Bronze colossus]]|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dragon]]|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hydra]]|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Roc]]|symbol=R|color=7:0:1|food=Yes|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cyclops]]|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ettin]]|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant]]|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Minotaur]]|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Centaur]]|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimera]]|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Griffon]]|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Adder]]|symbol=a|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Adder man]]|symbol=a|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda man]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=35,050|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger man]]|symbol=b|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Bark scorpion man]]|symbol=s|color=6:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Barn owl]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Barn owl man]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bilou]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bear]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=2,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba man]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=36,250|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-crested gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-handed gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blizzard man]]|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bobcat]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Bobcat man]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Bonobo]]|symbol=b|color=0:0:1|food=Yes|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown recluse spider man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=4,250|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=37,125|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushtit man]]|symbol=b|color=6:0:0|food=No|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin]]|symbol=c|color=7:0:1|food=Yes|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin man]]|symbol=c|color=7:0:1|food=Yes|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary man]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimpanzee]]|symbol=c|color=0:0:1|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla man]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cockatiel man]]|symbol=c|color=7:0:1|food=No|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=300|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=35,150|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coyote]]|symbol=c|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Coyote man]]|symbol=c|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Crow man]]|symbol=c|color=0:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Dark gnome]]|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Deer]]|symbol=d|color=6:0:0|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise]]|symbol=t|color=6:0:0|food=Yes|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise man]]|symbol=t|color=6:0:0|food=Yes|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo]]|symbol=d|color=6:0:1|food=Yes|hostile=Yes|size=20,000|value=50|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo man]]|symbol=d|color=6:0:1|food=Yes|hostile=Yes|size=45,000|value=50|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Eagle]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Eagle man]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Echidna]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Echidna man]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Elephant]]|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu man]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flying squirrel man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Foul blendec]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox]]|symbol=f|color=4:0:0|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gazelle]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aardvark]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant adder]]|symbol=A|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant anaconda]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant armadillo]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aye-aye]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant badger]]|symbol=B|color=7:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bark scorpion]]|symbol=S|color=6:0:1|food=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant barn owl]]|symbol=B|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant black mamba]]|symbol=S|color=0:0:1|food=Yes|hostile=No|size=117,550|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bobcat]]|symbol=B|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant brown recluse spider]]|symbol=S|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushmaster]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushtit]]|symbol=B|color=6:0:0|food=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capuchin]]|symbol=C|color=7:0:1|food=Yes|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cassowary]]|symbol=C|color=0:0:1|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=560,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant chinchilla]]|symbol=C|color=7:0:0|food=Yes|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coati]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cockatiel]]|symbol=C|color=7:0:1|food=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant copperhead snake]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=122,100|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coyote]]|symbol=C|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant crow]]|symbol=C|color=0:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant desert scorpion]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant desert tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant dingo]]|symbol=D|color=6:0:1|food=Yes|hostile=Yes|size=341,800|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant eagle]]|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Savage mountains|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant echidna]]|symbol=E|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant emu]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant flying squirrel]]|symbol=S|color=6:0:0|food=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gila monster]]|symbol=G|color=4:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grasshopper]]|symbol=G|color=2:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gray langur]]|symbol=L|color=7:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant great horned owl]]|symbol=O|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant grey parrot]]|symbol=P|color=7:0:0|food=Yes|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hamster]]|symbol=H|color=7:0:0|food=No|hostile=No|size=201,049|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hare]]|symbol=H|color=6:0:0|food=Yes|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hedgehog]]|symbol=H|color=6:0:0|food=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hornbill]]|symbol=H|color=0:0:1|food=Yes|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hyena]]|symbol=H|color=6:0:0|food=Yes|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ibex]]|symbol=I|color=6:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant impala]]|symbol=I|color=6:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jackal]]|symbol=J|color=6:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=750,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jumping spider]]|symbol=J|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kakapo]]|symbol=K|color=2:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kangaroo]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kea]]|symbol=K|color=2:0:0|food=Yes|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kestrel]]|symbol=K|color=4:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant king cobra]]|symbol=K|color=0:0:1|food=Yes|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kingsnake]]|symbol=K|color=7:0:1|food=Yes|hostile=No|size=105,255|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kiwi]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant koala]]|symbol=K|color=7:0:0|food=Yes|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=560,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard gecko]]|symbol=G|color=6:0:1|food=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=1,700,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion tamarin]]|symbol=L|color=6:0:1|food=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lorikeet]]|symbol=L|color=4:0:1|food=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant louse]]|symbol=L|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lynx]]|symbol=L|color=6:0:0|food=Yes|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant magpie]]|symbol=M|color=0:0:1|food=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mantis]]|symbol=M|color=2:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant masked lovebird]]|symbol=L|color=2:0:1|food=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mongoose]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant monitor lizard]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moth]]|symbol=M|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ocelot]]|symbol=O|color=6:0:1|food=Yes|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant opossum]]|symbol=O|color=7:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant ostrich]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pangolin]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant parakeet]]|symbol=P|color=2:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant peach-faced lovebird]]|symbol=L|color=2:0:1|food=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant peregrine falcon]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=207,702|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;
{{CreatureCurrent table row|name=[[Giant porcupine]]|symbol=P|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant python]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rattlesnake]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=124,635|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant raven]]|symbol=R|color=0:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant red panda]]|symbol=P|color=4:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant skunk]]|symbol=S|color=0:0:1|food=Yes|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth bear]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant slug]]|symbol=S|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snail]]|symbol=S|color=7:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snowy owl]]|symbol=O|color=7:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=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;
{{CreatureCurrent table row|name=[[Giant spider monkey]]|symbol=M|color=0:0:1|food=Yes|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant stoat]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tapir]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant thrips]]|symbol=T|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tick]]|symbol=T|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=1,900,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=238,645|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise man]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant weasel]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant white stork]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wild boar]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wolverine]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wombat]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wren]]|symbol=W|color=6:0:0|food=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;
{{CreatureCurrent table row|name=[[Gigantic panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=1,160,900|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster]]|symbol=g|color=4:0:1|food=Yes|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster man]]|symbol=g|color=4:0:1|food=Yes|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giraffe]]|symbol=G|color=6:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorilla]]|symbol=G|color=0:0:1|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grasshopper man]]|symbol=g|color=2:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray gibbon]]|symbol=g|color=0:0:1|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur]]|symbol=l|color=7:0:0|food=Yes|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur man]]|symbol=l|color=7:0:0|food=Yes|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great horned owl]]|symbol=o|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Great horned owl man]]|symbol=o|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Grey parrot]]|symbol=p|color=7:0:0|food=Yes|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grey parrot man]]|symbol=p|color=7:0:0|food=Yes|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grizzly bear]]|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hamster man]]|symbol=h|color=7:0:0|food=No|hostile=No|size=35,075|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare]]|symbol=h|color=6:0:0|food=Yes|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare man]]|symbol=h|color=6:0:0|food=Yes|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hedgehog man]]|symbol=h|color=6:0:0|food=No|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hoary marmot]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=Doesn't give a sh*t}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill]]|symbol=h|color=0:0:1|food=Yes|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill man]]|symbol=h|color=0:0:1|food=Yes|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena]]|symbol=h|color=6:0:0|food=Yes|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena man]]|symbol=h|color=6:0:0|food=Yes|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex man]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ice wolf]]|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Evil}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala man]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal]]|symbol=j|color=6:0:0|food=Yes|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal man]]|symbol=j|color=6:0:0|food=Yes|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jumping spider man]]|symbol=j|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo man]]|symbol=k|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Kangaroo]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kangaroo man]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea man]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kestrel]]|symbol=k|color=4:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Kestrel man]]|symbol=k|color=4:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[King cobra]]|symbol=k|color=0:0:1|food=Yes|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[King cobra man]]|symbol=k|color=0:0:1|food=Yes|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake]]|symbol=k|color=7:0:1|food=Yes|hostile=No|size=750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake man]]|symbol=k|color=7:0:1|food=Yes|hostile=No|size=35,375|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi]]|symbol=k|color=6:0:0|food=Yes|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi man]]|symbol=k|color=6:0:0|food=Yes|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala]]|symbol=k|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala man]]|symbol=k|color=7:0:0|food=Yes|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard gecko man]]|symbol=g|color=6:0:1|food=No|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion tamarin man]]|symbol=l|color=6:0:1|food=No|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lorikeet man]]|symbol=l|color=4:0:1|food=No|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Louse man]]|symbol=l|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx]]|symbol=l|color=6:0:0|food=Yes|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx man]]|symbol=l|color=6:0:0|food=Yes|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magpie man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mandrill]]|symbol=m|color=1:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mantis man]]|symbol=m|color=2:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Masked lovebird man]]|symbol=l|color=2:0:1|food=No|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose man]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard man]]|symbol=M|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose man]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moth man]]|symbol=m|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain gnome]]|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain goat]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Muskox]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nightwing]]|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot]]|symbol=o|color=6:0:1|food=Yes|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot man]]|symbol=o|color=6:0:1|food=Yes|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum man]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orangutan]]|symbol=O|color=6:0:0|food=Yes|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Ostrich]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ostrich man]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda man]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Parakeet man]]|symbol=p|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Peach-faced lovebird man]]|symbol=l|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Peregrine falcon]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=1,100|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;
{{CreatureCurrent table row|name=[[Peregrine falcon man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=35,550|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;
{{CreatureCurrent table row|name=[[Pileated gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Polar bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Porcupine]]|symbol=p|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Porcupine man]]|symbol=p|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Python]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Python man]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raccoon]]|symbol=r|color=7:0:0|food=Yes|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=3,500|value=20|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake man]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=36,750|value=20|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raven]]|symbol=r|color=0:0:1|food=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;
{{CreatureCurrent table row|name=[[Raven man]]|symbol=r|color=0:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Red panda]]|symbol=p|color=4:0:0|food=Yes|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red panda man]]|symbol=p|color=4:0:0|food=Yes|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sasquatch]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Satyr]]|symbol=s|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Siamang]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Silvery gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk man]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear man]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth man]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slug man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snail man]]|symbol=s|color=7:0:0|food=No|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl man]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sparrow man]]|symbol=s|color=6:0:0|food=No|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;
{{CreatureCurrent table row|name=[[Spider monkey]]|symbol=m|color=0:0:1|food=Yes|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spider monkey man]]|symbol=m|color=0:0:1|food=Yes|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Strangler]]|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir man]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thrips man]]|symbol=t|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tick man]]|symbol=t|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerman]]|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Vulture]]|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Warthog]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=200|value=10|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=36,500|value=25|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-browed gibbon]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-handed gibbon]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar man]]|symbol=B|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=47,500|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wren man]]|symbol=w|color=6:0:0|food=No|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;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and 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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amethyst man]]|symbol=M|color=5:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave ogre]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blood man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bugbat]]|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave blob]]|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave crocodile]]|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave dragon]]|symbol=D|color=7:0:1|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave floater]]|symbol=f|color=6:0:1|hostile=No|food=No|size=40,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Creeping eye]]|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crundle]]|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Draltha]]|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Drunian]]|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire imp]]|symbol=i|color=6:0:1|food=Yes|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flesh ball]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=70,000|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Floating guts]]|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gabbro man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bat]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave spider]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave swallow]]|symbol=C|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant earthworm]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mole]]|symbol=m|color=6:0:0|food=Yes|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant olm]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rat]]|symbol=R|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant toad]]|symbol=T|color=2:0:0|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green devourer]]|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Helmet snake]]|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hungry head]]|symbol=h|color=0:0:1|food=Yes|hostile=Yes|size=5,000|value=50|biome=Caverns|note=Flying}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Iron man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jabberer]]|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Large rat]]|symbol=r|color=0:0:1|food=Yes|hostile=No|size=25,000|value=250|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma crab]]|symbol=C|color=0:0:1|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manera]]|symbol=m|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Evil caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mud man]]|symbol=M|color=6:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Naked mole dog]]|symbol=n|color=4:0:1|food=Yes|hostile=No|size=60,000|value=350|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Plump helmet man]]|symbol=m|color=5:0:0|food=No|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond grabber]]|symbol=p|color=1:0:1|food=Yes|hostile=Yes|size=30,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reacher]]|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rutherer]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troglodyte]]|symbol=t|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troll]]|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Voracious cave crawler]]|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross man]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator snapping turtle]]|symbol=T|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Angelshark]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Axolotl man]]|symbol=a|color=5:0:0|food=No|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Basking shark]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver man]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blacktip reef shark]]|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bull shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Carp]]|symbol=α|color=3:0:0|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note= !!dangerous!!}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cod]]|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coelacanth]]|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common skate]]|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common snapping turtle]]|symbol=t|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Conger eel]]|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab]]|symbol=c|color=4:0:1|food=Yes|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab man]]|symbol=c|color=4:0:1|food=Yes|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cuttlefish man]]|symbol=c|color=6:0:0|food=No|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Damselfly man]]|symbol=d|color=3:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal man]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emperor penguin]]|symbol=p|color=7:0:1|food=Yes|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant albatross]]|symbol=A|color=7:0:1|food=Yes|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant axolotl]]|symbol=A|color=5:0:0|food=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant beaver]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant crab]]|symbol=C|color=4:0:1|food=Yes|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cuttlefish]]|symbol=C|color=6:0:0|food=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant damselfly]]|symbol=D|color=3:0:1|food=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant elephant seal]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant grouper]]|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant harp seal]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant horseshoe crab]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leech]]|symbol=L|color=0:0:1|food=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard seal]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant loon]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mink]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moon snail]]|symbol=S|color=4:0:1|food=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant narwhal]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant nautilus]]|symbol=N|color=4:0:1|food=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant octopus]]|symbol=O|color=7:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant orca]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant otter]]|symbol=O|color=6:0:0|food=Yes|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant penguin]]|symbol=P|color=0:0:1|food=Yes|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant platypus]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pond turtle]]|symbol=T|color=2:0:0|food=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant puffin]]|symbol=P|color=0:0:1|food=Yes|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snapping turtle]]|symbol=T|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant sperm whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=100,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sponge]]|symbol=S|color=4:0:1|food=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic squid]]|symbol=S|color=7:0:1|food=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great barracuda]]|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great white shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Halibut]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hammerhead shark]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal man]]|symbol=h|color=7:0:0|food=Yes|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hippo]]|symbol=H|color=7:0:0|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leech man]]|symbol=l|color=0:0:1|food=No|hostile=No|size=35,050|value=10|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal man]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Little penguin]]|symbol=p|color=1:0:1|food=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longnose gar]]|symbol=g|color=6:0:0|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon]]|symbol=l|color=0:0:1|food=Yes|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon man]]|symbol=l|color=0:0:1|food=Yes|hostile=No|size=38,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manta ray]]|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Marlin]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink]]|symbol=m|color=6:0:0|food=Yes|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink man]]|symbol=m|color=6:0:0|food=Yes|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moon snail man]]|symbol=s|color=4:0:1|food=No|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal man]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nautilus man]]|symbol=n|color=4:0:1|food=No|hostile=No|size=35,250|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nurse shark]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocean sunfish]]|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=20|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus man]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=35,010|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opah]]|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=2,500,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca man]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=1,285,000|value=750|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Otter man]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=40,000|value=25|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin]]|symbol=p|color=0:0:1|food=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin man]]|symbol=p|color=7:0:1|food=Yes|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pike (fish)|Pike]]|symbol=α|color=2:0:0|food=Yes|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus]]|symbol=p|color=6:0:0|food=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond turtle man]]|symbol=t|color=2:0:0|food=No|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin]]|symbol=p|color=0:0:1|food=Yes|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin man]]|symbol=p|color=0:0:1|food=Yes|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[River otter]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea otter]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shortfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snapping turtle man]]|symbol=t|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Sperm whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sperm whale man]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=6,285,000|value=1000|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spiny dogfish]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge]]|symbol=s|color=4:0:1|food=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge man]]|symbol=s|color=4:0:1|food=No|hostile=No|size=60,000|value=10|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted wobbegong]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Squid man]]|symbol=s|color=7:0:1|food=No|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swordfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger shark]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerfish]]|symbol=α|color=3:0:1|food=Yes|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Walrus]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale shark]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whitetip reef shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Randomly Generated Creatures==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{minorspoiler}}&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;
&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Forgotten beast]]|symbol=Any|color=7:0:1|food=N/A|hostile=Yes|size=10,000,000|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Titan]]|symbol=Any|color=7:0:1|food=N/A|hostile=N/A|size=10,000,000|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Night troll]]|symbol=Ñ|color=2:0:1|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bogeyman]]|symbol=ñ|color=0:0:1|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werebeast]]|symbol=Ñ|color=6:0:0|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden Fun Stuff===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Demon]]|symbol=&amp;amp;|color=7:0:1|food=No|hostile=Yes|size=10,000,000|value=Not tameable|biome=[[Hell]]|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Angel]]|symbol=Ä|color=7:0:1|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&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;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Herbalist&amp;diff=212607</id>
		<title>Herbalist</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Herbalist&amp;diff=212607"/>
		<updated>2014-12-02T23:39:53Z</updated>

		<summary type="html">&lt;p&gt;Samanato: added fruit gathering info&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|18:40, 26 July 2014 (UTC)}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = 6:0&lt;br /&gt;
| skill      = Herbalist&lt;br /&gt;
| profession = [[Farmer]]&lt;br /&gt;
| job name   = [[Plant gathering]]&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Gather plants&lt;br /&gt;
* Extract Plant Essence&lt;br /&gt;
| workshop   = &lt;br /&gt;
* [[Still]]&lt;br /&gt;
| attributes =&lt;br /&gt;
* Agility&lt;br /&gt;
* Memory&lt;br /&gt;
* Kinesthetic Sense&lt;br /&gt;
}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
The '''herbalist''' skill is used by dwarves with the '''plant gathering''' [[labor]] to gather [[plant]]s and plant growths.  It is also used to gather fruits and nuts from certain [[tree]]s.&lt;br /&gt;
&lt;br /&gt;
== Gathering plants ==&lt;br /&gt;
&lt;br /&gt;
Shrubs and their growths can be gathered by designating them by {{key|d}}=&amp;gt;{{key|p}}.  If successful, a herbalist will get a stack of 1 to 5 plants.  Shrubs that have useful growths will always yield one of that growth upon gathering.&lt;br /&gt;
&lt;br /&gt;
Herbalists can also gather plants by designating a gathering zone by {{key|i}}=&amp;gt;{{key|g}}.  In this case, they will gather from shrubs, trees and the ground where fruit has fallen, using a [[stepladder]] to reach the tree branches whenever needed.  Gathering zones can be configured to enable or disable all of these.  Trees yield a substantially larger number of growths than shrubs - as many as a stack of 15 in some cases.  &lt;br /&gt;
&lt;br /&gt;
Most fruiting plants will bear fruit only in mid to late summer.  Ripening is not yet a feature, so fruits can be used for brewing and eating at any time when they can be gathered.&lt;br /&gt;
&lt;br /&gt;
== Food production ==&lt;br /&gt;
Herbalists are often used to help with food production in an early fortress as they do not require farm plots or other setup.  While plant gathering is less efficient than [[farming]], it provides a relatively immediate payoff in comparison, especially in a region where fruit trees grow.  Plant gathering is also an excellent way to acquire above ground plants in order to bootstrap above ground farming (the only alternative is to wait for a human or elven caravan and hope they brought seeds).&lt;br /&gt;
&lt;br /&gt;
Above ground, this skill works best in areas with thick vegetation like [[forest]]s, where an abundance of fruit-bearing trees and shrubs grow.  It is less useful in sparsely vegetated biomes like [[Desert|deserts or badlands]], and is completely useless in [[mountain]] and polar biomes which do not have shrubs or trees. Underground, plant gathering can be a high risk activity in the caverns, and production can be easily outstripped by farms.  However, once a non-dry cavern has been opened, underground shrubs will begin to appear on ''all'' underground soil or muddy tiles.  Herbalists can continue to gather from these to supplement your farming production, at no risk.&lt;br /&gt;
&lt;br /&gt;
The number of plants in a stack a herbalist gathers depends on his skill the same as with quality levels in earlier versions - for every 'bump' in quality, there is one more plant, starting with 0-1 and capped at 5.&lt;br /&gt;
&lt;br /&gt;
When a herbalist picks some plants, he will carry them to the food stockpile himself, even if his food hauling labor is disabled.  Herbalists can carry more than one type of item if gathering from a plant that yields multiple usable growths.  When gathering from trees, a herbalist will let the item drop to the ground, to be carried to a stockpile by haulers.&lt;br /&gt;
&lt;br /&gt;
== Gathering seeds ==&lt;br /&gt;
Plants gathered by herbalists can be eaten or processed to provide [[seed|seeds]] which can then be [[crop|planted]] in farms. For this reason, it is popular (if not necessary) to gather above ground plants early in a fort's existence if one wants to grow above ground crops.&lt;br /&gt;
&lt;br /&gt;
==Speed of training==&lt;br /&gt;
Dwarves gain [[experience]] in plant gathering every time they pick over a shrub whether they are successful at harvesting anything or not. Training a completely unskilled dwarf to legendary status in this skill requires the harvesting of 600 plants, and can be done in less than a couple of years. A legendary herbalist not suffering from any [[Skill#Skill_penalties|skill penalties]] will never fail to harvest a stack of four or five [[crop|plant]]s.&lt;br /&gt;
&lt;br /&gt;
{{skills}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=211935</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=211935"/>
		<updated>2014-10-30T21:12:35Z</updated>

		<summary type="html">&lt;p&gt;Samanato: new infos about growth harvesting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.  &lt;br /&gt;
&lt;br /&gt;
Edible or otherwise usable growths should have [STOCKPILE_PLANT_GROWTH] in their [[material definition token|material definitions]] for proper stockpiling.  This also lets them be collected from plant gathering and farming jobs, unless the growth is linked to the plant itself through a [[reaction]], as in [[quarry bush]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground, which [[herbalist]]s can collect.&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop collectable items from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Influences the rate of growth of the trunk's height.  Lower is faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS / LIGHT_BRANCH_RADIUS &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME / DIRECTED_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type.  Defaults to 198 (╞).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material.  Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=210411</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=210411"/>
		<updated>2014-08-29T22:25:26Z</updated>

		<summary type="html">&lt;p&gt;Samanato: spelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Influences the rate of growth of the trunk's height.  Lower is faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS / LIGHT_BRANCH_RADIUS &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME / DIRECTED_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type.  Defaults to 198 (╞).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material.  Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=210362</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=210362"/>
		<updated>2014-08-29T01:46:20Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Unnamed, Primitive Civilizations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Fine|14:19, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is a nation, with settlements and a capital city.&lt;br /&gt;
When you start a new fortress, there are typically two or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations can have different items available when you [[embark]]. You will be forced to [[modding|mod]] if you wish to play as any other race.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
===Mountain Civilization (The [[dwarf|dwarves]])===&lt;br /&gt;
&lt;br /&gt;
Mountain civilizations build fortresses on the edge of [[mountain]] ranges, smaller [[hillock]] villages in the hill-lands nearby, and great [[mountain halls]] deep inside the mountain.&lt;br /&gt;
Their settlements are represented by {{Tile|Ω|#aaa|#000}} and {{Tile|Ω|#555|#000}} on the world map. Mountain civilizations can be connected by either roads or tunnels during World Generation.&lt;br /&gt;
&lt;br /&gt;
=== Plains Civilization (The [[human|humans]])===&lt;br /&gt;
&lt;br /&gt;
Plains civilizations build wooden [[town]]s and farming [[hamlet]]s in the lowlands.&lt;br /&gt;
Their towns are represented by {{Tile|+|#aaa|#000}}, {{Tile|#|#aaa|#000}}, {{Tile|*|#aaa|#000}}, or {{Tile|☼|#fff|#000}}, depending on size, on the world map. Hamlets are represented by {{Tile|Æ|#770|#000}} tiles.  During World Generation, wooded [[biome]]s near towns are often converted into grassy [[biome]]s, presumably due to the human's logging industry. Towns can be connected by roads during World Generation. Roads will also be built between towns and conquered sites located in mountains or forests.&lt;br /&gt;
&lt;br /&gt;
=== Forest Civilization (The [[elf|elves]])===&lt;br /&gt;
&lt;br /&gt;
Forest civilizations build [[forest retreat]]s, large outdoor structures of trees planted in rows, in the middle of heavily forested areas.&lt;br /&gt;
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map. &lt;br /&gt;
&lt;br /&gt;
=== Evil Civilization (The [[goblin|goblins]])===&lt;br /&gt;
&lt;br /&gt;
Evil civilizations build huge overworld [[dark fortress]]es and smaller [[dark pit]]s.  They are represented by {{Tile|П|#f0f|#000}} and {{Tile|º|#707|#000}}, respectively.  Dark towers are often populated by a mix of races since goblins are keen on &amp;lt;s&amp;gt;kidnapping&amp;lt;/s&amp;gt; rescuing children from other civilizations.  These evil settlements can be connected via tunnels during World Generation.  &lt;br /&gt;
&lt;br /&gt;
=== Skulking Civilization (The [[kobold]]s)===&lt;br /&gt;
&lt;br /&gt;
Skulking civilizations populate [[cave]]s and steal items from nearby civilizations.  Cave residents do not show as neighbours on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
=== Underground Civilizations===&lt;br /&gt;
&lt;br /&gt;
Sometimes unnamed tribes appear on the civilization screen, which are peopled by various other {{catlink|Humanoids|humanoids}} resembling animals. Unlike the other civilizations listed, these unnamed civilizations spawn underground, forming small camps. The creatures that form these civilizations include:&lt;br /&gt;
* [[Amphibian man]]&lt;br /&gt;
* [[Reptile man]]&lt;br /&gt;
* [[Rodent man]]&lt;br /&gt;
* [[Cave fish man]]&lt;br /&gt;
* [[Cave swallow man]]&lt;br /&gt;
* [[Olm man]]&lt;br /&gt;
* [[Serpent man]]&lt;br /&gt;
* [[Bat man]]&lt;br /&gt;
* [[Antman]]&lt;br /&gt;
&lt;br /&gt;
==In-game==&lt;br /&gt;
Civilizations that you have been in contact with (either by WAR or trade) can be viewed by pressing {{k|c}} within your main fortress-mode view. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and [[trade agreements]] for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[Death]] and [[Fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;neighbours&amp;quot; on that screen are not always &amp;quot;neighbours&amp;quot;. Sometimes, you can have an elven civilization as a neighbour while they are on the other side of the world.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* The trade agreement page in the View {{k|c}}ivilization screen prompts the user to press {{k|Tab}} to View Agreements. You press {{k|Enter}} and select agreements with arrow keys. The screen does not highlight the selected agreement, but you view whichever is at the top most likely.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=210361</id>
		<title>Civilization</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Civilization&amp;diff=210361"/>
		<updated>2014-08-29T01:44:53Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Fine|14:19, 9 June 2010 (UTC)}}&lt;br /&gt;
&lt;br /&gt;
A '''civilization''' is a nation, with settlements and a capital city.&lt;br /&gt;
When you start a new fortress, there are typically two or more dwarven civilizations which you can choose to be the parent civilization of your fortress. You can select your civilization at the [[location|site selection]] screen. Different civilizations can have different items available when you [[embark]]. You will be forced to [[modding|mod]] if you wish to play as any other race.&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
&lt;br /&gt;
===Mountain Civilization (The [[dwarf|dwarves]])===&lt;br /&gt;
&lt;br /&gt;
Mountain civilizations build fortresses on the edge of [[mountain]] ranges, smaller [[hillock]] villages in the hill-lands nearby, and great [[mountain halls]] deep inside the mountain.&lt;br /&gt;
Their settlements are represented by {{Tile|Ω|#aaa|#000}} and {{Tile|Ω|#555|#000}} on the world map. Mountain civilizations can be connected by either roads or tunnels during World Generation.&lt;br /&gt;
&lt;br /&gt;
=== Plains Civilization (The [[human|humans]])===&lt;br /&gt;
&lt;br /&gt;
Plains civilizations build wooden [[town]]s and farming [[hamlet]]s in the lowlands.&lt;br /&gt;
Their towns are represented by {{Tile|+|#aaa|#000}}, {{Tile|#|#aaa|#000}}, {{Tile|*|#aaa|#000}}, or {{Tile|☼|#fff|#000}}, depending on size, on the world map. Hamlets are represented by {{Tile|Æ|#770|#000}} tiles.  During World Generation, wooded [[biome]]s near towns are often converted into grassy [[biome]]s, presumably due to the human's logging industry. Towns can be connected by roads during World Generation. Roads will also be built between towns and conquered sites located in mountains or forests.&lt;br /&gt;
&lt;br /&gt;
=== Forest Civilization (The [[elf|elves]])===&lt;br /&gt;
&lt;br /&gt;
Forest civilizations build [[forest retreat]]s, large outdoor structures of trees planted in rows, in the middle of heavily forested areas.&lt;br /&gt;
Their settlements are represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map. &lt;br /&gt;
&lt;br /&gt;
=== Evil Civilization (The [[goblin|goblins]])===&lt;br /&gt;
&lt;br /&gt;
Evil civilizations build huge overworld [[dark fortress]]es and smaller [[dark pit]]s.  They are represented by {{Tile|П|#f0f|#000}} and {{Tile|º|#707|#000}}, respectively.  Dark towers are often populated by a mix of races since goblins are keen on &amp;lt;s&amp;gt;kidnapping&amp;lt;/s&amp;gt; rescuing children from other civilizations.  These evil settlements can be connected via tunnels during World Generation.  &lt;br /&gt;
&lt;br /&gt;
=== Skulking Civilization (The [[kobold]]s)===&lt;br /&gt;
&lt;br /&gt;
Skulking civilizations populate [[cave]]s and steal items from nearby civilizations.  Cave residents do not show as neighbours on the embark screen, and in default [[advanced world generation|world-gen settings]], the caves themselves are hidden from the map.&lt;br /&gt;
&lt;br /&gt;
=== Unnamed, Primitive Civilizations===&lt;br /&gt;
&lt;br /&gt;
Sometimes unnamed tribes appear on the civilization screen, which are peopled by various other {{catlink|Humanoids|humanoids}} resembling animals. Unlike the other civilizations listed, these unnamed civilizations spawn underground, forming small camps. The creatures that form these civilizations include:&lt;br /&gt;
* [[Amphibian man]]&lt;br /&gt;
* [[Reptile man]]&lt;br /&gt;
* [[Rodent man]]&lt;br /&gt;
* [[Cave fish man]]&lt;br /&gt;
* [[Cave swallow man]]&lt;br /&gt;
* [[Olm man]]&lt;br /&gt;
* [[Serpent man]]&lt;br /&gt;
* [[Bat man]]&lt;br /&gt;
* [[Antman]]&lt;br /&gt;
&lt;br /&gt;
==In-game==&lt;br /&gt;
Civilizations that you have been in contact with (either by WAR or trade) can be viewed by pressing {{k|c}} within your main fortress-mode view. Once you've selected a civilization to view, you can switch between viewing figureheads, export/import tallies, and [[trade agreements]] for that civilization with {{k|Tab}}. Friendly civilizations will generally report positive import/export values, while hostile civilizations generally trade in [[Death]] and [[Fun]]. You can peruse trade agreements with the arrow keys and {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
Note that &amp;quot;neighbours&amp;quot; on that screen are not always &amp;quot;neighbours&amp;quot;. Sometimes, you can have an elven civilization as a neighbour while they are on the other side of the world.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* The trade agreement page in the View {{k|c}}ivilization screen prompts the user to press {{k|Tab}} to View Agreements. You press {{k|Enter}} and select agreements with arrow keys. The screen does not highlight the selected agreement, but you view whichever is at the top most likely.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
{{Category|World}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=210360</id>
		<title>Surroundings</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Surroundings&amp;diff=210360"/>
		<updated>2014-08-29T01:25:58Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
'''Surroundings''' affect the types of [[crop|plant]] life, wild [[animal]]s and [[creatures]] which will appear in play within a given [[biome]].  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;
== Combinations of surroundings ==&lt;br /&gt;
&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;
===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;
'''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 the generally non-aggressive but physically powerful [[gorilla]]s and [[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]], [[wild strawberry|wild strawberries]] and the like.&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;
'''Good''' biomes tend to have less aggressive and weaker [[creatures]], except for the [[unicorn]]. 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''.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[mountain gnome]], [[satyr]], [[unicorn]], [[merperson]], [[gorlak]]&lt;br /&gt;
* Plants: [[sun berry]], [[bubble bulb]], [[downy grass]]&lt;br /&gt;
* Trees: [[feather tree]]&lt;br /&gt;
* Vermin: [[fluffy wambler]], [[fairy]], [[pixie]]&lt;br /&gt;
&lt;br /&gt;
===Evil===&lt;br /&gt;
&lt;br /&gt;
:Including {{DFtext|Sinister|5:0}}, {{DFtext|Haunted|5:1}} and {{DFtext|Terrifying|5:1}}&lt;br /&gt;
&lt;br /&gt;
'''Evil''' regions are much more &amp;lt;s&amp;gt;dangerous&amp;lt;/s&amp;gt; [[fun]] than their ''Neutral'' and ''Good'' counterparts across the board. At their root, ''Evil'' regions are modified ''Neutral'' regions. In addition to a pack of other [[creatures]] that are nasty, dangerous, and spiteful such as [[beak dog]]s, [[harpy|harpies]], and [[ogre]]s, ''Evil'' regions may modify their ''Neutral'' base by infecting many (but not all) of the indigenous [[creatures]] with various forms of [[undead|undeath]]. &lt;br /&gt;
&lt;br /&gt;
The [[undead]] cannot be killed through conventional means; dismemberment reanimates the individual body parts, creating even more enemies than before.  They must be either butchered and tanned, exposed to magma, [[Dwarven atom smasher|smashed under a drawbridge]], or repeatedly pulped with blunt damage, in order to kill them permanently in certain (always evil) reanimating biomes. Any non-undead creature that dies in such a biome will reanimate as an undead creature after it is killed, including sentient beings, and any severed body parts and loose skin will also come to life as an individual enemy.  Clearly, hunting undead animals for food is pointless, and finding kills in a place where things won't stay dead is suicidal.  Furthermore, there is a good chance that even soldier dwarves will flee in terror from such abominations, a bad sign when the undead feel no emotion or fear.  Aquatic creatures will be able to come ashore in their undead forms, so expect to deal with that if you choose such a location for embark.  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 gathering, too.  &lt;br /&gt;
&lt;br /&gt;
Even the [[weather]] is dangerous; clouds of creeping murk can inflict various [[syndrome]]s on par with those of [[forgotten beast]]s, or instantly transform creatures into freakishly powerful thralls.  Evil rains may also inflict random syndromes, albeit less severe ones, and always cause strong unhappy [[thought]]s and a desire to wash. Evil rain won't refill pools, but a single biome may have both evil and regular rain, even at the same time.&lt;br /&gt;
&lt;br /&gt;
Because of the inhospitability of evil regions, even ''Benign Evil'' is very difficult for beginning players to earn a niche to work in, so it should be reserved for a challenge play only.  &lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[ogre]], [[dark gnome]], [[beak dog]], [[foul blendec]], [[grimeling]], [[harpy]], [[troll]], [[strangler]], [[nightwing]], [[ice wolf]], [[blizzard man]], [[sea monster]], [[manera]]&lt;br /&gt;
* Plants: [[sliver barb]], [[staring eyeball]], [[wormy tendril]]&lt;br /&gt;
* Trees: [[glumprong]]&lt;br /&gt;
* Vermin: [[demon rat]], [[blood gnat]], [[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;
'''Savage''' surroundings are typically more dangerous than their Neutral or Benign counterparts, due to the naturally occurring creatures found therein.  Savage regions contain many giant versions of normal wildlife, as well as sentient humanoid versions.  A &amp;quot;Savage Good&amp;quot; region is called Joyous Wilds, a &amp;quot;Savage Neutral&amp;quot; region is called Untamed Wilds, and a &amp;quot;Savage Evil&amp;quot; region is called Terrifying (and is the most dangerous alignment by far, if you couldn't tell by the name).&lt;br /&gt;
&lt;br /&gt;
Civilisations typically do not settle in high-savagery regions, except for [[elf|elves]] who are naturally at peace with animals.&lt;br /&gt;
&lt;br /&gt;
====Distinctive flora &amp;amp; fauna====&lt;br /&gt;
* Animals: [[giant eagle]], [[giant cheetah]], [[giant leopard]], [[giant jaguar]], [[giant tiger]], [[giant lion]], [[tigerman]], [[slug man]], [[snail man]], [[leech man]], [[giant desert scorpion]], [[sasquatch]], [[sea serpent]]&lt;br /&gt;
* Plants: [[whip vine]]&lt;br /&gt;
* Trees: [[highwood]]&lt;br /&gt;
* Vermin: [[two-legged rhino lizard]], [[moghopper]], [[fox squirrel]], [[acorn fly]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Adamantine&amp;diff=210341</id>
		<title>Adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Adamantine&amp;diff=210341"/>
		<updated>2014-08-28T17:19:44Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Processing */  resolved bug&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{Quality|Masterwork|23:22, 27 April 2013 (UTC)}}&lt;br /&gt;
{{Metal|name=Adamantine|color=3:3:1&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Raw adamantine]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
* [[Clothing]]&lt;br /&gt;
|wiki=Adamant}}&lt;br /&gt;
{{av}}{{Minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
'''Adamantine''' is a rare, high-value [[metal]] which is impossibly lightweight, strong, and sharp. Adamantine is refined from raw adamantine, and can be woven into [[cloth]] or [[smelter|smelted]] into wafers, useful for making almost any item in the game. [[Armor]] and edged-[[weapons]] made from adamantine are absurdly valuable and wonderfully effective.&lt;br /&gt;
&lt;br /&gt;
For more information on its whereabouts and other [[Fun]] information, see '''[[raw adamantine]]'''.&lt;br /&gt;
&lt;br /&gt;
== Processing ==&lt;br /&gt;
Unlike what a player would expect, one does not simply make adamantine wafers directly from raw adamantine. You must first extract adamantine strands from the raw adamantine, and those are then processed into wafers or cloth.&lt;br /&gt;
&lt;br /&gt;
Adamantine strands are extracted from [[raw adamantine]] at a [[craftsdwarf's workshop]] by a [[strand extractor]]. Strand extraction is an extremely tedious process for an unskilled laborer, making it potentially worthwhile to focus extraction experience on one or two individual dwarves. Extracted strands are considered a special metallic form of [[thread]], and after extraction can either be woven into adamantine cloth at a [[loom]] or smelted into adamantine [[bar|wafer]]s at a [[smelter]]; thankfully these tasks are performed just as quickly as other weaving and smelting jobs.&lt;br /&gt;
&lt;br /&gt;
Given this extra step of extraction before the smelting phase, most players will want to build additional craftsdwarf's workshops and stockpiles near the smelters and forges. Note that the strands of adamantine are stored in cloth/thread stockpiles.   When processing adamantine it is a good idea to smelt the strands into wafers as fast as possible, as your medical dwarves may use your valuable adamantine strands for [[suturing]] wounds, since to them, it's just another type of [[thread]].&lt;br /&gt;
&lt;br /&gt;
Adamantine cloth is used to make ultra high-value clothing, but it is no more resistant to [[wear]] than less exotic materials. Adamantine wafers are functionally identical to metal [[bar]]s and can be used to forge the full range of metal goods, but are far smaller in size, requiring about three times as many units of material per unit as regular metal bars:&lt;br /&gt;
* [[weapon token|Weapons]], [[armor token|armor/clothing]], and [[trap component token|trap components]] require the item's MATERIAL_SIZE in wafers/units of cloth&lt;br /&gt;
* Most types of furniture ([[door]], [[floodgate]], [[throne]], [[coffin]], [[table]], [[chest]], [[bin]], [[armor stand]], [[weapon rack]], [[cabinet]], [[statue]], [[anvil]], [[barrel]], [[pipe section]], [[hatch cover]], [[grate]], [[quern]], [[millstone]], and [[slab]]) require 9 wafers.&lt;br /&gt;
* [[Cage]]s, [[minecart]]s and [[wheelbarrow]]s require 6 wafers.&lt;br /&gt;
* [[Block]]s, [[chain]]s, and [[Siege engine|ballista]] arrowheads require 4 wafers.&lt;br /&gt;
* [[Animal trap]]s, [[bucket]]s, [[mechanism]]s, and [[crutch]]es require 3 wafers.&lt;br /&gt;
* [[Backpack]]s and [[quiver]]s require 2 units of cloth, and [[splint]]s require 2 wafers.&lt;br /&gt;
* All other items require 1 wafer.&lt;br /&gt;
* [[Strange mood]]s currently require 1 wafer, regardless of the end product.&lt;br /&gt;
&lt;br /&gt;
== Application ==&lt;br /&gt;
Adamantine has extreme [[material science|material properties]]: it is nigh weightless (weighing about as much as [[wikipedia:Cork (material)|cork]]), extremely strong, and razor sharp. These properties make it ideal for edged [[weapon]]s and [[armor]]. These properties likewise make it near useless for blunt weapons, which will simply bounce off of foes: considering the lethality of [[hammerer]] and [[fortress guard]] beatings, this may be the point. [[Armor]] made of adamantine provides unmatched protection against slashing and piercing attacks, but blunt attacks and ranged weapons have high armor penetration capacity, so a full kit of adamantine armor is nonetheless not a recipe for combat invulnerability.&lt;br /&gt;
&lt;br /&gt;
Because the metal's material properties are irrelevant in other applications and because it's so rare and hard to produce, using adamantine for other things is generally a waste. Adamantine statues are ten times as valuable as [[gold]] ones, but are prohibitively expensive to produce, requiring nine wafers per statue. Some of the highest values per wafer for a normal adamantine product can be realised by forging adamantine [[flask]]s or [[trap component|large serrated discs]]. However, by the time you have adamantine available you're likely not to be in serious need of such valuable export products. By far, the most [[wealth]] can be generated by adding adamantine to [[artifact]]s -- a single stone, wafer, block or bolt of cloth can add hundreds of thousands of dwarfbucks in value, making your fortress the envy of all the [[forgotten beast|neighbors]]. &lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{metals}}&lt;br /&gt;
&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
Unfortunately, breaching any of the tubular veins leads to the [[Hell|HFS]], for lots of [[Losing|Fun]].&lt;br /&gt;
&lt;br /&gt;
==Origins of Adamantine and Slade==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
Back in the mists of time, the Gods decided to create the World. To do so they had to find a way to heat it in the cold voids of space. Demonkind had already forged their own world out of the vile substance [[Slade]], a stone anathema to all creation and only able to be worked through the vile rituals they had created, for slade was truly &amp;quot;dead&amp;quot; stone, with no life in it at all.&lt;br /&gt;
&lt;br /&gt;
Deciding both to imprison their greatest enemies and to create a home for their creations, the Gods poured into the skies of the Demons' world &amp;quot;living&amp;quot; stone (known to mortals as [[semi-molten rock]] - rock burning hot with the fresh life of Creation). The Gods knew that if it were not constantly heated, this living rock would cool, and yet the Demons, fools that they were, constantly attacked the living rock, not realizing that their attacks simply heated the rock again and again, keeping it alive. Unfortunately, as the Gods began to pour more and more of the rock onto their creation, they found it quickly lost its life when removed too far from the Demons. It would only remelt once it touched the living rock, creating vast seas of magma that heated the tunnels above. Worse, the living rock itself had been disturbed by this process, creating gaping holes through which the Demons escaped, killing and maiming the first creations of the Gods, warping those they could find into the terrible Forgotten Beasts, leaving the [[Titan]]s safe on the surface.&lt;br /&gt;
&lt;br /&gt;
Knowing this state of affairs could not last if their weaker creations, the first mortals, were to survive, the Gods created a new substance, imbued with their power: Adamantine. The beautiful aqua-colored ore was poured into the holes, sealing the entrances that the living rock could no longer seal, preventing the Demons from escaping, for its power totally repelled Demonkind.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as time passed and the first mortals began to carve their civilization from both the surface and the underworld, they discovered the vast shafts of this amazing substance and began to mine it, instantly realizing its divine potency. In doing so, they removed the great barriers the gods had placed in order to keep the Demons sealed. The Demons rose up, slaughtering thousands and escaping into the World, often rising to lead mortal civilizations, such as that of the Goblins. Upon these sites they raised towers carved from the vile Slade that only they could work. Brave adventurers and champions of the Gods forged special swords made from the divine Adamantine and ventured into these dark places to seal the Demons within hell once more. Leaving their swords buried in these places, those who survived swore to defend them for all eternity, binding themselves with oaths of such might that they surpassed death itself. They remain, even today, as zombies and skeletons, driven by their undying thought &amp;quot;none must take the sword!&amp;quot; and nothing more. These undead are totally obsessed with their duty to defend the ancient demonic structures from all interlopers and have been the death of many an unwary explorer.&lt;br /&gt;
&lt;br /&gt;
In retrospect, all this could probably have been avoided if the Gods had bothered to make their all-powerful metal capable of withstanding the swing of a copper pick.&lt;br /&gt;
&lt;br /&gt;
==The Great Adamantine Space Elevator==&lt;br /&gt;
{{D for Dwarf}}&lt;br /&gt;
[http://www.bay12forums.com/smf/index.php?topic=61507.0]&lt;br /&gt;
In a great fluke, a new world was created in the midst of Armok shaving. No one quite understands why this happened, but the whisker of the holy one landed vertically. The material can only be described as a super adamantine. It is over 2000 z-levels high. And the map continues on. &lt;br /&gt;
&lt;br /&gt;
Year after year, the dwarves of [SUBJECT CIVILIZATION HERE] send an expedition out into the world in order to ascertain the fate of last year's expedition.  It has long-since been forgotten exactly when this series of fruitless expeditions started, but the dwarves are a sort that demand an answer.&lt;br /&gt;
&lt;br /&gt;
It happens year after year, when they head northeast to the ominous shrubland that has been known only in name: &amp;quot;The Hill of Spit.&amp;quot;  The hill lies beyond a ruined elven settlement, a stone's throw away from a brook that has come to be known as &amp;quot;Troublemysteries.&amp;quot;  By the time they arrive, it is already too late.&lt;br /&gt;
&lt;br /&gt;
They embark year after year, and there they stand, awe-struck with their implements of dwarven duty left undisturbed at their feet.  All about them are the decrepit wagons and bleached bones of those who heralded their grim arrival -- barrels filled with rot and worm, picks covered in rust and dust.  There they stand with their eyes open wide and jaws agape, and they stare upward into the dome of the heavens.  What they see is beyond the ken of mortal beard.  It reaches from the ground higher than any bird has flown; higher than any cloud has drifted; higher than any man, dwarf, beast or monster has ever or will ever ascend, twisting and writhing upward in ways that can only transfix the gaze of unwary observers in their fundamentally impossible geometries -- a spiraling needle of pure adamantine, ascending beyond the vanishing-point into the sky.&lt;br /&gt;
&lt;br /&gt;
They stand there, motionless and breathless, and wait only for time to wear them down into the dust of the earth from whence they came, leaving that siren spire standing amidst a graveyard of wagons and barrels to call more of their bearded kind to an emaciated doom.&lt;br /&gt;
&lt;br /&gt;
Another year, another expedition unheard of, another question unanswered, another expedition prepared.&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Item_token&amp;diff=210340</id>
		<title>Item token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Item_token&amp;diff=210340"/>
		<updated>2014-08-28T17:11:27Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior}}{{av}}&lt;br /&gt;
&lt;br /&gt;
Item tokens are the first part in defining the target item in reactions, containing the item type and subtype. They determine the most basic form of item, and made more specific by [[material token]]s.  Most item tokens do not have a subtype; for these, either NO_SUBTYPE or NONE '''must''' be specified.&lt;br /&gt;
&lt;br /&gt;
Nearly all items are made of a [[Material token|material]], though several types expect a creature ID and caste ID (e.g. [[Ant|ANT:SOLDIER]]) instead. This currently does not work correctly{{bug|4973}}.&lt;br /&gt;
&lt;br /&gt;
Actually defining an item in item raws is done with [[item definition token]]s.&lt;br /&gt;
&lt;br /&gt;
==Standard Item 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 !! Subtype !! Description&lt;br /&gt;
|-&lt;br /&gt;
| 0 || BAR || NONE || [[Bar]]s, such as [[metal]], [[fuel]], or [[soap]].&lt;br /&gt;
|-&lt;br /&gt;
| 1 || SMALLGEM || NONE || Cut [[gem]]stones usable in [[jeweler's workshop]]&lt;br /&gt;
|-&lt;br /&gt;
| 2 || BLOCKS || NONE || [[Block]]s of any kind.&lt;br /&gt;
|-&lt;br /&gt;
| 3 || ROUGH || NONE || Rough [[gem]]stones or raw [[glass]].&lt;br /&gt;
|-&lt;br /&gt;
| 4 || BOULDER / STONE || NONE || Raw mined [[stone]].&lt;br /&gt;
|-&lt;br /&gt;
| 5 || WOOD || NONE || Wooden [[log]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 6 || DOOR || NONE || [[Door]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 7 || FLOODGATE || NONE || [[Floodgate]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 8 || BED || NONE || [[Bed]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 9 || CHAIR || NONE || [[Chair]]s and thrones.&lt;br /&gt;
|-&lt;br /&gt;
| 10 || CHAIN || NONE || [[Chain]]s and [[rope]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 11 || FLASK || NONE || [[Flask]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 12 || GOBLET || NONE || [[Goblet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 13 || INSTRUMENT || item_instrument.txt || Musical [[instrument]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 14 || TOY || item_toy.txt || [[Toy]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 15 || WINDOW || NONE || Glass [[window]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 16 || CAGE || NONE || [[Cage]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 17 || BARREL || NONE || [[Barrel]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 18 || BUCKET || NONE || [[Bucket]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 19 || ANIMALTRAP || NONE || [[Animal trap]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 20 || TABLE || NONE || [[Table]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 21 || COFFIN || NONE || [[Coffin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 22 || STATUE || NONE || [[Statue]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 23 || CORPSE || NONE || [[Corpse]]s. Does not have a material that can be specified for reactions, but GET_MATERIAL_FROM_REAGENT will return the &amp;quot;dominant&amp;quot; material.&lt;br /&gt;
|-&lt;br /&gt;
| 24 || WEAPON || item_weapon.txt || [[Weapon]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 25 || ARMOR || item_armor.txt || [[Armor]] and clothing worn on the upper body.&lt;br /&gt;
|-&lt;br /&gt;
| 26 || SHOES || item_shoes.txt || Armor and clothing worn on the feet.&lt;br /&gt;
|-&lt;br /&gt;
| 27 || SHIELD || item_shield.txt || [[Shield]]s and bucklers.&lt;br /&gt;
|-&lt;br /&gt;
| 28 || HELM || item_helm.txt || Armor and clothing worn on the head.&lt;br /&gt;
|-&lt;br /&gt;
| 29 || GLOVES || item_gloves.txt || Armor and clothing worn on the hands.&lt;br /&gt;
|-&lt;br /&gt;
| 30 || BOX || NONE || [[Container|Chest]]s (wood), coffers (stone), boxes (glass, default), and bags (cloth or leather).&lt;br /&gt;
|-&lt;br /&gt;
| 31 || BIN || NONE || [[Bin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 32 || ARMORSTAND || NONE || [[Armor stand]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 33 || WEAPONRACK || NONE || [[Weapon rack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 34 || CABINET || NONE || [[Cabinet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 35 || FIGURINE || NONE || [[Figurine]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 36 || AMULET || NONE || [[Jewelry|Amulet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 37 || SCEPTER || NONE || [[Finished_goods#Crafts|Scepter]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 38 || AMMO || item_ammo.txt || [[Ammunition]] for hand-held weapons.&lt;br /&gt;
|-&lt;br /&gt;
| 39 || CROWN || NONE || [[Jewelry|Crown]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 40 || RING || NONE || [[Jewelry|Ring]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 41 || EARRING || NONE || [[Jewelry|Earring]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 42 || BRACELET || NONE || [[Jewelry|Bracelet]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 43 || GEM || NONE || Large [[gem]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 44 || ANVIL || NONE || [[Anvil]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 45 || CORPSEPIECE || NONE || [[Body part]]s. Does not have a material that can be specified for reactions, but GET_MATERIAL_FROM_REAGENT will return the &amp;quot;dominant&amp;quot; material.&lt;br /&gt;
|-&lt;br /&gt;
| 46 || REMAINS || NONE || Dead [[vermin]] bodies. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 47 || MEAT || NONE || Butchered [[meat]].&lt;br /&gt;
|-&lt;br /&gt;
| 48 || FISH || NONE || Prepared [[fish]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 49 || FISH_RAW || NONE || Unprepared [[fish]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 50 || VERMIN || NONE || Live [[vermin]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 51 || PET || NONE || Tame [[vermin]]. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 52 || SEEDS || NONE || [[Seed]]s from plants.&lt;br /&gt;
|-&lt;br /&gt;
| 53 || PLANT || NONE || [[Plant]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 54 || SKIN_TANNED || NONE || [[Leather]].&lt;br /&gt;
|-&lt;br /&gt;
| 55 || PLANT_GROWTH || growth name || Plant growths.  Subtype is specified by the plant itself.  (see [[Plant token]])&lt;br /&gt;
|-&lt;br /&gt;
| 56 || THREAD || NONE || [[Thread]] gathered from webs or made at the [[farmer's workshop]].&lt;br /&gt;
|-&lt;br /&gt;
| 57 || CLOTH || NONE || [[Cloth]] made at the [[loom]].&lt;br /&gt;
|-&lt;br /&gt;
| 58 || TOTEM || NONE || Skull [[totem]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 59 || PANTS || item_pants.txt || Armor and clothing worn on the legs.&lt;br /&gt;
|-&lt;br /&gt;
| 60 || BACKPACK || NONE || [[Backpack]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 61 || QUIVER || NONE || [[Quiver]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 62 || CATAPULTPARTS || NONE || [[Catapult]] parts.&lt;br /&gt;
|-&lt;br /&gt;
| 63 || BALLISTAPARTS || NONE || [[Ballista]] parts.&lt;br /&gt;
|-&lt;br /&gt;
| 64 || SIEGEAMMO || item_siegeammo.txt || Siege engine ammunition.&lt;br /&gt;
|-&lt;br /&gt;
| 65 || BALLISTAARROWHEAD || NONE || Ballista arrow heads.&lt;br /&gt;
|-&lt;br /&gt;
| 66 || TRAPPARTS || NONE || [[Mechanism]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 67 || TRAPCOMP || item_trapcomp.txt || [[Trap component]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 68 || DRINK || NONE || [[Alcohol]]ic drinks.&lt;br /&gt;
|-&lt;br /&gt;
| 69 || POWDER_MISC || NONE || Powders such as [[flour]], [[gypsum plaster]], [[dye]], or [[sand]].&lt;br /&gt;
|-&lt;br /&gt;
| 70 || CHEESE || NONE || Pieces of [[cheese]].&lt;br /&gt;
|-&lt;br /&gt;
| 71 || FOOD || item_food.txt || [[Prepared meal]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 72 || LIQUID_MISC || NONE || Liquids such as [[water]], [[lye]], and extracts.&lt;br /&gt;
|-&lt;br /&gt;
| 73 || COIN || NONE || [[Coin]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 74 || GLOB || NONE || [[Fat]], [[tallow]], pastes/pressed objects, and small bits of molten rock/metal.&lt;br /&gt;
|-&lt;br /&gt;
| 75 || ROCK || NONE || Small rocks (usually [[Knapper|sharpened]] and/or [[Thrower|thrown]] in [[adventurer mode]]).&lt;br /&gt;
|-&lt;br /&gt;
| 76 || PIPE_SECTION || NONE || [[Pipe section]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 77 || HATCH_COVER || NONE || [[Hatch cover]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 78 || GRATE || NONE || [[Grate]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 79 || QUERN || NONE || [[Quern]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 80 || MILLSTONE || NONE || [[Millstone]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 81 || SPLINT || NONE || [[Splint]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 82 || CRUTCH || NONE || [[Crutch]]es.&lt;br /&gt;
|-&lt;br /&gt;
| 83 || TRACTION_BENCH || NONE || [[Traction bench]]es.&lt;br /&gt;
|-&lt;br /&gt;
| 84 || ORTHOPEDIC_CAST || NONE || [[Cast]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 85 || TOOL || item_tool.txt || [[Tool]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 86 || SLAB || NONE || [[Slab]]s.&lt;br /&gt;
|-&lt;br /&gt;
| 87 || EGG || NONE || [[Egg]]s. Material is CREATURE_ID:CASTE.&lt;br /&gt;
|-&lt;br /&gt;
| 88 || BOOK || NONE || [[Book]]s.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Limited/Special Use Item Tokens==&lt;br /&gt;
&lt;br /&gt;
In several specific locations, the values below can be substituted for the item type and subtype (and be followed directly by the [[material token]]).&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Subtype&lt;br /&gt;
! Valid Uses&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_CRAFT&lt;br /&gt;
| NONE&lt;br /&gt;
| [[Reaction]] [REAGENT]&lt;br /&gt;
| Matches FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ANY_RAW_MATERIAL&lt;br /&gt;
| NONE&lt;br /&gt;
| [[Reaction]] [REAGENT]&lt;br /&gt;
| Matches POWDER_MISC, BAR, BOULDER, or GLOB.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CRAFTS&lt;br /&gt;
| NONE&lt;br /&gt;
| [[Reaction]] [PRODUCT]&lt;br /&gt;
| Produces 1-3 items of type FIGURINE, AMULET, SCEPTER, CROWN, RING, EARRING, or BRACELET.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Related Tokens==&lt;br /&gt;
&lt;br /&gt;
These tokens are not Item Tokens at all, but can take the place of them in some circumstances.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! Token&lt;br /&gt;
! Subtype&lt;br /&gt;
! Valid Uses&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-   &lt;br /&gt;
| METAL_ORE   &lt;br /&gt;
| Metal   &lt;br /&gt;
| [[Reaction]] [REAGENT]   &lt;br /&gt;
| Matches a BOULDER item made of a material having [METAL_ORE:&amp;lt;Metal&amp;gt;:###].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
*[[Material token]]&lt;br /&gt;
*[[Reactions]]&lt;br /&gt;
&lt;br /&gt;
{{Category|Tokens}}&lt;br /&gt;
{{Category|Modding}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=210337</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=210337"/>
		<updated>2014-08-28T16:53:04Z</updated>

		<summary type="html">&lt;p&gt;Samanato: update with more infos&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| The maximum z-level height of a mature tree's trunk, starting from about two z-levels above ground and going up.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Influences the rate of growth of the trunk's height.  Lower is faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS / LIGHT_BRANCH_RADIUS &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME / DIRECTED_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees and deciduous trees (generally in winter) of this type.  Defaults to 198 (╞).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Names a [[alcohol|drink]] made from the plant, allowing it to be used in entity resources.  Previously also permitted brewing the plant into [[alcohol]] made of this material.  Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material and allows its use in entity resources. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material and allows its use in entity resources. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=210137</id>
		<title>Ghost</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Ghost&amp;diff=210137"/>
		<updated>2014-08-25T23:42:45Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Bugs */  are fixed as of .40.10&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{quality|unrated}}{{av}}&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
&lt;br /&gt;
After the death of an intelligent creature (or a dwarf), its soul may occasionally come back as a '''ghost''' {{Tile|Ñ|7:1}}.  In a Dwarven fortress, dead dwarves have a chance of returning as ghosts if they are not properly [[coffin|buried]] or [[memorial|memorialized]] after their death. Ghosts often take to haunting their relatives and friends, following them around on the same tile, as well as lingering wistfully near areas they frequented in life or the spot they died. However, not all ghosts bear their anguish calmly.&lt;br /&gt;
&lt;br /&gt;
Ghosts are able to pass through walls and cannot be harmed by [[Dwarven Atom Smasher|atom-smashing]]. They can be targeted in the Squad kill screen ({{K|s}},{{K|k}}) even though they won't actually be attacked. Ghosts can be dismissed by burying the remains or by building engraving rock [[slab|slabs]] in memory of the deceased.&lt;br /&gt;
&lt;br /&gt;
==Paranormal Activity==&lt;br /&gt;
&lt;br /&gt;
Ghosts haunting the fortress will occasionally perform some of the following actions, based on their temperament:&lt;br /&gt;
* &amp;lt;ghost&amp;gt; sucks the wind out of &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; raises a high fever in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; makes &amp;lt;dwarf&amp;gt; convulse and retch&lt;br /&gt;
* &amp;lt;ghost&amp;gt; inflicts excruciating pain upon &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; causes a spell of dizziness in &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; paralyzes &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; stuns &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; batters &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;dwarf&amp;gt; is throwing a tantrum, possessed by &amp;lt;ghost&amp;gt;&lt;br /&gt;
* &amp;lt;ghost&amp;gt; has risen and is haunting the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is following &amp;lt;dwarf&amp;gt;&lt;br /&gt;
* &amp;lt;item&amp;gt; has been misplaced. No doubt &amp;lt;ghost&amp;gt; is to blame!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; is throwing objects around the fortress!&lt;br /&gt;
* &amp;lt;ghost&amp;gt; can be heard howling throughout the fortress!&lt;br /&gt;
&lt;br /&gt;
The ghost's activities may be determined by the nature of its death and its [[personality trait]]s using the following table, ''in order'':&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; width=&amp;quot;70%&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Type&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;17%&amp;quot; | Cause&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; align=&amp;quot;left&amp;quot; width=&amp;quot;66%&amp;quot; | Effect&lt;br /&gt;
|-&lt;br /&gt;
|Murderous Ghost&lt;br /&gt;
|Had a fell mood, had low ALTRUISM, or slab/grave was deconstructed&lt;br /&gt;
|Murders dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Sadistic Ghost&lt;br /&gt;
|Had a macabre mood, or had low ALTRUISM&lt;br /&gt;
|Batters, scares and paralyses dwarves. Capable of scaring a dwarf to death.&lt;br /&gt;
|-&lt;br /&gt;
|Violent Ghost&lt;br /&gt;
|Was berserk, or had high ANGER_PROPENSITY&lt;br /&gt;
|Batters dwarves, often but not always removing limbs.&lt;br /&gt;
|-&lt;br /&gt;
|Moaning Spirit&lt;br /&gt;
|Was melancholy, or had high DEPRESSION_PROPENSITY&lt;br /&gt;
|Troubles one unfortunate dwarf at a time.&lt;br /&gt;
|-&lt;br /&gt;
|Howling Spirit&lt;br /&gt;
|Was stark raving mad, or had high STRESS_VULNERABILITY&lt;br /&gt;
|Makes sleeping difficult.&lt;br /&gt;
|-&lt;br /&gt;
|Angry Ghost&lt;br /&gt;
|Was possessed&lt;br /&gt;
|Batters dwarves.&lt;br /&gt;
|-&lt;br /&gt;
|Energetic Poltergeist&lt;br /&gt;
|Was in a fey mood, or had high ACTIVITY_LEVEL&lt;br /&gt;
|Topples furniture, such as chairs.&lt;br /&gt;
|-&lt;br /&gt;
|Secretive Poltergeist&lt;br /&gt;
|Was in a secretive mood, or had high BASHFUL&lt;br /&gt;
|''Misplaces'' Items.&lt;br /&gt;
|-&lt;br /&gt;
|Troublesome Poltergeist&lt;br /&gt;
|Had high IMMODERATION&lt;br /&gt;
|''Misplaces'' items, may topple furniture and pull levers.&amp;lt;sup&amp;gt;confirm?&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Restless Haunt&lt;br /&gt;
|Had GREGARIOUSNESS at least as high as DUTIFULNESS, or never completed any jobs&lt;br /&gt;
|Drifts around place of death and frequented locations. Also haunts dwarves, causing unhappy thoughts.&lt;br /&gt;
|-&lt;br /&gt;
|Forlorn Haunt&lt;br /&gt;
|Did not satisfy any of the above checks&lt;br /&gt;
|Drifts around place of death and frequented locations.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A &amp;quot;high&amp;quot; trait check will succeed 20% of the time for value of 76-90, 50% of the time for 91-99, and is guaranteed for 100. Similarly, a &amp;quot;low&amp;quot; trait check will succeed 20% of the time for 10-24, 50% of the time for 1-9, and always for 0. Having zero ALTRUISM will always result in a Murderous Ghost, never a Sadistic Ghost.&lt;br /&gt;
&lt;br /&gt;
If a ghost is put to rest and subsequently re-raised (by deconstructing its coffin or slab), it will return as a Murderous Ghost.&lt;br /&gt;
&lt;br /&gt;
==Adventure mode==&lt;br /&gt;
&lt;br /&gt;
If you revisit your fortress during adventure mode, the ghosts found previously will still remain. Although, take care! The ghosts may attempt to 'scare you to death' almost instantly.&lt;br /&gt;
&lt;br /&gt;
==&amp;quot;Ghostly&amp;quot; Dwarves==&lt;br /&gt;
When a dwarf dies and becomes a ghost, its Legends mode entry lists it as a &amp;quot;ghostly&amp;quot; dwarf. All actions taken by the dwarf during both life and death will then be attributed the ghostly dwarf. This will generate messages like &amp;quot;the ghostly dwarf Urist McHauntypants arrived in Cagesyrups&amp;quot; even when the dwarf was obviously not a ghost yet when it immigrated.&lt;br /&gt;
&lt;br /&gt;
== Science on Ghosts ==&lt;br /&gt;
Cave-ins do not kill ghosts, perhaps because they can walk through walls already.&lt;br /&gt;
&lt;br /&gt;
Ghosts are put to rest when any part of their body is put in a burial receptacle.{{verify}} For example, should a dwarf lose a toe in a fight before dying, the toe can be recovered to put its ghost to rest.&lt;br /&gt;
&lt;br /&gt;
Ghosts will also be put to rest if they are properly [[memorial|memorialized]], which is usually preferable if the dwarf is not easily accessible.&lt;br /&gt;
&lt;br /&gt;
Ghosts can open doors, even forbidden ones (leaving them unlocked).&lt;br /&gt;
&lt;br /&gt;
Ghosts can be frozen in water.&lt;br /&gt;
&lt;br /&gt;
It is possible for a ghost to become the outpost liaison of a civilization.&lt;br /&gt;
&lt;br /&gt;
Ghostly fisherdwarves will keep fishing in the afterlife, and ghostly animal trainers [http://www.bay12forums.com/smf/index.php?topic=127659 will gladly train your captured animals for you.]&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=210072</id>
		<title>Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Entity_token&amp;diff=210072"/>
		<updated>2014-08-25T05:26:30Z</updated>

		<summary type="html">&lt;p&gt;Samanato: Found in string dump, not used by any existing entities.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|14:56, 27 July 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Entity tokens''' define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ADVENTURE_TIER}}&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode for entities with sites.  Dwarves, Elves, and Humans take up tier 3, 2, and 1 respectively. Order doesn't need to be maintained; a custom creature can have a tier of 3000 and still work even if it's the only custom creature.&lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows the race to be played as an &amp;quot;outsider&amp;quot; in adventure mode. Not having this specified in one of the entities will cause the Adventure mode option to disappear. Note that ADVENTURE_TIER is not required if this token is included, and that this cannot be applied to civilizations that were not in an entity_*.txt file during world gen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CIV_CONTROLLABLE}}&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab), though it will not state what entity the civs belong to. To check which one, tab to the neighbors screen: the entity's race will be at the top. At least one civilization must have this token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE}}&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. If multiple creature types are specified, each civilization will randomly choose one of the creatures.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CREATURE_HFID}}&lt;br /&gt;
| integer (or generic token?)&lt;br /&gt;
| Found on generated [[angel]] entities.  Appears to draw from creatures with this HFID, which associates the entity with a historical figure of the same ID corresponding to a [[deity]].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BIOME_SUPPORT}}&lt;br /&gt;
|&lt;br /&gt;
* [[Biome token|biome]]&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:ANY_FOREST]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EXCLUSIVE_START_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| Birth of the civilization only occurs in this biome.&lt;br /&gt;
[EXCLUSIVE_START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SETTLEMENT_BIOME}}&lt;br /&gt;
| [[Biome token|biome]]&lt;br /&gt;
| This civ will create small settlements on this biome, not too far from the EXCLUSIVE_START_BIOME.  Used for dwarven hillocks.&lt;br /&gt;
[SETTLEMENT_BIOME:ANY_GRASSLAND]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DEFAULT_SITE_TYPE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Valid site types are DARK_FORTRESS (π), CAVE (•), CAVE_DETAILED (Ω), TREE_CITY (î), and CITY (#). Also recognizes PLAYER_FORTRESS, and MONUMENT, though these likely will not work. FORTRESS is no longer a valid entry, instead castles are controlled by BUILDS_OUTDOOR_FORTIFICATIONS. Defaults to CITY. Selecting CAVE causes the classic kobold behavior of not showing of on the &amp;quot;neighbors&amp;quot; section of the site selection screen. Selecting DARK_FORTRESS also allows generation of [[underworld spire|certain other structures]].&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LIKES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOLERATES_SITE}}&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WORLD_CONSTRUCTION}}&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map. Valid constructions are ROAD, TUNNEL, BRIDGE, and WALL.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
[WORLD_CONSTRUCTION:ROAD]&lt;br /&gt;
[WORLD_CONSTRUCTION:TUNNEL]&lt;br /&gt;
[WORLD_CONSTRUCTION:WALL]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_POP_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max population '''per entity'''. Multiply this by max starting civ to get the total population of the species. Defaults to 500.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_SITE_POP_NUMBER}}&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site. Generic site types will not hold any more than this number of entities.  Must be at least 80 for towns to be generated.  In general, lower pop numbers mean more sprawl, and higher numbers mean more needing to crawl when entering town stores, which are not affected by this cap. Defaults to 50.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MAX_STARTING_CIV_NUMBER}}&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation. Worldgen picks civs in some sequential order from the raws.  Once it reaches the end of the list, it will begin again at the top.  Setting this number lower than 100, like say, 7, will cause worldgen to skip over this civ for placement if there are already 7 civs of this type.  Note that if all civs are set to lower numbers, and the number of starting civs is set higher than the maximum possible amount of civs in total, it will gracefully stop placing civs and get down to the history aspect of worldgen. Defaults to 3.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_BUILDING}}&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_JOB}}&lt;br /&gt;
| [[Unit type token|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play. Certain professions also influence the availability of materials for trade.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PERMITTED_REACTION}}&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode, but also allow certain resources, such as [[steel]], to be available to a race. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY_BY_YEAR}}&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CURRENCY}}&lt;br /&gt;
|&lt;br /&gt;
* inorganic material&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_FACET_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ART_IMAGE_ELEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_IMPROVEMENT_MODIFIER}}&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED or GLAZED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE&amp;lt;br /&amp;gt;0-25600&lt;br /&gt;
&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRANSLATION}}&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, REMAINING, CIV, SITE, VESSEL, RELIGION, MILITARY_UNIT, TEMPLE, WAR, BATTLE, SIEGE, ROAD, BRIDGE, TUNNEL, WALL&lt;br /&gt;
Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBSELECT_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the symbol set to be prefered as adjectives by the civilization. Used in vanilla to put violent names in sieges and batttles.&lt;br /&gt;
[SELECT_SYMBOL:SIEGE:NAME_SIEGE]&lt;br /&gt;
[SUBSELECT_SYMBOL:SIEGE:VIOLENT]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CULL_SYMBOL}}&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|FRIENDLY_COLOR}}&lt;br /&gt;
| see [[color]]&lt;br /&gt;
|&lt;br /&gt;
The color of this entity's civilization settlements in the world gen and embark screens. Defaults to 7:0:1.&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION}}&lt;br /&gt;
| type&lt;br /&gt;
|&lt;br /&gt;
* REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
* PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RELIGION_SPHERE}}&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SPHERE_ALIGNMENT}}&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|POSITION}}&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see [[Position token]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAND_HOLDER_TRIGGER}}&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SITE_VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a site responsibility to be taken up by a dynamically generated position (lords, hearthpersons, etc). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility. Also appears to cause site disputes.{{Verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VARIABLE_POSITIONS}}&lt;br /&gt;
| Position responsibility or ALL&lt;br /&gt;
| Allows a responsibility to be taken up by a dynamically generated position (such as Law-maker). Any defined positions holding a given responsibility will take precedence over generated positions for that responsibility.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ETHIC}}&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of [[ethic]]s (certain behaviors), from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|VALUE}}&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
*number&lt;br /&gt;
| Sets the civ's cultural values.  Numbers range from -50 (completely anathema) to 0 (neutral) to 50 (highly valued).&lt;br /&gt;
[VALUE:CRAFTSMANSHIP:50]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WILL_ACCEPT_TRIBUTE}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ's traders accept offered goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WANDERER}}, {{text anchor|BEAST_HUNTER}}, {{text anchor|SCOUT}}&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen. This seems to increase Tracker skill. These types of adventurers will sometimes be seen leading a battle (instead of war leaders or generals) in remote locations during world-gen, in charge of the the defenders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ABUSE_BODIES}}&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ACTIVE_SEASON}}&lt;br /&gt;
| season&lt;br /&gt;
| the season when the civ is most active: when they will trade, interact with you via diplomats, and/or invade you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu. ACTIVE_SEASON tags may be changed for a currently active fort.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMBUSHER}}&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AT_PEACE_WITH_WILDLIFE}}&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BABYSNATCHER}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag, enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during worldgen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If the playable civ in Fortress Mode has this tag (i.e. you add BABYSNATCHER to the Dwarf entity) then the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_FORTIFICATIONS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build castles and [[mead hall]]s, and (unlike older versions) only functions when the type of site built is a hamlet/town. This, combined with the correct type of [[position token|position]] associated with a site, is why adventurers can only lay claim to human sites. {{bug|8001}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BUILDS_OUTDOOR_TOMBS}}&lt;br /&gt;
| &lt;br /&gt;
| Makes the civilization build tombs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|BANDITRY}}&lt;br /&gt;
| percentage&lt;br /&gt;
| Sets a percentage of the entity population to be used as bandits.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIPLOMAT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats are accompanied by a pair of soldiers.&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GENERATED}}&lt;br /&gt;
|&lt;br /&gt;
| Found on generated divine &amp;quot;HF Guardian Entities&amp;quot;.  Cannot be used in user-defined raws.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INVADERS_IGNORE_NEUTRALS}}&lt;br /&gt;
|&lt;br /&gt;
| Causes invaders to ignore visiting caravans and other neutral creatures.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ITEM_THIEF}}&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LOCAL_BANDITRY}}&lt;br /&gt;
|&lt;br /&gt;
| Causes the entity to send out patrols that can ambush adventurers. Will cause cities to be hostile to adventurers whenever they enter, regardless of race or nationality. Adding this tag to playable entities will also make adventurers with this token willing to move-attack non-hostile villagers, rather than having to make an aimed attack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_BODYGUARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Caravan merchants are accompanied by soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|MERCHANT_NOBILITY}}&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown - in previous versions, this resulted in the civ having a Guild Representative / Merchant Baron / Merchant Prince, but now this is controlled solely by positions.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POPULATION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 20 dwarves, 2 to 50 dwarves, 3 to 80, 4 to 110, and 5 to 140. Progress triggers may be changed, added, or deleted for a currently active fort. Note: hostile civs require that the population trigger be fulfilled as well as at least one other trigger before attacking.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PRODUCTION}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 5000☼ created wealth, 2 to 25000☼, 3 to 100000☼, 4 to 200000☼, and 5 to 300000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level. If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger. 1 corresponds to 500☼ exported wealth, 2 to 2500☼, 3 to 10000☼, 4 to 20000☼, and 5 to 30000☼. Progress triggers may be changed, added, or deleted for a currently active fort.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_POP_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
If multiple progress triggers exist for a civ, it will come when any one of them is fulfilled instead of waiting for all of them to be reached. A value of 0 disables the trigger.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_PROD_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PROGRESS_TRIGGER_TRADE_SIEGE}}&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will begin to send sieges against the player civ when this level is reached if it is hostile.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGER}}&lt;br /&gt;
|&lt;br /&gt;
| Will start campfires and wait around at the edge of your map for a month or two before rushing in to attack.&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. Makes trade impossible with the related civilization.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TREE_CAP_DIPLOMACY}}&lt;br /&gt;
|&lt;br /&gt;
| Visiting diplomats impose tree cutting quotas; without this, they will simply compliment your fortress and leave. Also causes the diplomat to make unannounced first contact at the very beginning of the first Spring after your fortress becomes a Barony.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|LAYER_LINKED}}&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|UNDEAD_CANDIDATE}}&lt;br /&gt;
|&lt;br /&gt;
| Unknown. Possibly makes this creature available as a &amp;quot;Corpse&amp;quot; (e.g. Human Corpse) for necromancers in adventure mode.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Available Resources ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|AMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
|Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIGGER}}&lt;br /&gt;
| item token&lt;br /&gt;
| Causes the selected weapon to fall under the &amp;quot;digging tools&amp;quot; section of the embark screen. Also forces the weapon to be made out of metal, which can cause issues if a modded entity has access to picks without access to metal. For those cases, listing the pick under the [WEAPON] token works just as well.&lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GLOVES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|HELM}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INSTRUMENT}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|PANTS}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHIELD}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SHOES}}&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.  Permitted rarity values are RARE, UNCOMMON, FORCED (anything else is treated as COMMON).&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SIEGEAMMO}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOOL}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOOL:ITEM_TOOL_NEST_BOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TOY}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TRAPCOMP}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WEAPON}}&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANIMAL_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civilization to use products made from animals. All relevant creatures will be able to provide wool, silk, and extracts (including milk and venom) for trade, and non-sentient creatures (unless ethics state otherwise) will be able to provide eggs, caught fish, meat, leather, bone, shell, pearl, horn, and ivory.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_ANY_PET_RACE}}&lt;br /&gt;
| &lt;br /&gt;
| Any creature in the civilization's list of usables (from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet, pack animal (with PACK_ANIMAL), wagon puller (with WAGON_PULLER), mount (with MOUNT or MOUNT_EXOTIC), or siege minion (with TRAINABLE_WAR and ''without'' CAN_LEARN).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_CAVE_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped. If they have it, cave creatures with PET will also be available as pets, pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR and ''without'' CAN_LEARN).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped. If they have it, evil creatures with SLOW_LEARNER or ''without'' CAN_LEARN will be also available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR or SLOW_LEARNER).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_EVIL_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_ANIMALS}}&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped. If they have it, good creatures ''without'' CAN_LEARN will also be available as pets (with PET), pack animals (with PACK_ANIMAL), wagon pullers (with WAGON_PULLER), mounts (with MOUNT or MOUNT_EXOTIC), and siege minions (with TRAINABLE_WAR).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_PLANTS}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_GOOD_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|USE_MISC_PROCESSED_WOOD_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| If the relevant professions are permitted, controls availability of lye (LYE_MAKING), charcoal (BURN_WOOD), and potash (POTASH_MAKING).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_MOUNT}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and MOUNT. Additionally, all available (based on USE_ANY_PET_RACE, USE_CAVE_ANIMALS, USE_GOOD_ANIMALS, and USE_EVIL_ANIMALS) creature with MOUNT and PET will be allowed for use as mounts during combat.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PACK}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PACK_ANIMAL. Additionally, all available (see above) creatures with PACK_ANIMAL and PET will be allowed for use during trade as pack animals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PET}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and PET. Additionally, all available (see above) creatures with PET will be allowed for use as pets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|COMMON_DOMESTIC_PULL}}&lt;br /&gt;
|&lt;br /&gt;
| Gives the civilization access to creatures with COMMON_DOMESTIC and WAGON_PULLER. Additionally, all available (see above) creatures with WAGON_PULLER and PET will be allowed for use during trade to pull [[wagon]]s.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|RIVER_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OCEAN_PRODUCTS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products (including [[amber]] and [[coral]]) in the goods it has available for trade. Without OCEAN_PRODUCTS, civilizations will not be able to trade ocean fish even if they are ''also'' available from other sources (e.g. [[sturgeon]]s and [[stingray]]s).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_FARMING}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_FARMING}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_GARDENS}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant growths (quarry bush leaves in unmodded games) in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_GARDENS}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use indoor tree growths in the goods it has available for trade.  Not used in vanilla entities, as vanilla underground trees do not grow fruit.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_ORCHARDS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use outdoor tree growths in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|SUBTERRANEAN_CLOTHING}}&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|EQUIPMENT_IMPROVEMENTS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|IMPROVED_BOWS}}&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|METAL_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows metal materials to be used to make cages (inexpensive metals only) and crafts.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Allows the civilization to make use of nearby stone types. If the FURNACE_OPERATOR job is permitted, also allows ore-bearing stones to be smelted into metals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic weapons such as swords and spears from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|WOOD_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| The civilization can make traditionally metallic armor such as mail shirts and helmets from wood. An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_PREF}}&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|INDOOR_WOOD}}&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|OUTDOOR_WOOD}}&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|GEM_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Precious gems cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|STONE_SHAPE}}&lt;br /&gt;
| [[Descriptor shape token|shape]]&lt;br /&gt;
| Ordinary non-gem stones cut by this civilization's jewelers can be of this shape.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_CLOTH}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use materials with [DIVINE] for clothing.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_WEAPONS}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for weapons.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|DIVINE_MAT_ARMOR}}&lt;br /&gt;
|&lt;br /&gt;
| Allows civ to use metals with [DIVINE] for armour.  Used for generated divine entities.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Tissue Styling Related Tokens ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TISSUE_STYLE}}&lt;br /&gt;
| tissue style unit ID&lt;br /&gt;
| Select tissue layer which have the ID attached using TISSUE_STYLE_UNIT token in unit raws. This allows setting further cultural style parameters for selected tissue layer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_MAINTAIN_LENGTH}}&lt;br /&gt;
|&lt;br /&gt;
* minimum length?&lt;br /&gt;
* maximum length?&lt;br /&gt;
| Presumably sets culturally preferred tissue length for selected tissue. Needs testing.&lt;br /&gt;
Dwarves have their beards set to 100:NONE by default.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| {{text anchor|TS_PREFERRED_SHAPING}}&lt;br /&gt;
| styling token&lt;br /&gt;
| Valid tokens are NEATLY_COMBED, BRAIDED, DOUBLE_BRAIDS, PONY_TAILS, CLEAN_SHAVEN and STANDARD_HAIR/BEARD/MOUSTACHE/SIDEBURNS_SHAPINGS.&lt;br /&gt;
Presumably sets culturally preferred tissue shapings for selected tissue. Needs testing.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=210042</id>
		<title>Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Known_bugs_and_issues&amp;diff=210042"/>
		<updated>2014-08-24T23:03:00Z</updated>

		<summary type="html">&lt;p&gt;Samanato: changes in .40.10, hopefully&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|23:36, 4 September 2013 (UTC)}}&lt;br /&gt;
{{av}}{{catbox|DF2014:Bugs}}&lt;br /&gt;
Dwarf Fortress is a constant work in progress, and is thus full of '''bugs'''. Some of them are minor and completely harmless, some are small and annoying, and some are major and even game-changing. Some of the best-known bugs are compiled below; an official compilation of all bugs, and their development status, can be found on the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php bug tracker] and an informal [http://www.bay12forums.com/smf/index.php?topic=111051.0 poll of the worst bugs] is available in the forums. Please do '''not''' report bugs here; they should be sent to the [http://www.bay12games.com/dwarves/mantisbt/my_view_page.php Mantis BT] instead. If you have issues signing up for the bug tracker, see the [http://www.bay12forums.com/smf/index.php?board=6.0 forum bug tracker board] for instructions (but don't report bugs on the forum either).&lt;br /&gt;
&lt;br /&gt;
Some bugs {{dffd|6741|were fixed in v0.34}} by a temporary binary patch made by Quietust and other users; hopefully these fixes will be rolled into v0.40 at some point.&lt;br /&gt;
&lt;br /&gt;
== Severe bugs ==&lt;br /&gt;
These bugs can significantly interfere with play.&lt;br /&gt;
&lt;br /&gt;
* {{bug|link=1|7161}} Morale is screwy.&lt;br /&gt;
** May be partially fixed in .40.10.  Bugfixes for morale are ongoing.&lt;br /&gt;
** Workaround: mod creatures to have natural Discipline skill&lt;br /&gt;
** Workaround: barracks training raises Discipline&lt;br /&gt;
** Workaround: continual exposure to sentient corpses raises Discipline (along with feelings of horror)&lt;br /&gt;
* {{bug|link=1|7185}} Scared traders immediately scuttle wagons and leave. &lt;br /&gt;
* {{bug|link=1|6586}} Dwarves climb trees and fall out of them for no obvious reason.&lt;br /&gt;
** This may be partially fixed; more information is needed (see bug report).&lt;br /&gt;
** Workaround: make sure there is always at least one meeting zone or sculpture garden where dwarves can idle.&lt;br /&gt;
* {{bug|link=1|7447}} Numerous problems reported with [[brewing]].&lt;br /&gt;
* {{bug|link=1|5895}} Hauled items are &amp;quot;unavailable&amp;quot; while a dwarf is lugging them across the map in a bin/barrel/etc.&lt;br /&gt;
** Workaround: new STORE_DIST_* settings in [[d_init.txt]] can tweak the behavior.&lt;br /&gt;
** Workaround: clever [[Stockpile Design]]s can reduce the impact.&lt;br /&gt;
&lt;br /&gt;
== New bugs ==&lt;br /&gt;
These bugs are new to v0.40.  (There are many more; these are just a few of the most prominent.)&lt;br /&gt;
&lt;br /&gt;
* {{bug|link=1|6704}} Already-felled trees &amp;quot;collapse&amp;quot; when mining under their former roots&lt;br /&gt;
* {{bug|link=1|7274}} Dwarves occasionally attempt to perform jobs at a distance, with predictably poor results&lt;br /&gt;
** Related to {{bug|link=1|7825}} marked as fixed in 0.40.07 -- #7274 needs verification.&lt;br /&gt;
* {{bug|link=1|7651}} Some embark-purchased animals won't [[breed]].&lt;br /&gt;
* {{bug|link=1|7444}} Sparring dwarves can knock each other through walls with charge attacks.&lt;br /&gt;
* {{bug|link=1|7574}} Creatures assigned to burrows/pastures can become accident-prone.&lt;br /&gt;
&lt;br /&gt;
== Lingering bugs ==&lt;br /&gt;
These bugs are not new to v0.40, but have been confirmed as still existing.  Any workarounds that involve binary patches or DFhack will not work until those tools have been updated to the new version.&lt;br /&gt;
&lt;br /&gt;
* {{bug|link=1|1451}} Military equipment interferes with civilian equipment (picks/axes/crossbows/quivers). It is not possible to use a single axe for both [[wood cutter|wood cutting]] and combat, or a single pick for both [[miner|mining]] and combat. Crossbows in the hands of [[hunter]]s can also cause problems.&lt;br /&gt;
* {{bug|link=1|4552}} Siegers waiting by bodies of dead leaders.&lt;br /&gt;
* {{bug|link=1|412}} Nobles job priority is weird (trading, diagnose, talking with liaison and attend meeting jobs have extremely low priority). Many very necessary jobs get glutted out by insignificant things like hauling spare stone around, requiring labor management when you want something done.&lt;br /&gt;
* {{bug|link=1|2712}} Weapons, especially whips, cut through steel armor like butter.&lt;br /&gt;
**Workaround: appropriate [[modding]] to [http://www.bay12forums.com/smf/index.php?topic=115448 nerf] these weapons&lt;br /&gt;
* {{bug|link=1|2780}} Pond/pool populations (e.g. pond turtles) do not replenish, gradually become [[extinct]]&lt;br /&gt;
** Supposedly fixed in 0.40.01 but reported to still be happening with ponds (possibly fixed for rivers only?)&lt;br /&gt;
* {{bug|link=1|535}} Equipping weapons/armor on military is erratic. This is a long-standing bug that has been slowly but surely rolled back.&lt;br /&gt;
* {{bug|link=1|296}} Pools/smears/spatters of blood, dust and other materials multiply themselves, get tracked around too much. [[Contaminant]] physics are strange in Dwarf Fortress; instead of washing away, when exposed to running water, it will actually multiply to other tiles.&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[DFHack]]&lt;br /&gt;
* {{bug|link=1|4550}} Dodging into river/lava/pit etc. Apparently, dwarves are stupid. Related: they tend to get thrown off of [[waterfall]]s and die from fall damage because they did not account for the current.&lt;br /&gt;
* {{bug|link=1|425}} Dwarves perform [[cleaning]] erratically at best.&lt;br /&gt;
**Workaround: routinely run [https://github.com/DFHack/dfhack/blob/master/Readme.rst#clean clean] in [[DFHack]]&lt;br /&gt;
* {{bug|link=1|5986}} Designating large areas for smoothing slows game to a crawl.&lt;br /&gt;
* {{bug|link=1|136}} When embarking on large area, DF hits 2GB memory limit and crashes.&lt;br /&gt;
**Workaround: Until a permanent fix is made, the player can use [http://www.ntcore.com/4gb_patch.php NTCore's 4GB fix], which will not only increase the memory limit, but will improve performance overall. (This is not a permanent solution for the devs; it could lead to unforeseen problems if incorporated within the .exe downloaded from the server.)&lt;br /&gt;
* {{bug|link=1|797}} Animals repeatedly path through &amp;quot;tightly closed&amp;quot; [[door]]s causing lag.&lt;br /&gt;
* {{bug|link=1|4065}} Untradeable creatures (hostiles, wild animals) are released from [[cage]]s when the cages are ordered taken to the [[trade depot]].&lt;br /&gt;
&lt;br /&gt;
== Unverified bugs ==&lt;br /&gt;
These bugs were known to exist in v0.34, and ''may or may not'' still exist.  They need to be verified.  Any workarounds that involve binary patches or DFhack will not work until those tools have been updated to the new version.&lt;br /&gt;
&lt;br /&gt;
* {{bug|link=1|1582}} Injured dwarf in bed in stocked hospital ignored by idle doctors. Medical jobs are too low-priority, and will be ignored in favor of pretty much everything else, hauling included, forcing players that need to administer medical care to disable all other labors; and even then, doctors tend to idle a bit in between their jobs.&lt;br /&gt;
* {{bug|link=1|5097}} Names overwriting text with TrueType and {{bug|link=1|5696}} strange gaps in report texts.  &lt;br /&gt;
**Workaround: Hitting F12 to toggle True Type can often get you around this problem.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Game development]]&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=210011</id>
		<title>Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Elf&amp;diff=210011"/>
		<updated>2014-08-24T17:09:18Z</updated>

		<summary type="html">&lt;p&gt;Samanato: some plant products are no longer brought, bug 7863&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|07:51, 9 August 2010 (UTC)}}&lt;br /&gt;
{{Creaturelookup/0&lt;br /&gt;
|wiki=yes}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{creaturedesc}}&lt;br /&gt;
&lt;br /&gt;
Elves are &amp;lt;s&amp;gt;smelly, stuck-up, arrogant [[tree]]-fondling hippies&amp;lt;/s&amp;gt; humanoids dedicated to the protection of ''their'' concept of nature (focused on trees).&lt;br /&gt;
&lt;br /&gt;
Elven caravans arrive in late spring. During [[trade]], elves will '''not''' accept [[wood]], wooden items or any goods [[Decoration|decorated]] with wood. This includes  ''clear'' and ''crystal'' [[glass]] items and [[soap]], because wood-derived [[lye]] and [[pearlash]] are used in their production, however, ash-[[glaze]]d items are acceptable. Elves bring their own &amp;quot;grown&amp;quot; wooden items. Those were presumably produced without cutting down trees. Elves will accept elf-made wooden items in trade, but not wooden items made by anyone else. Be careful not to offer them your wooden [[bin]]s or [[barrel]]s, or [[quiver]]s containing wooden [[bolt]]s/[[arrow]]s. If the contents of bins are marked for trade individually, and are not wooden themselves, the elves will not care that you used wooden bins to haul the goods to the depot. You may also steal from them or even kill/torture them without fear of repercussion: merchants will not resist if you seize their goods and will not competently fight back if attacked.&lt;br /&gt;
&lt;br /&gt;
Offending elves by attempting to trade wooden items normally causes them to refuse further trade this year and leave early. Repeatedly offending elves by attempting to trade wooden items may cause them to attack your fortress with an [[ambush]].&lt;br /&gt;
&lt;br /&gt;
Elves will generally '''accept''' items made of green glass, stone, metal, bone and other refuse, silk, leather, plant fiber cloth, meat and fish, totems, and even plants. They will accept animals in trade, as long as those are not held in dwarf-made wooden [[Cage|cages]].&lt;br /&gt;
&lt;br /&gt;
They also accept ''raw'' clear glass and ''raw'' crystal glass, even though they are made using [[pearlash]]. Despite the name, petrified wood is a kind of stone and therefore acceptable. (Apparently its okay if the tree died of natural causes a long time ago.)&lt;br /&gt;
&lt;br /&gt;
Elves bring only plant-related and wood-related items, caged animals, various types of clay and sand.&lt;br /&gt;
&lt;br /&gt;
They have no facial hair but rarely they have at least stubble.&lt;br /&gt;
&lt;br /&gt;
Some &amp;lt;s&amp;gt;stupid, useless, treefondling traitors&amp;lt;/s&amp;gt; dwarves will like elves for their ''grace''.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
List of what you can expect in an average elven caravan:&lt;br /&gt;
*Wooden logs:  Always useful.  Quantity depending on how many logs you have already; lower means more.  However, caravans with grown logs tend to be rare.&lt;br /&gt;
*Fruits and various other growths from [[tree]]s.&lt;br /&gt;
*Wooden containers: [[Container|chests]], [[cage]]s, [[bucket]]s, and [[barrel]]s. These all are useful.&lt;br /&gt;
*Soil types: [[sand]] in bags, various types of [[clay]]. Can be useful if you are lacking of either.&lt;br /&gt;
*[[Bag]]s and [[rope]]s made from plant cloth. You already should have those, but a few extra bags never hurt, although plant cloth bags are a bit expensive.&lt;br /&gt;
*A few exotic aboveground tame animals in cages. May be [[opossum|a]] [[stoat|disappointingly]] [[fox|useless]] [[hoary marmot|animal]] or [[Giant badger|an]] [[Giant tiger|incredibly]] [[Giant desert scorpion|awesome]] [[Giant eagle|one]].&lt;br /&gt;
*Caged tame [[vermin]], which has no real use aside from putting in a [[zoo]].  These have a habit of escaping from the cage as soon as the caravan arrives.{{bug|6343}}&lt;br /&gt;
*Rope reed [[clothing]], mildly useful if you are in lack of clothing and haven't bothered setting up a clothing industry.&lt;br /&gt;
*Wooden [[crutch]]es and [[Health_care#Splints|splint]]s, which are pretty handy for [[health care]] if you didn't make any.&lt;br /&gt;
*Wooden [[armor]] and [[weapon]]s, which are generally useless unless you are [[trap]]-happy, lack metal, or don't have enough wood to build spears for [[danger room]]s.&lt;br /&gt;
*And finally, plenty of useless crap which has no use at all (apart from being traded to the next caravan for actually useful stuff, but even then you can make crafts out of more valuable stuff than wood) and should be dumped into [[magma]] as soon as possible (along with the entire caravan if you desire).  They include cloth [[craft]]s, wooden crafts, wooden [[Finished_goods#Toys|toys]]s, and wooden [[Finished_goods#Instruments|instrument]]s.&lt;br /&gt;
&lt;br /&gt;
All wooden products made by elves are called &amp;quot;grown&amp;quot;.  Unlike regular wood, these may be traded back to the elves without repercussion.&lt;br /&gt;
&lt;br /&gt;
==Ethics==&lt;br /&gt;
&lt;br /&gt;
Elven [[ethics]] often differ from those of other races. Their position on moral philosophy will likely put them at odds with [[human]]s, [[goblin]]s, and sometimes [[kobold]]s and animal-people. They are likely to be friendly with [[dwarf|dwarves]], unless provoked, although a dwarven civilisation ''may'' be at war with elves in world-gen.&lt;br /&gt;
&lt;br /&gt;
Elves are the only race which wholeheartedly accepts the devouring of enemy combatants. Looking in legends mode shows that an elven combatant will sometimes devour the other person they were fighting when they win. In spite of this, elves refuse to butcher and consume intelligent beings. Elves find torturing as an example acceptable, but condemn other forms of torture and consider torturing for information misguided. To elves, keeping any trophy of any kind is an unthinkable act. Elves begrudgingly allow for killing animals when done in self-defense, and the killing of other elves by an elf is justified if there is an extremely good reason for doing so. For elves, the killing of plants, ''especially'' trees, is unthinkable. On the other hand, the killing of neutral beings and enemies is acceptable. Elven society seems to be regulated by shame from the community, rather than by threat of punishment. As such, elves never offer serious or capital punishment to criminals; instead, elves found to have committed vandalism, trespassing or theft are reprimanded, while those convicted of treason, lying, breaking oaths, assault or participating in slavery are forced into exile.&lt;br /&gt;
&lt;br /&gt;
Elves [[Personality_trait|value]] nature incredibly highly, and they also place a degree of value on family, eloquence, cunning, artwork, fairness, merriment, competition and romance. Elves do not especially respect commerce and have a dislike for self-control. &lt;br /&gt;
&lt;br /&gt;
==Diplomats==&lt;br /&gt;
The elven diplomat will arrive approximately half way through the first month in Spring.  If the player agrees to a treecutting quota, it will be visible after selecting the elves in the Civilizations screen and pressing Tab a few times.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Elven caravans do not bring cloth, seeds or booze, and rarely bring grown wooden logs.{{bug|7863}}&lt;br /&gt;
&lt;br /&gt;
{{gamedata}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Races}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=209985</id>
		<title>Personality facet</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Personality_facet&amp;diff=209985"/>
		<updated>2014-08-24T06:17:35Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Beliefs */  typo fixed in .40.05&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Exceptional|16:12, 23 August 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
__FORCETOC__&lt;br /&gt;
Dwarven '''personalities''' are determined by beliefs, goals, and facets. These are distinct from [[attributes]]. In general, personality traits do not have as important a gameplay effect as attributes, though many of the gameplay effects of personality traits are yet unknown.&lt;br /&gt;
&lt;br /&gt;
Personality traits are shown in a dwarf's &amp;quot;thoughts and preferences&amp;quot; description page, which can be accessed by {{k|v}}iewing that dwarf then {{k|p}}, {{k|z}}, {{k|Enter}}, or from the {{k|u}}nit menu with {{k|v}}iew, {{k|Enter}}.&lt;br /&gt;
&lt;br /&gt;
==Beliefs==&lt;br /&gt;
&lt;br /&gt;
Each belief has a range from &amp;amp;minus;50 to 50. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| +41 to +50 || 10 || 0.4%  || Highest&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || 15 || 2%    || Very High&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || 15 || 8.5%  || High&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || 21 || 78%   || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || 15 || 8.5%  || Low&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || 15 || 2%    || Very Low&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || 10 || 0.4%  || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Beliefs are also influenced by cultural values via the use of the VALUE [[entity token]]. For example, dwarven civilizations hold craftsdwarfship in the highest regard, whereas goblins hold the ideas  of fairness and sacrifice in utter disdain. If an individual dwarf's belief differs significantly from the civilization's beliefs, then that belief gets highlighted in cyan in the thought and personality screen.&lt;br /&gt;
&lt;br /&gt;
Certain beliefs can conflict with personality facets &amp;amp;mdash; see below.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Topic&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LAW&lt;br /&gt;
| +41 to +50 || is an absolute believer in the rule of law&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for the law&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the law&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't feel strongly about the law&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || does not respect the law&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains the law&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of laws abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LOYALTY&lt;br /&gt;
| +41 to +50 || has the highest regard for loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly prizes loyalty&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || views loyalty unfavorably&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || disdains loyalty&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of loyalty&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FAMILY&lt;br /&gt;
| +41 to +50 || sees family as one of the most important things in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || values family greatly&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values family&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about family one way or the other&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is put off by family&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || lacks any respect for family&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the idea of family loathsome&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FRIENDSHIP&lt;br /&gt;
| +41 to +50 || believes friendship is a key to the ideal life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees friendship as one of the finer things in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || thinks friendship is important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about friendship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds friendship burdensome&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is completely put off by the idea of friends&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of friendship disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | POWER&lt;br /&gt;
| +41 to +50 || believes that the acquisition of power over others is the ideal goal in life and worthy of the highest respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees power over others as something to strive for&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects power&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't find power particularly praiseworthy&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || has a negative view of those who exercise power over others&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || hates those who wield power over others&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the acquisition and use of power abhorent 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 | TRUTH&lt;br /&gt;
| +41 to +50 || believes the truth is inviolable regardless of the cost&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that honesty is a high ideal&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values honesty&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not particularly value the truth&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds blind honesty foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees lying as an important means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is repelled by the idea of honesty and lies without compunction&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | CUNNING&lt;br /&gt;
| +41 to +50 || holds well-laid plans and shrewd deceptions in the highest regard&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects the shrewd and guileful&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cunning&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value cunning and guile&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees guile and cunning as indirect and somewhat worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || holds shrewd and crafty individuals in the lowest esteem&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is utterly disgusted by guile and cunning&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ELOQUENCE&lt;br /&gt;
| +41 to +50 || believes that artful speech and eloquent expression are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values eloquence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't value eloquence so much&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds eloquence and artful speech off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds [him/her]self somewhat disgusted with eloquent speakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees artful speech and eloquence as a wasteful form of deliberate deception and treats it as such&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | FAIRNESS&lt;br /&gt;
| +41 to +50 || holds fairness as one of the highest ideals and despises cheating of any kind&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has great respect for fairness&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects fair-dealing and fair-play&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not care about fairness&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees life as unfair and doesn't mind it that way&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the idea of fair-dealing foolish and cheats when [he/she] finds it profitable&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by the idea of fairness and will freely cheat anybody at any time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | DECORUM&lt;br /&gt;
| +41 to +50 || views decorum as a high ideal and is deeply offended by those that fail to maintain it&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects those that observe decorum and maintain their dignity&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values decorum, dignity and proper behavior&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care very much about decorum&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds maintaining decorum a silly, fumbling waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees those that attempt to maintain dignified and proper behavior as vain and offensive&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is affronted by the whole notion of maintaining decorum and finds so-called dignified people disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRADITION&lt;br /&gt;
| +41 to +50 || holds the maintenance of tradition as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || is a firm believer in the value of tradition&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tradition&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have any strong feelings about tradition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || disregards tradition&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds the following of tradition foolish and limiting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tradition and would flout any [he/she] encounters if given a chance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ARTWORK&lt;br /&gt;
| +41 to +50 || believes that the creation and appreciation of artwork is one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects artists and their works&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values artwork&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care about art one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds artwork boring&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the whole pursuit of art as silly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds art offensive and would have it destroyed whenever possible&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COOPERATION&lt;br /&gt;
| +41 to +50 || places cooperation as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || sees cooperation as very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see cooperation as valuable&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || dislikes cooperation&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || views cooperation as a low ideal not worthy of any respect&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is thoroughly disgusted by cooperation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | INDEPENDENCE&lt;br /&gt;
| +41 to +50 || belives that freedom and independence are completely non-negotiable and would fight to defend them&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures independence&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values independence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value independence one way or another&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the ideas of independence and freedom somewhat foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees freedom and independence as completely worthless&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || hates freedom and would crush the independent spirit wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | STOICISM&lt;br /&gt;
| +41 to +50 || views any show of emotion as offensive&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks it is of the utmost importance to present a bold face and never grouse, complain or even show emotion&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || believes it is important to conceal emotions and refrain from complaining&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't see much value in being stoic&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees no value in holding back complaints and concealing emotions&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || feels that those who attempt to conceal their emotions are vain and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees concealment of emotions as a betrayal and tries [his/her] best never to associate with such secretive fools&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | INTROSPECTION&lt;br /&gt;
| +41 to +50 || feels that introspection and all forms of self-examination are the keys to a good life and worthy of respect&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply values introspection&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees introspection as important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the value in self-examination&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds introspection to be a waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that introspection is valueless and those that waste time in self-examination are deluded fools&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the whole idea of introspection completely offensive and contrary to the ideals of a life well-lived&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SELF_CONTROL&lt;br /&gt;
| +41 to +50 || believes that self-mastery and the denial of impulses are of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || finds moderation and self-control to be very important&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values self-control&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly value self-control&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that deny their impulses somewhat stiff&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the denial of impulses as a vain and foolish pursuit&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || has abandoned any attempt at self-control and finds the whole concept deeply offensive&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | TRANQUILITY&lt;br /&gt;
| +41 to +50 || views tranquility as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly values tranquility and quiet&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values tranquility and a peaceful day&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have a preference between tranquility and tumult&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || prefers a noisy, bustling life to boring days without activity&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is greatly disturbed by quiet and a peaceful existence&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is disgusted by tranquility and would that the world would constantly churn with noise and activity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | HARMONY&lt;br /&gt;
| +41 to +50 || would have the world operate in complete harmony without the least bit of strife or disorder&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || strongly believes that a peaceful and ordered society without dissent is best&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values a harmonious existence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || sees equal parts of harmony and discord as part of life&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || doesn't respect a society that has settled into harmony without debate and strife&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || can't fathom why anyone would want to live in an orderly and harmonious society&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes deeply that chaos and disorder are the truest expressions of life and would disrupt harmony wherever it is found&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | MERRIMENT&lt;br /&gt;
| +41 to +50 || believes that little is better in life than a good party&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || truly values merrymaking and parties&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || finds merrymaking and partying worthwhile activities&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really value merrymaking&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees merrymaking as a waste&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is disgusted by merrymakers&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || is appalled by merrymaking, parties and other such worthless activities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | CRAFTSMANSHIP&lt;br /&gt;
| +41 to +50 || holds crafts[man]ship to be of the highest ideals and celebrates talented artisans and their masterworks&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || has a great deal of respect for worthy crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values good crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care about crafts[man]ship&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || considers crafts[man]ship to be relatively worthless&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || sees the pursuit of good crafts[man]ship as a total waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || views crafts[man]ship with disgust and would desecrate a so-called masterwork or two if [he/she] could get away with it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | MARTIAL_PROWESS&lt;br /&gt;
| +41 to +50 || believes that martial prowess defines the good character of an individual&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects skill at arms&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values martial prowess&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || does not really value skills related to fighting&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds those that develop skill with weapons and fighting distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks that the pursuit of the skills of warfare and fighting is a low pursuit indeed&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || abhors those that pursue the mastery of weapons and skill with fighting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SKILL&lt;br /&gt;
| +41 to +50 || believes that the mastery of a skill is one of the highest pursuits&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects those that take the time to master a skill&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects the development of skill&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care if others take the time to master skills&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds the pursuit of skill mastery off-putting&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes that the time taken to master a skill is a horrible waste&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || sees the whole idea of taking time to master a skill as appalling&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | HARD_WORK&lt;br /&gt;
| +41 to +50 || believes that hard work is one of the highest ideals and a key to the good life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || deeply respects those that work hard at their labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values hard work&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't really see the point of working hard&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees working hard as a foolish waste of time&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || thinks working hard is an abject idiocy&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the proposition that one should work hard in life utterly abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | SACRIFICE&lt;br /&gt;
| +41 to +50 || finds sacrifice to be one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that those who sacrifice for others should be deeply respected&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values sacrifice&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect sacrifice as a virtue&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees sacrifice as wasteful and foolish&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds sacrifice to be the height of folly&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the entire concept of sacrifice for others is truly disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COMPETITION&lt;br /&gt;
| +41 to +50 || holds the idea of competition among the most important and would encourage it wherever possible&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || views competition as a crucial driving force in the world&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || sees competition as reasonably important&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't have strong views on competition&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees competition as wasteful and silly&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || deeply dislikes competition&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds the very idea of competition obscene&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | PERSEVERENCE&lt;br /&gt;
| +41 to +50 || believes that perseverence is one of the greatest qualities somebody can have&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || greatly respects individuals that persevere through their trials and labors&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects perseverence&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think much about the idea of perseverence&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees perseverence 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 abhorent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | LEISURE_TIME&lt;br /&gt;
| +41 to +50 || believes that it would be a fine thing if all time were leisure time&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || treasures leisure time and thinks it is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't think one way or the other about leisure time&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds leisure time wasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is offended by leisure time and leisurely living&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || believes that those that take leisure time are evil and finds the whole idea disgusting&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | COMMERCE&lt;br /&gt;
| +41 to +50 || sees engaging in commerce as a high ideal in life&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || really respects commerce and those that engage in trade&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || respects commerce&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly respect commerce&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || is somewhat put off by trade and commerce&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || finds those that engage in trade and commerce to be fairly disgusting&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || holds the view that commerce is a vile obscenity&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | ROMANCE&lt;br /&gt;
| +41 to +50 || sees romance as one of the highest ideals&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || thinks romance is very important in life&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values romance&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't care one way or the other about romance&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || finds romance distasteful&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || is somewhat disgusted by romance&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || finds even the abstract idea of romance repellent&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=7 | NATURE&lt;br /&gt;
| +41 to +50 || holds nature to be of greater value than most aspects of civilization&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&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 | PEACE&lt;br /&gt;
| +41 to +50 || believes the idea of war is utterly repellent and would have peace at all costs&lt;br /&gt;
|-&lt;br /&gt;
| +26 to +40 || believes that peace is always preferable to war&lt;br /&gt;
|-&lt;br /&gt;
| +11 to +25 || values peace over war&lt;br /&gt;
|-&lt;br /&gt;
| −10 to +10 || doesn't particularly care between war and peace&lt;br /&gt;
|-&lt;br /&gt;
| −25 to −11 || sees war as a useful means to an end&lt;br /&gt;
|-&lt;br /&gt;
| −40 to −26 || believes war is preferable to peace in general&lt;br /&gt;
|-&lt;br /&gt;
| −50 to −41 || thinks that the world should be engaged in perpetual warfare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Goals==&lt;br /&gt;
Some creatures dream of accomplishing certain goals in their life, and these goals can presumably affect their behavior.&lt;br /&gt;
&lt;br /&gt;
If a creature has such dreams, they will be listed in the Thoughts and Preferences page.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Description&lt;br /&gt;
! Gameplay effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! STAY_ALIVE&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! MAINTAIN_ENTITY_STATUS&lt;br /&gt;
|&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! START_A_FAMILY&lt;br /&gt;
| dreams of raising a family&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! RULE_THE_WORLD&lt;br /&gt;
| dreams of ruling the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! CREATE_A_GREAT_WORK_OF_ART&lt;br /&gt;
| dreams of creating a great work of art&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! CRAFT_A_MASTERWORK&lt;br /&gt;
| dreams of crafting a masterwork someday&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! BRING_PEACE_TO_THE_WORLD&lt;br /&gt;
| dreams of bringing lasting peace to the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! BECOME_A_LEGENDARY_WARRIOR&lt;br /&gt;
| dreams of becoming a legendary warrior&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! MASTER_A_SKILL&lt;br /&gt;
| dreams of mastering a skill&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! FALL_IN_LOVE&lt;br /&gt;
| dreams of falling in love&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! SEE_THE_GREAT_NATURAL_SITES&lt;br /&gt;
| dreams of seeing the great natural places of the world&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! IMMORTALITY&lt;br /&gt;
| &lt;br /&gt;
| Leads to [[necromancer|necromancy]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If said goal has actually been fulfilled, the description will include &amp;quot;and this dream was realized&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
==Facets==&lt;br /&gt;
&lt;br /&gt;
Each personality facet has a value from 0 to 100. The value triggers a report in &amp;quot;thoughts and preferences&amp;quot; depending on where it falls in these seven levels:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value Range !! Values in Range !! Probability !! Effect&lt;br /&gt;
|-&lt;br /&gt;
| 91 to 100 || 10 || 0.4% || Highest&lt;br /&gt;
|-&lt;br /&gt;
| 76 to  90 || 15 || 2% || Very High&lt;br /&gt;
|-&lt;br /&gt;
| 61 to  75 || 15 || 8.5% || High&lt;br /&gt;
|-&lt;br /&gt;
| 40 to  60 || 21 || 78% || Neutral&lt;br /&gt;
|-&lt;br /&gt;
| 25 to  39 || 15 || 8.5% || Low&lt;br /&gt;
|-&lt;br /&gt;
| 10 to  24 || 15 || 2% || Very Low&lt;br /&gt;
|-&lt;br /&gt;
|  0 to   9 || 10 || 0.4% || Lowest&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The 40−60 range does not cause a report. &lt;br /&gt;
&lt;br /&gt;
Facets are also influenced by species via the use of the PERSONALITY [[creature token]]. For example, dwarves are slightly more greedy than average with a median of 55 in that trait, whereas goblins aren't likely to help others out &amp;amp;mdash; their altruism median is a mere 25, and is capped at 50.&lt;br /&gt;
&lt;br /&gt;
Facets also have an effect on which social skills are learned in social interaction, and determine whether certain actions may give a good or bad [[thought]]. Facets may have other, more subtle effects on creature behavior, which are currently not entirely understood.&lt;br /&gt;
&lt;br /&gt;
Certain facets are capable of ''conflicting'' with the dwarf's beliefs. The effect of this is not yet known.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! style=&amp;quot;width:7em&amp;quot; | Value&lt;br /&gt;
! Description&lt;br /&gt;
! Effects&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LOVE_PROPENSITY&amp;lt;br /&amp;gt;Conflicts with ROMANCE&lt;br /&gt;
| 91 to 100 || is always in love with somebody and easily develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || very easily falls into love and develops positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || can easily fall in love or develop positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || does not easily fall in love and rarely develops positive sentiments&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is not the type to fall in love or even develop positive feelings&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never falls in love or develops positive feelings toward anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HATE_PROPENSITY&lt;br /&gt;
| 91 to 100 || is often inflamed by hatred and easily develops hatred toward things&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is prone to hatreds and often develops negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is quick to form negative views about things&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || does not easily hate or develop negative feelings&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || very rarely develops negative feelings toward things&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never feels hatred toward anyone or anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ENVY_PROPENSITY&lt;br /&gt;
| 91 to 100 || is consumed by overpowering feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is prone to strong feelings of jealousy&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || often feels envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || doesn't often feel envious of others&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is rarely jealous&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never envies others their status, situation or possessions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CHEER_PROPENSITY&amp;lt;br /&amp;gt;Conflicts with MERRIMENT&lt;br /&gt;
| 91 to 100 || often feels filled with joy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || can be very happy and optimistic&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is often cheerful&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is rarely happy or enthusiastic&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is dour as a rule&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is never the slightest bit cheerful about anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DEPRESSION_PROPENSITY&lt;br /&gt;
| 91 to 100 || is frequently depressed&lt;br /&gt;
| rowspan=3 | More likely to be [[Insane|stricken by melancholy]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is often sad and dejected&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || often feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || rarely feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || almost never feels discouraged&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never feels discouraged&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANGER_PROPENSITY&lt;br /&gt;
| 91 to 100 || is in a constant state of internal rage&lt;br /&gt;
| rowspan=3 | More likely to go [[Insane|berserk]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is quick to anger&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is very slow to anger&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never becomes angry&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ANXIETY_PROPENSITY&lt;br /&gt;
| 91 to 100 || is a nervous wreck&lt;br /&gt;
| rowspan=3 | More likely to go [[Insane|stark raving mad]].&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is always tense and jittery&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is often nervous&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || has a calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || has a very calm demeanor&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || has an incredibly calm demeanor&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | LUST_PROPENSITY&lt;br /&gt;
| 91 to 100 || is constantly ablaze with feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is prone to strong feelings of lust&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || often feels lustful&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || does not often feel lustful&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || rarely looks on others with lust&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never feels lustful passions&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | STRESS_VULNERABILITY&lt;br /&gt;
| 91 to 100 || becomes completely helpless in stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || cracks easily under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || doesn't handle stress well&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || can handle stress&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is confident under pressure&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is impervious to the effects of stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREED&lt;br /&gt;
| 91 to 100 || is as avaricious as they come, obsessed with acquiring wealth&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very greedy&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || has a greedy streak&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || doesn't focus on material goods&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || desires little for [him/her]self in the way of possessions&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || often neglects [his/her] own wellbeing, having no interest in material goods&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODERATION&amp;lt;br /&amp;gt;Conflicts with SELF_CONTROL&lt;br /&gt;
| 91 to 100 || is ruled by irresistible cravings and urges&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || feels strong urges and seeks short-term rewards&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || occasionally overindulges&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || doesn't often experience strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || only rarely feels strong cravings or urges&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never feels tempted to overindulge in anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VIOLENT&amp;lt;br /&amp;gt;Conflicts with TRANQUILITY&amp;lt;br /&amp;gt;and MARTIAL_PROWESS&lt;br /&gt;
| 91 to 100 || is given to rough-and-tumble brawling, even to the point of starting fights for no reason&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || would never pass up a chance for a good fistfight&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || likes to brawl&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to avoid any physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || does not enjoy participating in physical confrontations&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || would flee even the most necessary battle to avoid any form of physical confrontation&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PERSEVERENCE&amp;lt;br /&amp;gt;Conflicts with PERSEVERENCE&lt;br /&gt;
| 91 to 100 || is unbelievably stubborn and will stick with even the most futile action once [his/her] mind is made up&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is stubborn&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || has a noticeable lack of perseverence&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || doesn't stick with things if even minor difficulties arise&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || drops any activity at the slightest hint of difficulty or even the suggestion of effort being required&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | WASTEFULNESS&lt;br /&gt;
| 91 to 100 || is completely careless with resources when completing projects and invariable wastes a lot of time and effort&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is not careful with resources when working on projects and often spends unnecessary effort&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tends to be a little wasteful when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to be a little tight with resources when working on projects&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is stingy with resources on projects and refuses to expend any extra effort&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || cuts any corners possible when working on a project, regardless of the consequences, rather than wasting effort or resources&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DISCORD&amp;lt;br /&amp;gt;Conflicts with HARMONY&lt;br /&gt;
| 91 to 100 || revels in chaos and discord, and [he/she] encourages it whenever possible&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || finds a chaotic mess preferable to the boredom of harmonious living&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || doesn't mind a little tumult and discord in day-to-day living&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || prefers that everyone live as harmoniously as possible&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || feels best when everyone gets along without any strife or contention&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || would be deeply satisfied if everyone could live as one in complete harmony&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | FRIENDLINESS&amp;lt;br /&amp;gt;Conflicts with HARMONY&amp;lt;br /&amp;gt;and FRIENDSHIP&lt;br /&gt;
| 91 to 100 || is quite a bold flatterer, extremely friendly but just a little insufferable&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very friendly and always tries to say nice things to others&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is a friendly individual&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is somewhat quarrelsome&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is unfriendly and disagreeable&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is a dyed-in-the-wool quarreler, never missing a chance to lash out in verbal hostility&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | POLITENESS&amp;lt;br /&amp;gt;Conflicts with DECORUM&lt;br /&gt;
| 91 to 100 || exhibits a refined politeness and is determined to keep the guiding rules of etiquette and decorum as if life itself depended on it&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very polite and observes appropriate rules of decorum when possible&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is quite polite&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || could be considered rude&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is very impolite and inconsiderate of propriety&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is a vulgar being who does not care a lick for even the most basic rules of civilized living&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DISDAIN_ADVICE&lt;br /&gt;
| 91 to 100 || disdains even the best advice of associates and family, relying strictly on [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || dislikes receiving advice, preferring to keep [his/her] own counsel&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || has a tendency to go it alone, without considering the advice of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to ask others for help with difficult decisions&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || relies on the advice of others during decision making&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is unable to make decisions without a great deal of input from others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | BRAVERY&lt;br /&gt;
| 91 to 100 || is utterly fearless when confronted with danger, to the point of lacking common sense&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is incredibly brave in the face of looming danger, perhaps a bit foolhardy&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is brave in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is somewhat fearful in the face of imminent danger&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || has great trouble mastering fear when confronted by danger&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is a coward, completely overwhelmed by fear when confronted with danger&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CONFIDENCE&lt;br /&gt;
| 91 to 100 || presupposes success in any venture requiring [his/her] skills with what could be called blind overconfidence&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is extremely confident of [him/her]self in situations requiring [his/her] skills&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is generally quite confident of [his/her] abilities when undertaking specific ventures&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || sometimes acts with little determination and confidence&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || lacks confidence in [his/her] abilities&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || has no confidence at all in [his/her] talent and abilities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VANITY&lt;br /&gt;
| 91 to 100 || is completely wrapped up in [his/her] own appearance, abilities and other personal matters&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is greatly pleased by [his/her] own looks and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is pleased by [his/her] own appearance and talents&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is not inherently proud of [his/her] talents and accomplishments&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || takes no pleasure in [his/her] talents and appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || could not care less about [his/her] appearance, talents or other personal vanities&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | AMBITION&lt;br /&gt;
| 91 to 100 || has a relentless drive, completely consumed by ambition&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very ambitious, always looking for a way to better [his/her] situation&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is quite ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || isn't particularly ambitious&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is not driven and rarely feels the need to pursue even a modest success&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || has no ambition whatsoever&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GRATITUDE&lt;br /&gt;
| 91 to 100 || unerringly returns favors and has a profound sense of gratitude for the kind actions of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || feels a strong need to reciprocate any favor done for [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is grateful when others help [him/her] out and tries to return favors&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || takes offered help and gifts without feeling particularly grateful&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || accepts favors without developing a sense of obligation, preferring to act as the current situation demands&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || does not feel the slightest need to reciprocate favors that others do for [him/her], no matter how major the help or how much [he/she] needed it&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMMODESTY&lt;br /&gt;
| 91 to 100 || always presents [him/her]self as extravagantly as possible, displaying a magnificent image to the world&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || likes to present [him/her]self boldly, even if it would offend an average sense of modesty&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || doesn't mind wearing something special now and again&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || prefers to present [him/her]self modestly&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || presents [him/her]self modestly and frowns on any flashy accoutrements&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || cleaves to an austere lifestyle, disdaining even minor immodesties in appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HUMOR&lt;br /&gt;
| 91 to 100 || finds something humorous in everything, no matter how serious or inappropriate&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || finds the humor in most situations&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || has an active sense of humor&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || has little interest in joking around&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || does not find most jokes humorous&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is utterly humorless&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | VENGEFUL&lt;br /&gt;
| 91 to 100 || is vengeful and never forgets or forgives past grievances&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || has little time for forgiveness and will generally seek retribution&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tends to hang on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || doesn't tend to hold on to grievances&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || does not generally seek retribution for past wrongs&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || has no sense of vengeance or retribution&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PRIDE&lt;br /&gt;
| 91 to 100 || is absorbed in delusions of self-importance&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || has an overinflated sense of self-worth&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || thinks [he/she] is fairly important in the grand scheme of things&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is very humble&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || has a low sense of self-esteem&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is completely convinced of [his/her] own worthlessness&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CRUELTY&amp;lt;br /&amp;gt;Conflicts with POWER&lt;br /&gt;
| 91 to 100 || is deliberately cruel to those unfortunate enough to be subject to [his/her] sadism&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is sometimes cruel&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || generally acts impartially and is rarely moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || often acts with compassion&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is easily moved to mercy&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || always acts with mercy and compassion at the forefront of [his/her] considerations&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SINGLEMINDED&lt;br /&gt;
| 91 to 100 || pursues matters with a single-minded focus, often overlooking other matters&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || can be very single-minded&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || generally acts with a narrow focus on the current activity&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || can occasionally lose focus on the matter at hand&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is somewhat scatterbrained&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is a complete scatterbrain, unable to focus on a single matter for more than a passing moment&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | HOPEFUL&lt;br /&gt;
| 91 to 100 || has such a developed sense of optimism that [he/she] always assumes the best outcome will eventually occur, no matter what&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is an optimist&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || generally finds [him/her]self quite hopeful about the future&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to assume the worst of two outcomes will be the one that comes to pass&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is a pessimist&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || despairs of anything positive happening in the future and lives without feelings of hope&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CURIOUS&lt;br /&gt;
| 91 to 100 || is implacably curious, without any respect for propriety or privacy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very curious, sometimes to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is curious and eager to learn&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || isn't particulary curious about the world&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is very rarely moved by curiosity&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is incurious and never seeks out knowledge or information to satisfy [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | BASHFUL&lt;br /&gt;
| 91 to 100 || is gripped by a crippling shyness&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is bashful&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tends to consider what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is not particularly interested in what others think of [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is generally unhindered by the thoughts of others concerning [his/her] actions&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is shameless, absolutely unfazed by the thoughts of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PRIVACY&amp;lt;br /&amp;gt;Conflicts with STOICISM&lt;br /&gt;
| 91 to 100 || shares intimate details oflife without sparing a thought to repercussions or propriety&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is not a private person and freely shares details of [his/her] life&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tends to share [his/her] own experiences and thoughts with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends not to reveal personal information&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || has a strong tendency toward privacy&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is private to the point of paranoia, unwilling to reveal even basic information about [him/her]self&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | PERFECTIONIST&lt;br /&gt;
| 91 to 100 || is obsessed with details and will often take a great deal of extra time to make sure things are done the right way&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is a perfectionist&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tries to do things correctly each time&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || doesn't try to get things done perfectly&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is inattentive to detail in [his/her] own work&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is frustratingly sloppy and careless with every task [he/she] sets to carry out&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | CLOSEMINDED&lt;br /&gt;
| 91 to 100 || is completely closed-minded and never changes [his/her] mind after forming an initial idea&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is intellectually stubborn, rarely changing [his/her] mind during a debate regardless of the merits&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tends to be a bit stubborn in changing [his/her] mind about things&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || doesn't cling tightly to ideas and is open to changing [his/her] mind&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || often finds [him/her]self changing [his/her] mind to agree with somebody else&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || easily changes [his/her] mind and will generally go with the prevailing view on anything&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TOLERANT&lt;br /&gt;
| 91 to 100 || is not bothered in the slightest by deviations from the norm or even extreme differences in lifestyle or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very comfortable around others that are different from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is quite comfortable with others that have a different appearance or culture&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is somewhat uncomfortable around those that appear unusual or live differently from [him/her]&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is made deeply uncomfortable by differences in culture or appearance&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || cannot tolerate differences in culture, lifestyle or appearance&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EMOTIONALLY_OBSESSIVE&lt;br /&gt;
| 91 to 100 || is emotionally obsessive, forming life-long attachments even if they aren't reciprocated&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || forms strong emotional bonds with others, at times to [his/her] detriment&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || has a tendency toward forming deep emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to form only tenuous emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || forms only fleeting and rare emotional bonds with others&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || does not have feelings of emotional attachment and has never felt even a moment's connection with another being&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | SWAYED_BY_EMOTIONS&lt;br /&gt;
| 91 to 100 || is buffetted by others' emotions and can't help but to respond to them&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tends to be swayed by the emotions of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends not to be swayed by emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || does not generally respond to emotional appeals&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is never moved by the emotions of others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ALTRUISM&amp;lt;br /&amp;gt;Conflicts with SACRIFICE&lt;br /&gt;
| 91 to 100 || is truly fulfilled by assisting those in need&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || finds helping others very emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || finds helping others emotionally rewarding&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || does not go out of [his/her] way to help others&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || dislikes helping others&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || feels helping others is an imposition on [his/her] time&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | DUTIFULNESS&amp;lt;br /&amp;gt;Conflicts with LAW,&amp;lt;br /&amp;gt;LOYALTY, and INDEPENDENCE&lt;br /&gt;
| 91 to 100 || has a profound sense of duty and obligation&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || has a strong sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || has a sense of duty&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || finds obligations confining&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || dislikes obligations and will try to avoid being bound by them&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || hates vows, obligations, promises and other binding elements that could restrict [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | THOUGHTLESSNESS&lt;br /&gt;
| 91 to 100 || never deliberates before acting, to the point of being considered thoughtless&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || doesn't generally think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || can sometimes act without deliberation&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to think before acting&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || can get caught up in internal deliberations when action is necessary&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || never acts without prolonged deliberation, even to [his/her] own detriment and the harm of those around [him/her]&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ORDERLINESS&lt;br /&gt;
| 91 to 100 || is obsessed with order and structure in [his/her] own life, with everything kept in its proper place&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || lives an orderly life, organized and neat&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || tries to keep [his/her] things orderly&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to make a small mess with [his/her] own possessions&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is sloppy with [his/her] living space&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is completely oblivious to any conception of neatness and will just leave things strewn about without a care&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | TRUST&lt;br /&gt;
| 91 to 100 || is naturally trustful of everybody&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is very trusting&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is trusting&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || is slow to trust others&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || does not trust others&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || sees others as selfish and conniving&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | GREGARIOUSNESS&lt;br /&gt;
| 91 to 100 || truly treasures the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || enjoys being in crowds&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || enjoys the company of others&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to avoid crowds&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || prefers to be alone&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || considers spending time alone much more important than associating with others&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ASSERTIVENESS&lt;br /&gt;
| 91 to 100 || is assertive to the point of aggression, unwilling to let others get a word in edgewise when [he/she] has something to say&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || has an overbearing personality&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is assertive&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || tends to be passive in discussions&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || only rarely tries to assert [him/her]self in conversation&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || would never under any circumstances speak up or otherwise put forth [his/her] point of view in a discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ACTIVITY_LEVEL&lt;br /&gt;
| 91 to 100 || is driven by a bouncing frenetic energy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || lives at a high-energy kinetic pace&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || lives a fast-paced life&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || likes to take it easy&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || lives at a slow-going and leisurely pace&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || has an utterly languid pace of easy living, calm and slow&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | EXCITEMENT_SEEKING&amp;lt;br /&amp;gt;Conflicts with TRANQUILITY&lt;br /&gt;
| 91 to 100 || never fails to seek out the most stressful and even dangerous situations&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || seeks out exciting and adventurous situations&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || likes a little excitement now and then&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || doesn't seek out excitement&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || actively avoids exciting or stressful situations&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || does everything in [his/her] power to avoid excitement and stress&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | IMAGINATION&lt;br /&gt;
| 91 to 100 || is bored by reality and would rather disappear utterly and forever into a world of made-up fantasy&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || is given to flights of fancy to the point of distraction&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || has an active imagination&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || isn't given to flights of fancy&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is grounded in reality&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is interested only in facts and the real world&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ABSTRACT_INCLINED&lt;br /&gt;
| 91 to 100 || eschews practical concerns for philosophical discussion, puzzles, riddles and the world of ideas&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || strongly prefers discussions of ideas and abstract concepts over handling specific practical issues&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || has a tendency to consider ideas and abstractions over practical applications&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || likes to keep things practical, without delving too deeply into the abstract&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || dislikes abstract discussions and would much rather focus on practical examples&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is concerned only with matters practical to the situation at hand, with absolutely no inclination toward abstract discussion&lt;br /&gt;
&lt;br /&gt;
|- style=&amp;quot;border-top: 3px solid #aaa&amp;quot;&lt;br /&gt;
! rowspan=6 | ART_INCLINED&amp;lt;br /&amp;gt;Conflicts with ARTWORK&amp;lt;br /&amp;gt;and NATURE&lt;br /&gt;
| 91 to 100 || can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
|-&lt;br /&gt;
| 76 to 90 || greatly moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 61 to 75 || is moved by art and natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 25 to 39 || does not have a great aesthetic sensitivity&lt;br /&gt;
|-&lt;br /&gt;
| 10 to 24 || is not readily moved by art or natural beauty&lt;br /&gt;
|-&lt;br /&gt;
| 0 to 9 || is completely unmoved by art or the beauty of nature&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209984</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209984"/>
		<updated>2014-08-24T06:12:35Z</updated>

		<summary type="html">&lt;p&gt;Samanato: need to verify other bugs&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living creatures animated through fell magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak.  Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin or even ''[[mussel]] shells''. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.  A body part can be resurrected as a zombie even if it has already done so and been de-animated again.  However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again.  Likewise, destroying the structural integrity of an animate body-part will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour.  Some of the traits they generally possess are:&lt;br /&gt;
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]];&lt;br /&gt;
*Opposition to life;&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath;&lt;br /&gt;
*Undead status (NOT_LIVING), sterility, and inability to attribute rust or gain.&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skins and hair can potentially become undead.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings, though undead with special attacks like webbing will not be able to use them. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life.  These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''.  The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying.  Perhaps worst of all, they may still be contaminated with the material leading to the transformation, infecting those with whom they wrestle.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
The undead should in general be considered a serious threat, far beyond the average [[goblin]] garbage.  They are far greater in strength and durability than the living, are tireless, feel no pain, have no useful articulations to damage, and are impervious to the effects of morale.  All of these traits make the undead highly dangerous; one can compare the effect to fighting a smaller and somewhat more fragile [[bronze colossus]].&lt;br /&gt;
&lt;br /&gt;
You would not wish to attempt to kill them with puncture wounds for this reason, and likewise, choking is ineffective against their lack of breath.  Pulping an important structural body-part is guaranteed to kill an undead.  Blunt weapons are effective weapons to use for animate corpses, for they are not only less likely to sever off parts for further reanimation, but are likely to inflict pulping damage, mangling the zombies so badly that they cannot rise up again.  Of those available to dwarves, maces are more efficient at pulping than warhammers.  Flails are better still, if one can acquire them.  Beheading appears to work less reliably - this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}.  Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverise them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again.  A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand.  Undead animals can be disposed of by cage-trapping them and trading them away to passing &amp;lt;s&amp;gt;merchants&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges should be treated with far more caution, as they can carry equipment.  These are exceedingly dangerous, for their already heightened strength and toughness are further augmented by weapons-grade metal.  You may want to eschew direct combat altogether in this situation, especially as necromancer sieges already tend to summon the walking dead in pages of a hundred, and one is enough to rout an entire squad.&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may also require utmost caution.  Any thrall carrying a melee weapon or armour can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice.  A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them.  It is not advised to directly fight a zombie horde that outnumbers your military, even a highly trained one.  A legendary squad can take down zombies in roughly equal numbers, but a continuous onslaught of undead [[Fun|will quickly show a major disadvantage of living soldiers in over-exertion]].  [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general.  The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again.  Magma kills zombies fairly slowly though.&lt;br /&gt;
&lt;br /&gt;
[[Morale]] is a big obstacle to directly confronting a zombie horde.  Without enough [[discipline]], a troop sent to fight them may instead decide to flee in terror from such abominations of nature.  As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up into more zombies.  It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers.  Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}.  This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
* Certain types of undead tissue such as hair and feathers cannot be damaged, nor can they damage dwarves.{{bug|5356}}&lt;br /&gt;
* Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
* Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209983</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209983"/>
		<updated>2014-08-24T06:00:05Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Destruction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living creatures animated through fell magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak.  Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin or even ''[[mussel]] shells''. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.  A body part can be resurrected as a zombie even if it has already done so and been de-animated again.  However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again.  Likewise, destroying the structural integrity of an animate body-part will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour.  Some of the traits they generally possess are:&lt;br /&gt;
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]];&lt;br /&gt;
*Opposition to life;&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath;&lt;br /&gt;
*Undead status (NOT_LIVING), sterility, and inability to attribute rust or gain.&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skins and hair can potentially become undead.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings, though undead with special attacks like webbing will not be able to use them. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life.  These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''.  The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying.  Perhaps worst of all, they may still be contaminated with the material leading to the transformation, infecting those with whom they wrestle.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
The undead should in general be considered a serious threat, far beyond the average [[goblin]] garbage.  They are far greater in strength and durability than the living, are tireless, feel no pain, have no useful articulations to damage, and are impervious to the effects of morale.  All of these traits make the undead highly dangerous; one can compare the effect to fighting a smaller and somewhat more fragile [[bronze colossus]].&lt;br /&gt;
&lt;br /&gt;
You would not wish to attempt to kill them with puncture wounds for this reason, and likewise, choking is ineffective against their lack of breath.  Pulping an important structural body-part is guaranteed to kill an undead.  Blunt weapons are effective weapons to use for animate corpses, for they are not only less likely to sever off parts for further reanimation, but are likely to inflict pulping damage, mangling the zombies so badly that they cannot rise up again.  Of those available to dwarves, maces are more efficient at pulping than warhammers.  Flails are better still, if one can acquire them.  Beheading appears to work less reliably - this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}.  Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverise them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again.  A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand.  Undead animals can be disposed of by cage-trapping them and trading them away to passing &amp;lt;s&amp;gt;merchants&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges should be treated with far more caution, as they can carry equipment.  These are exceedingly dangerous, for their already heightened strength and toughness are further augmented by weapons-grade metal.  You may want to eschew direct combat altogether in this situation, especially as necromancer sieges already tend to summon the walking dead in pages of a hundred, and one is enough to rout an entire squad.&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may also require utmost caution.  Any thrall carrying a melee weapon or armour can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice.  A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them.  It is not advised to directly fight a zombie horde that outnumbers your military, even a highly trained one.  A legendary squad can take down zombies in roughly equal numbers, but a continuous onslaught of undead [[Fun|will quickly show a major disadvantage of living soldiers in over-exertion]].  [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general.  The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again.  Magma kills zombies fairly slowly though.&lt;br /&gt;
&lt;br /&gt;
[[Morale]] is a big obstacle to directly confronting a zombie horde.  Without enough [[discipline]], a troop sent to fight them may instead decide to flee in terror from such abominations of nature.  As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up into more zombies.  It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers.  Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}.  This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
&lt;br /&gt;
Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209982</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209982"/>
		<updated>2014-08-24T05:51:36Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the [[corpse|bodies]] of formerly living creatures animated through fell magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak.  Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin or even ''[[mussel]] shells''. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.  A body part can be resurrected as a zombie even if it has already done so and been de-animated again.  However, pulping damage (that is, &amp;quot;exploding into gore&amp;quot;, &amp;quot;cloven asunder&amp;quot;, &amp;quot;torn into shreds&amp;quot; and so on) to the head, lower body, or upper body will turn the corpse into a &amp;quot;mangled corpse&amp;quot;, ensuring that the zombie cannot rise up again.  Likewise, destroying the structural integrity of an animate body-part will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour.  Some of the traits they generally possess are:&lt;br /&gt;
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]];&lt;br /&gt;
*Opposition to life;&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath;&lt;br /&gt;
*Undead status (NOT_LIVING), sterility, and inability to attribute rust or gain.&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skins and hair can potentially become undead.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings, though undead with special attacks like webbing will not be able to use them. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life.  These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''.  The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying.  Perhaps worst of all, they may still be contaminated with the material leading to the transformation, infecting those with whom they wrestle.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
The undead should in general be considered a serious threat, far beyond the average [[goblin]] garbage.  They are far greater in strength and durability than the living, are tireless, feel no pain, have no useful articulations to damage, and are impervious to the effects of morale.  All of these traits make the undead highly dangerous; one can compare the effect to fighting a smaller and somewhat more fragile [[bronze colossus]].&lt;br /&gt;
&lt;br /&gt;
You would not wish to attempt to kill them with puncture wounds for this reason, and likewise, choking is ineffective against their lack of breath.  Pulping an important structural body-part is guaranteed to kill an undead.  Blunt weapons are effective weapons to use for animate corpses, for they are not only less likely to sever off parts for further reanimation, but are likely to inflict pulping damage, mangling the zombies so badly that they cannot rise up again.  Of those available to dwarves, maces are more efficient at pulping than warhammers.  Flails are better still, if one can acquire them.  Beheading appears to work less reliably - this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}.  Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverise them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again.  A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand.  Undead animals can be disposed of by cage-trapping them and trading them away to passing &amp;lt;s&amp;gt;merchants&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges should be treated with far more caution, as they can carry equipment.  These are exceedingly dangerous, for their already heightened strength and toughness are further augmented by weapons-grade metal.  You may want to eschew direct combat altogether in this situation, especially as necromancer sieges already tend to summon the walking dead in pages of a hundred, and one is enough to rout an entire squad.&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may also require utmost caution.  Any thrall carrying a melee weapon or armour can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice.  A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them.  [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general.  The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again.  Magma kills zombies fairly slowly though.&lt;br /&gt;
&lt;br /&gt;
[[Morale]] is a big obstacle to directly confronting a zombie horde.  Without enough [[discipline]], a troop sent to fight them may instead decide to flee in terror from such abominations of nature.  As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up into more zombies.  It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers.  Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}.  This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
&lt;br /&gt;
Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209981</id>
		<title>Undead</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Undead&amp;diff=209981"/>
		<updated>2014-08-24T05:25:32Z</updated>

		<summary type="html">&lt;p&gt;Samanato: Beheading appears to kill undead sometimes and sometimes not - possibly related to the neck being cut off rather than the head?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Superior|18:33, 23 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
&lt;br /&gt;
{{av}}&lt;br /&gt;
The '''animated dead''' (or '''undead''') {{Tile|Ñ|3:0}} are the bodies of formerly living creatures animated through fell magic. These [[night creature|night creatures]] can be created intentionally by a [[necromancer]] to serve him, or arise naturally from the dark energies of [[surroundings|evil regions]].&lt;br /&gt;
&lt;br /&gt;
==What is an undead?==&lt;br /&gt;
An undead may be formed of either the rotting husk or the bones and shell of a being. The former is considered a zombie, and the latter a skeleton. Although [[vampire]]s are no longer performing the bodily functions of a living being, they are not considered the &amp;quot;animated dead&amp;quot;, this term being reserved for a corpse which has begun to move and act on its own or by the will of another, but lacking any form of intelligence beyond a primitive urge to hunt and kill any living thing it can find. Where zombies and skeletons cannot think or behave in any sophisticated manner beyond &amp;quot;kill everything&amp;quot;, vampires are willful beings, generally indistinguishable from living persons (and capable of great deception to ensure that nobody learns about their condition). [[Ghost]]s are called Undead in-game, but they are also not considered animated dead (as they lack a corporeal form).&lt;br /&gt;
&lt;br /&gt;
As long as the remains of a creature contain a body part capable of grasping, be it a hand or head or the entire upper half, those remains can be animated. This can lead to animated hands and heads, which seems comical until you consider the implications of a swarm of such monstrosities and the havoc that they might wreak. Even some parts of creatures which should be incapable of autonomous movement can be raised, such as the hair or skin. They are, however, predictably nonlethal, mostly serving as a B-movie terror monster to scare your dwarves into running around.  A body part can be resurrected as a zombie even if it has already done so and been de-animated again.  However, collapsing, pulping or goring the head, lower body, or upper body, ensures that the zombie cannot rise up again, as does damage from extreme heat.  Likewise, destroying the structural integrity of an animate body-part will stop its reanimation.&lt;br /&gt;
&lt;br /&gt;
==Traits==&lt;br /&gt;
Upon animation, an undead gains a [[syndrome]] that fundamentally changes its physical characteristics and behaviour.  Some of the traits they generally possess are:&lt;br /&gt;
*Severely increased [[attribute|strength and toughness]] and reduced [[speed]];&lt;br /&gt;
*Opposition to life;&lt;br /&gt;
*Lack of emotion, pain, thought, or need for sustenance or breath;&lt;br /&gt;
*Undead status (NOT_LIVING), sterility, and inability to attribute rust or gain.&lt;br /&gt;
&lt;br /&gt;
Undead retain the wounds that killed them in life, as well as any they have sustained since or from a temporary de-animation. Undead vary in levels of strength depending on their form. Certain types of animal are likely the most dangerous that it is common to encounter, and can have dangerous strength, speed, aggression, and piercing attacks. The undead of butcherable creatures can still be butchered once de-animated, as long as they have not rotted; doing so will prevent them from re-animating again, though their untanned skins and hair can potentially become undead.&lt;br /&gt;
&lt;br /&gt;
Larger undead with the BUILDINGDESTROYER tag can still destroy buildings, though undead with special attacks like webbing will not be able to use them. Undead thieves can still pick locks, but will not path to a locked door unless in pursuit of the living. If found underground, undead will usually path into a fort if they can.&lt;br /&gt;
&lt;br /&gt;
Undead from [[necromancer]] [[tower]]s are reported to carry ''[[armor]] and [[weapon]]s'', giving the terror of the announcement ''&amp;quot;The dead walk! Hide while you can!&amp;quot;'' far more weight than before.&lt;br /&gt;
&lt;br /&gt;
===Thralls, Husks, and Zombies===&lt;br /&gt;
Certain kinds of evil [[weather]] can instantly turn any [[syndrome]]-vulnerable creature into a bloodthirsty undead killer, opposed to all life.  These creatures are referred to be the sort of weather that transformed them, an identifier as a thrall, husk, or zombie, and their original creature name-- for example, a ''stray guineahen unholy gloom husk''.  The specific procedurally generated syndromes of thralling evil clouds are functionally identical to that of animate dead, with the same extreme gains in physical stats, lack of pain or breath, etc.&lt;br /&gt;
&lt;br /&gt;
Because the interaction can happen without first killing the target, thrall-like creatures retain any armor or weapons they were carrying.  Perhaps worst of all, they may still be contaminated with the material leading to the transformation, infecting those with whom they wrestle.&lt;br /&gt;
&lt;br /&gt;
==Destruction==&lt;br /&gt;
The undead should in general be considered a serious threat, far beyond the average [[goblin]] garbage.  They are far greater in strength and durability than the living, are tireless, feel no pain, have no useful articulations to damage, and are impervious to the effects of morale.  All of these traits make the undead highly dangerous; one can compare the effect to fighting a smaller and slightly more fragile [[bronze colossus]].&lt;br /&gt;
&lt;br /&gt;
You would not wish to attempt to kill them with puncture wounds for this reason, and likewise, choking is ineffective against their lack of breath.  Pulping an important structural body-part is guaranteed to kill an undead.  Blunt weapons are effective weapons to use for animate corpses, for they are not only less likely to sever off parts for further reanimation, but are likely to inflict pulping damage, mangling the zombies so badly that they cannot rise up again.  Of those available to dwarves, maces are more efficient at pulping than warhammers.  Flails are better still, if one can acquire them.  Beheading appears to work less reliably - this is possibly related to the neck being cut off rather than the head itself, which the game does not register as decapitation{{Verify}}.  Cutting apart the physical form of undead can be dangerous if the source of reanimation is still active and present, as the more body parts are about, the more fodder for animation is present. In this case, it is wiser to either butcher the corpses (if they can be butchered), throw them into [[magma]], or [[dwarven atom smasher|pulverise them with a drawbridge]], which will destroy the bodies so thoroughly that they cannot be reanimated again.  A thrall may be &amp;quot;safely&amp;quot; fought with cutting weapons however, as long as there is no risk of infection at hand.  Undead animals can be disposed of by cage-trapping them and trading them away to passing &amp;lt;s&amp;gt;merchants&amp;lt;/s&amp;gt; [[Elves]].&lt;br /&gt;
&lt;br /&gt;
Undead from necromancer sieges should be treated with far more caution, as they can carry equipment.  These are exceedingly dangerous, for their already heightened strength and toughness are further augmented by weapons-grade metal.  You may want to eschew direct combat altogether in this situation, especially as necromancer sieges already tend to summon the walking dead in pages of a hundred, and one is enough to rout an entire squad.&lt;br /&gt;
&lt;br /&gt;
[[Evil weather]] thralls may also require utmost caution.  Any thrall carrying a melee weapon or armour can dispatch a full squad in short order even with average combat skills, making direct confrontation an unwise choice.  A particularly dire possibility is that, if the responsible evil cloud is in dust form, the thrall is still contaminated with whatever substance transformed it. If this is the case, any dwarves sent to fight the thrall will become thralls themselves if the thrall tries to wrestle them. From there, the new thralls might spread the contaminant further still, which can easily lead to a [[Fun|full-fledged zombie apocalypse]]. &lt;br /&gt;
&lt;br /&gt;
In these and other dire cases, it is often better to not fight them directly at all, instead resorting to traps, [[dwarven atom smasher|atom smashers]] and other indirect ways to neutralise them.  [[Magma]], that classic solution to all dwarven problems, is another effective weapon, as is fire in general.  The sheer heat of magma will eventually destroy the corpse, rendering it unable to rise again.  Magma kills zombies fairly slowly though.&lt;br /&gt;
&lt;br /&gt;
[[Morale]] is a big obstacle to directly confronting a zombie horde.  Without enough [[discipline]], a troop sent to fight them may instead decide to flee in terror from such abominations of nature.  As you may imagine, this can lead to endless amounts of [[Fun]], for unlike your dwarves, the undead cannot feel fear or any other emotion, and any dead dwarves may in turn rise up into more zombies.  It is important that any undead-fighting squad consists of severely hardened and disciplined soldiers.  Any soldiers you bring to embark on an evil biome should have ''at least'' two points in [[discipline]], as morale is currently buggy and leads to ordinary dwarves fleeing even from living wildlife{{bug|7161}}.  This may also be worked around with a little [[modding]], by adding at least {{token|NATURAL_SKILL:DISCIPLINE:1|c}} to all civilised races and trainable pets.&lt;br /&gt;
&lt;br /&gt;
Reports have been made of zombies animated by the ambient evil of a region deanimating on their own when wandering away from such a vile place.&lt;br /&gt;
&lt;br /&gt;
==Undead Fun Facts==&lt;br /&gt;
&lt;br /&gt;
* Undead can animate from hauled corpses.&lt;br /&gt;
* Undead will not attack vampires.&lt;br /&gt;
* Undead will not attack inorganic enemies like the [[bronze colossus]].&lt;br /&gt;
* Undead risen from starved animals in cages are not caged.&lt;br /&gt;
* Undead attack all organic megabeasts as well as invaders, except necromancers (as their sorcery allows them to control undead easily).&lt;br /&gt;
* Creatures capable of evading traps or bypassing locked doors retain that ability as undead.&lt;br /&gt;
* Enthralled dwarves from your fortress are not affected by traps.&lt;br /&gt;
* Dwarves who like an animal will also enjoy that undead animal.&lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
Dwarves will not report someone missing as dead even if the corpse is gnawing on their ear.&lt;br /&gt;
&lt;br /&gt;
Animated creatures can somehow become stuck in mid-air, and will not move at all, even if killed. Spatters of blood from the animated party also float in this manner. This has been known to occur in cases ranging from a deer's animated head to a goblin's partial skeleton.&lt;br /&gt;
&lt;br /&gt;
{{category|Creatures}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=209784</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=209784"/>
		<updated>2014-08-21T20:58:14Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Material Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.&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;
| PREFIX&lt;br /&gt;
|&lt;br /&gt;
* string&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;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
* name&lt;br /&gt;
* plural&lt;br /&gt;
* state&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;
| TEMP_DIET_INFO&lt;br /&gt;
| &lt;br /&gt;
* type&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;
| POWDER_DYE&lt;br /&gt;
| [[color]] token&lt;br /&gt;
| Defines the material as a type of dye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| [[Main:Character table|tile]]&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;
| ITEM_SYMBOL&lt;br /&gt;
| tile&lt;br /&gt;
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&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;
| BUILD_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&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;
| TILE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&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;
| BASIC_COLOR&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&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;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*[[color]] token&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like 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;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact 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;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when the yield point is reached.{{verify}} 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;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is compressed past its yield point.{{verify}} Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is stretched past 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;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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 (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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 (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is twisted past its yield point.{{verify}} Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when sheared past its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD &lt;br /&gt;
|&lt;br /&gt;
*value&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;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when bent past its yield point.{{verify}} Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature emitted by the material. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&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 edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depends (together with weight of vaporized material) the volume covered by spreading vapors. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*[[item token]]&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;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective&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;
| BLOCK_NAME&lt;br /&gt;
|&lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*[[material token]]&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;
| ITEM_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*item reference&lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]]&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;
| REACTION_CLASS&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
| Used to classify all items made of the material so that reactions can use them as generic reagents.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ORE&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&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; Value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_METAL&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER 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;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Unknown. Defaults to 0.&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;
| 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 (which currently does '''not''' include Elves) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| STOCKPILE_GLOB or 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| ITEMS_METAL&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown. Possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
| 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;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
| Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&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;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CLASS&lt;br /&gt;
|  &lt;br /&gt;
| makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE&lt;br /&gt;
| creature&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;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=209783</id>
		<title>Material definition token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Material_definition_token&amp;diff=209783"/>
		<updated>2014-08-21T20:57:56Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Material Properties */  ITEM_REACTION_PRODUCT&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
The following tokens can be used in material definitions (whether for inorganics or those within plants and creatures) as well as in material templates.&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;
| PREFIX&lt;br /&gt;
|&lt;br /&gt;
* string&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;
| STONE_NAME&lt;br /&gt;
|&lt;br /&gt;
* string&lt;br /&gt;
| Overrides the name of mined out stones (used for native copper/silver/gold/platinum to make them be called &amp;quot;nuggets&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IS_GEM&lt;br /&gt;
|&lt;br /&gt;
* name&lt;br /&gt;
* plural&lt;br /&gt;
* state&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;
| TEMP_DIET_INFO&lt;br /&gt;
| &lt;br /&gt;
* type&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;
| POWDER_DYE&lt;br /&gt;
| [[color]] token&lt;br /&gt;
| Defines the material as a type of dye.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TILE&lt;br /&gt;
| [[Main:Character table|tile]]&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;
| ITEM_SYMBOL&lt;br /&gt;
| tile&lt;br /&gt;
| Specifies the tile that will be used to represent BOULDER objects made of this material. Generally only used with stones. Defaults to 7 ('•').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DISPLAY_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&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;
| BUILD_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&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;
| TILE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*foreground color&lt;br /&gt;
*background color&lt;br /&gt;
*foreground brightness&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;
| BASIC_COLOR&lt;br /&gt;
|&lt;br /&gt;
*color&lt;br /&gt;
*brightness&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;
| STATE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*[[color]] token&lt;br /&gt;
| The state may be SOLID, LIQUID, GAS, POWDER/SOLID_POWDER, PASTE/SOLID_PASTE, PRESSED/SOLID_PRESSED, ALL_SOLID, or ALL.&lt;br /&gt;
Color comes from descriptor_color_standard.txt and is used to indicate the color of the material. The nearest color value is used to display contaminants and body parts made of this material.&lt;br /&gt;
[STATE_COLOR:ALL_SOLID:GREY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name&lt;br /&gt;
| The name of the material as displayed in-game.&lt;br /&gt;
[STATE_NAME:ALL_SOLID:stone]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_NAME_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*name/adjective&lt;br /&gt;
| Sets both STATE_NAME and STATE_ADJ at the same time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STATE_ADJ&lt;br /&gt;
|&lt;br /&gt;
*state&lt;br /&gt;
*adjective&lt;br /&gt;
| Like 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;
| ABSORPTION&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| IMPACT_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how hard of an impact 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;
| IMPACT_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| IMPACT_STRAIN_AT_YIELD or IMPACT_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when the yield point is reached.{{verify}} 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;
| COMPRESSIVE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| COMPRESSIVE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| COMPRESSIVE_STRAIN_AT_YIELD or COMPRESSIVE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is compressed past its yield point.{{verify}} Determines a tissue's resistance to pinching and response to strangulation. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TENSILE_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| TENSILE_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| TENSILE_STRAIN_AT_YIELD or TENSILE_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is stretched past 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;
| TORSION_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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 (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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 (no default creature has such an attack, but they can be modded in).  Defaults to 10000.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TORSION_STRAIN_AT_YIELD or TORSION_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when it is twisted past its yield point.{{verify}} Used for latching and shaking with a blunt attack (no default creature has such an attack, but they can be modded in).  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHEAR_YIELD&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| SHEAR_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| SHEAR_STRAIN_AT_YIELD or SHEAR_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when sheared past its yield point. Used for cutting calculations. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BENDING_YIELD &lt;br /&gt;
|&lt;br /&gt;
*value&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;
| BENDING_FRACTURE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| BENDING_STRAIN_AT_YIELD or BENDING_ELASTICITY&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Specifies how much the material will give when bent past its yield point.{{verify}} Determines a tissue's resistance to being mangled with a joint lock. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_EDGE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| MATERIAL_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&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;
| MULTIPLY_VALUE&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Multiplies the value of the material. '''Not permitted in material template definitions.'''&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPEC_HEAT&lt;br /&gt;
|&lt;br /&gt;
*specific heat capacity&lt;br /&gt;
| Rate at which the material heats up or cools down. See [[SPEC HEAT]] for more information. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature below which the material takes damage from cold. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material will catch fire. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material melts. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Temperature at which the material boils. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&lt;br /&gt;
| Constant temperature emitted by the material. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
|&lt;br /&gt;
*temperature&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;
| SOLID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&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 edged weapons to pierce tissue layers{{verify}}. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIQUID_DENSITY&lt;br /&gt;
|&lt;br /&gt;
*density&lt;br /&gt;
| Specifies the density of the material when in liquid form. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MOLAR_MASS&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Supposedly not used{{verify}}. Theoretically, should determine density (at given pressure) in gas state, on which in turn would depends (together with weight of vaporized material) the volume covered by spreading vapors. Defaults to NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| BUTCHER_SPECIAL&lt;br /&gt;
|&lt;br /&gt;
*[[item token]]&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;
| MEAT_NAME&lt;br /&gt;
|&lt;br /&gt;
*prefix&lt;br /&gt;
*name&lt;br /&gt;
*adjective&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;
| BLOCK_NAME&lt;br /&gt;
|&lt;br /&gt;
*singular&lt;br /&gt;
*plural&lt;br /&gt;
| Specifies the name of [[block]]s made from this material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| MATERIAL_REACTION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
*[[material token]]&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;
| ITEM_REATION_PRODUCT&lt;br /&gt;
|&lt;br /&gt;
*item reference&lt;br /&gt;
*[[item token]]&lt;br /&gt;
*[[material token]]&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;
| REACTION_CLASS&lt;br /&gt;
|&lt;br /&gt;
*reaction reference&lt;br /&gt;
| Used to classify all items made of the material so that reactions can use them as generic reagents.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_ORE&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&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; Value determines the probability for this product (see [[Tetrahedrite]] or [[Galena]] for details).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD_METAL&lt;br /&gt;
|&lt;br /&gt;
* MATERIAL_NAME&lt;br /&gt;
* value&lt;br /&gt;
| Makes BOULDER 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;
| HARDENS_WITH_WATER&lt;br /&gt;
|&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Allows the material to be used to make [[healthcare|casts]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SOAP_LEVEL&lt;br /&gt;
|&lt;br /&gt;
*value&lt;br /&gt;
| Unknown. Defaults to 0.&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;
| 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 (which currently does '''not''' include Elves) will refuse to accept these items in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| POWDER_MISC_PLANT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant powder, allowing its storage in in food stockpiles under &amp;quot;Milled Plant&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| STOCKPILE_GLOB or 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| STRUCTURAL_PLANT_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant, allowing its storage in food stockpiles under &amp;quot;Plants&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED_MAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as plant seed, allowing its storage in food stockpiles under &amp;quot;Seeds&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| GENERATES_MIASMA&lt;br /&gt;
|&lt;br /&gt;
| Material generates miasma when it rots&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEAT&lt;br /&gt;
|&lt;br /&gt;
| Classifies the material as edible meat.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROTS&lt;br /&gt;
|&lt;br /&gt;
| Material will rot if not stockpiled appropriately&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| EDIBLE_VERMIN&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten by vermin.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_RAW&lt;br /&gt;
|&lt;br /&gt;
| Can be eaten raw.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EDIBLE_COOKED&lt;br /&gt;
|&lt;br /&gt;
| Can be cooked and then eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| ITEMS_METAL&lt;br /&gt;
|&lt;br /&gt;
| Effect unknown. Possibly vestigial.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_BARRED&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[bone]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SCALED&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_HARD. Given to [[shell]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_LEATHER&lt;br /&gt;
|&lt;br /&gt;
| Equivalent to ITEMS_SOFT. Given to [[leather]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_SOFT&lt;br /&gt;
|&lt;br /&gt;
| Random [[finished goods|crafts]] made from this material can not be made into rings, crowns, scepters or figurines. Given to [[plant fiber]], [[silk]] and [[wool]].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEMS_HARD&lt;br /&gt;
|&lt;br /&gt;
| 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;
| IS_STONE&lt;br /&gt;
|&lt;br /&gt;
| Used to define that said material is stone. Allows its storage in stone stockpiles, among other effects.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| IS_GLASS&lt;br /&gt;
|&lt;br /&gt;
| Used internally by green glass, clear glass, and crystal glass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| 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;
| ITEMS_QUERN&lt;br /&gt;
|&lt;br /&gt;
| Querns and millstones can be made out of this material.{{verify}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Syndrome tokens==&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;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| 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;
| 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;
| 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;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CLASS&lt;br /&gt;
|  &lt;br /&gt;
| makes the class of creatures immune to the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE&lt;br /&gt;
| creature&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;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=209782</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=209782"/>
		<updated>2014-08-21T20:42:10Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  If the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.  A creature with parts that were pulped (i.e. exploded into gore, cloven asunder, torn into shreds, etc.) before death will be described as a &amp;quot;mangled corpse&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will only be encountered in [[tomb]]s in adventure mode.  Mangled corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=209781</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=209781"/>
		<updated>2014-08-21T20:39:34Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.&lt;br /&gt;
&lt;br /&gt;
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed (not stray) animals can't be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will only be encountered in [[tomb]]s in adventure mode.  &amp;quot;Mangled&amp;quot; corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=209780</id>
		<title>Corpse</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Corpse&amp;diff=209780"/>
		<updated>2014-08-21T20:38:43Z</updated>

		<summary type="html">&lt;p&gt;Samanato: changes to zombies&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
A '''corpse''' is what is left of a creature once dead. The corpses of vermin are called '''remains'''.&lt;br /&gt;
&lt;br /&gt;
A corpse has several levels of decay, it will begin as &amp;quot;(creature or name) corpse&amp;quot;, progress to &amp;quot;rotten (creature or name) corpse&amp;quot;, &amp;quot;(creature or name) partially decayed corpse&amp;quot;, and then to &amp;quot;(creature or name) skeleton&amp;quot;, and will remain a skeleton indefinitely.  Alternatively, if the creature had had parts ripped or cut off before death, the corpse will be described as &amp;quot;mutilated corpse&amp;quot; and &amp;quot;partial skeleton&amp;quot; in respective descriptions, and the parts (if still on the map) will decay into a type of bone depending on the part.&lt;br /&gt;
&lt;br /&gt;
Letting corpses naturally rot is the only way to get usable bones from creatures that dwarves refuse to butcher (such as [[goblin|goblins]], [[elves]], and other [[DF2012:Learns|sentient]] creatures), according to their ethics (unless you modded the ethics). Cutting a live goblin up using serrated blade traps or throwing them down extreme heights (such they explode) will generate usable goblin bones and skulls. Already-dead corpses can be reanimated with the help of a [[necromancer]], or naturally if you are in any type of evil embark, and then dissected. Remains of vermin, however, simply progress from &amp;quot;(vermin) remains&amp;quot; to &amp;quot;rotten (vermin) remains&amp;quot; before simply vanishing.&lt;br /&gt;
&lt;br /&gt;
[[Butcher]]ing a corpse produces quantities of [[meat]], [[prepared organs]], [[bone|bones]], a [[skull]], [[skin]], and nails/hoofs, as well as cartilage, nervous tissue, and other byproducts.  Body parts can be butchered, presumably for whatever tissues/organs were in the part. &amp;quot;Butchering&amp;quot; a skeleton produces only a skull, bones, cartilage and other non-decaying tissues.  The corpses of very small animals, such as of [[raven]]s, currently cannot be butchered. Also, corpses of tamed animals can't be butchered.&lt;br /&gt;
&lt;br /&gt;
Rotting corpses will produce [[miasma]] in subterranean areas, but not above ground.&lt;br /&gt;
&lt;br /&gt;
If a corpse of a dwarf is left unburied, it will cause unhappy [[thought]]s in surviving family and friends. The soul of a dwarf that has not been properly put to rest may [[ghost|return for vengeance]], which can lead to even more [[Tantrum spiral|Fun]].&lt;br /&gt;
&lt;br /&gt;
Corpses can be [[Undead|raised from the dead]]. This will occur in some [[Surroundings#Evil|evil]] biomes if the creature is killed inside an evil biome.  On an embark location between an evil and a non-evil biome, corpses killed on the non-evil side will not rise.  Corpses may also be raised by a [[necromancer]] into a slave, or resurrect themselves as [[mummy|mummies]] and themselves gain the power to raise corpses, though mummies will only be encountered in [[tomb]]s in adventure mode.  &amp;quot;Mangled&amp;quot; corpses with pulped heads or upper bodies will never become undead.  Severed body parts will be able to rise if they have either a grasp tag (hands and possibly other body parts) or if they still have a head attached, so it may be advisable to kill risen corpses with blunt weaponry to avoid swarms of body parts and to permanently pulp them to death.  Corpses and severed body parts will not rise again if they have been [[butcher]]ed, their skin [[tanner|tanned]] and their hair [[spinner|spun into thread]], or if they have been exposed to [[magma]].  The zombies themselves will also be destroyed by magma.&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=209690</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=209690"/>
		<updated>2014-08-19T17:14:26Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|15:58, 17 August 2014 (UTC)}}&lt;br /&gt;
{{Migrated_article}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s.  Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[tower]].  They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the &amp;quot;*SIEGE*&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
Caravans will not arrive at a besieged fortress.  They will arrive, though, if a siege is broken quickly enough, but 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.  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.  You will never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  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;
&lt;br /&gt;
*Siege forces usually consist of several 'squads'.  Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).&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 his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than their rider. 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 defence relies on the same kind of walls and pits as previous versions.&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 &amp;quot;SIEGE&amp;quot; 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;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
*You can turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Goblin sieges are announced with the message, &amp;quot;''A vile force of darkness has arrived!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a certain [[population]], usually around 80. 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]]. Goblins sieges often include groups of [[troll]]s, [[ogre]]s, or [[cave dragon]]s that can [[Building destroyer|break buildings]] and smash workshops.  Unlike the squads, however, these 'groups' 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 elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s. 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;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Elven sieges are announced with the message, &amp;quot;''The elves have brought the full forces of their lands against you.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on 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 WAR 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.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, 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 tasty) [[unicorn]]s or other [[elephant|exotic beasts]]. 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 are made of wood, which will simply bounce off any standard metal armour, 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;
&lt;br /&gt;
Human sieges are announced with the message &amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Humans would 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. Humans often ride rather mundane animals, such as horses, camels (of both varieties), or war grizzly bears, and may bring along further war animals like trained cheetahs. Be aware that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his 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;
&lt;br /&gt;
Necromancer sieges are announced with ''&amp;quot;The [[undead|dead]] walk.  Hide while you still can!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a tower. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress.&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.  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 armour'', a truly terrifying thought were there ever one.  &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 materials possible 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 shops, crypts, and refuse stockpiles, 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 shells 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. &lt;br /&gt;
&lt;br /&gt;
Necromancers can besiege 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 3 undead; but can cause very much cheesy fun if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege your fortress.  This can happen 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 to goblin [[ambush]]es in size, 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.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf]] sieges ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Dwarf sieges will only arrive when you [[mod]] the game, because the game has been programmed to never cause sieges from the player's civilization. Unless you are playing with another civilization(for example, humans), Dwarf sieges will cause a massive [[loyalty cascade]] even if you don't attack the invaders.&lt;br /&gt;
&lt;br /&gt;
Dwarf sieges are announced with the same message as human sieges(&amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;). The also behave very similar to human sieges, possibly indicating that dwarves and humans have the same AI when invading a site. They even bring mounts, whereas dwarven cavalry is not implemented for the player.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=209685</id>
		<title>Level of conflict</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=209685"/>
		<updated>2014-08-19T15:42:49Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:06, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Not all combat in Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of confict''' exist and are used in different circumstances.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
The levels revealed in the [[object testing arena]] are as follows:&lt;br /&gt;
* No quarter&lt;br /&gt;
* Lethal&lt;br /&gt;
* Non-lethal&lt;br /&gt;
* Brawl&lt;br /&gt;
* Training&lt;br /&gt;
* Horseplay&lt;br /&gt;
* Encounter&lt;br /&gt;
&lt;br /&gt;
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of conflict:&lt;br /&gt;
* Ally&lt;br /&gt;
&lt;br /&gt;
=== No Quarter ===&lt;br /&gt;
An attacker who gives [[wikipedia:no quarter|no quarter]] will refuse to accept [[surrender]] or otherwise spare the life of an opponent, meaning the conflict will not end until either the opponent is dead or the attacker retreats. No-quarter mode is caused by either required kill [[ethic]]s (where surrendering would allow cheating the justice system), fighting with a non-sapient animal (which does not understand the concept of surrender), or the opponent faking surrender (so the attacker will not fall for such tricks again).&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
Lethal combat is a fight to the death.  Drawing weapons will escalate combat into lethality.  Although death is likely in this mode of conflict, surrender may be accepted to end the fight.&lt;br /&gt;
&lt;br /&gt;
Combat also escalates to lethal if you attempt to wrestle the opponent's throat (that is, any body part with the THROAT token).  There is no way to place a chokehold on someone in Dwarf Fortress without it being considered a lethal fight, even if you intend to release them as soon as they lose consciousness.  Although real-world police officers employ chokeholds with non-lethal intent, this is still probably correct behaviour: a real-life police officer will respond with deadly force if you attempt to choke them in return.  (Please do not try this at home.)&lt;br /&gt;
&lt;br /&gt;
=== Non-lethal ===&lt;br /&gt;
Non-lethal combat is a fight without weapons drawn, using punches, kicks, and wrestling.  Non-lethal fights may end without killing a creature. &lt;br /&gt;
&lt;br /&gt;
=== Brawl ===&lt;br /&gt;
A brawl occurs when one person attacks another with fists only, with no wrestling taking place.  A common situation in which a brawl can be initiated is by punching someone who has spat at you.&lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Training is the mode used in sparring.  In sparring, participants will use training weapons if they are available, and will &amp;quot;pull&amp;quot; their blows to inflict as little injury as possibly by &amp;quot;lightly tapping the target&amp;quot;.  Injuries may still occur if a wrestling move is used; however, even attacks from a masterwork silver hammer will be as easily held back as from a training sword.&lt;br /&gt;
&lt;br /&gt;
=== Horseplay ===&lt;br /&gt;
In horseplay, participants will strike one another but will pull all of their blows, &amp;quot;lightly tapping the target&amp;quot;.  It has no clear difference from training and no presently known circumstance in which it can be initiated in either adventurer mode or dwarf fortress mode.&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Plant_token&amp;diff=209527</id>
		<title>DF2014 Talk:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Plant_token&amp;diff=209527"/>
		<updated>2014-08-15T02:19:07Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Woodless trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New tree tokens==&lt;br /&gt;
(Some of) The new tokens usable for trees. They need some heavy experimentation, so I'm not adding them to the main page yet. Also, the init file TREE_* tokens to give your tree parts individual tiles, verified with TREE_TWIGS. I'm not going to add all those into the table.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the normal branches are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the normal branches reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the mushroom cap of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How fast the mushroom cap (if any) of the tree grows. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the mushroom cap of the tree reaches. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number?&lt;br /&gt;
| Unknown. String dump only, not used by any trees.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the directed branches(?) of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number?&lt;br /&gt;
| Unknown. String dump only, not used by any trees.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the thick branches are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the thick branches reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the light branches(?) are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the light branches(?) reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| How thick the tree's trunk may be. Capped at 3.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| How tall the tree's trunk may be. Capped at 8.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the roots are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the roots of the tree are named. Both tags exist in string dump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the roots reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
|&lt;br /&gt;
| The tree uses the default names for its tiles (roots, twigs, trunk, ...).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
|&lt;br /&gt;
| The tree has a rounded cap.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How much the trunk of the tree can branch out. 0 means the tree will grow straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the mushroom cap of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How fast the tree will grow tall. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How fast the tree will grow broad. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its normal branches. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its trunk. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its normal branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its trunk. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its normal branches. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its trunk. Defaults to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Woodless trees ==&lt;br /&gt;
&lt;br /&gt;
It appears, trees with [TREE:NONE:NONE] will not appear in the overworld at all.  Having tested several tropical embarks I've not found a single abaca or banana tree, and more tellingly, replacing an existing TREE token with defined wood with [TREE:NONE:NONE] will replace the tree entirely with another species from the same biome. --[[User:Samanato|Samanato]] 02:18, 15 June 2014 (UTC)&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Plant_token&amp;diff=209526</id>
		<title>DF2014 Talk:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Plant_token&amp;diff=209526"/>
		<updated>2014-08-15T02:16:38Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Woodless trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New tree tokens==&lt;br /&gt;
(Some of) The new tokens usable for trees. They need some heavy experimentation, so I'm not adding them to the main page yet. Also, the init file TREE_* tokens to give your tree parts individual tiles, verified with TREE_TWIGS. I'm not going to add all those into the table.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the normal branches are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the normal branches reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the mushroom cap of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How fast the mushroom cap (if any) of the tree grows. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the mushroom cap of the tree reaches. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number?&lt;br /&gt;
| Unknown. String dump only, not used by any trees.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the directed branches(?) of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number?&lt;br /&gt;
| Unknown. String dump only, not used by any trees.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the thick branches are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the thick branches reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the light branches(?) are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the light branches(?) reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| How thick the tree's trunk may be. Capped at 3.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| How tall the tree's trunk may be. Capped at 8.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the roots are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the roots of the tree are named. Both tags exist in string dump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the roots reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
|&lt;br /&gt;
| The tree uses the default names for its tiles (roots, twigs, trunk, ...).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
|&lt;br /&gt;
| The tree has a rounded cap.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How much the trunk of the tree can branch out. 0 means the tree will grow straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the mushroom cap of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How fast the tree will grow tall. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How fast the tree will grow broad. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its normal branches. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its trunk. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its normal branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its trunk. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its normal branches. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its trunk. Defaults to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Woodless trees ==&lt;br /&gt;
&lt;br /&gt;
It appears, trees with [TREE:NONE:NONE] will not appear in the overworld at all.  Having tested several tropical embarks I've not found a single abaca or banana tree, and more tellingly, replacing an existing TREE token with defined wood with [TREE:NONE:NONE] will replace the tree entirely with another species from the same biome. --[[User:Samanato|Samanato]]&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Plant_token&amp;diff=209525</id>
		<title>DF2014 Talk:Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=DF2014_Talk:Plant_token&amp;diff=209525"/>
		<updated>2014-08-15T02:15:58Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Woodless trees */ new section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==New tree tokens==&lt;br /&gt;
(Some of) The new tokens usable for trees. They need some heavy experimentation, so I'm not adding them to the main page yet. Also, the init file TREE_* tokens to give your tree parts individual tiles, verified with TREE_TWIGS. I'm not going to add all those into the table.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the normal branches are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the normal branches reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the mushroom cap of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How fast the mushroom cap (if any) of the tree grows. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the mushroom cap of the tree reaches. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number?&lt;br /&gt;
| Unknown. String dump only, not used by any trees.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the directed branches(?) of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number?&lt;br /&gt;
| Unknown. String dump only, not used by any trees.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the thick branches are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the thick branches reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the light branches(?) are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the light branches(?) reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| How thick the tree's trunk may be. Capped at 3.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
| How tall the tree's trunk may be. Capped at 8.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How dense the roots are. The actual effect of the number isn't clear to me?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the roots of the tree are named. Both tags exist in string dump.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*number&lt;br /&gt;
| How far the roots reach. Might be capped at some number?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
|&lt;br /&gt;
| The tree uses the default names for its tiles (roots, twigs, trunk, ...).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
|&lt;br /&gt;
| The tree has a rounded cap.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How much the trunk of the tree can branch out. 0 means the tree will grow straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the mushroom cap of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How fast the tree will grow tall. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| How fast the tree will grow broad. Lower numbers seem faster?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_NAME&lt;br /&gt;
|&lt;br /&gt;
* tile name?&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its normal branches. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_ABOVE_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs above its trunk. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its normal branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_BELOW_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs below its trunk. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its normal branches. Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_HEAVY_BRANCHES&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its thick branches. Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_SIDE_TRUNK&lt;br /&gt;
|&lt;br /&gt;
*0 or 1&lt;br /&gt;
| If the argument is 1, the tree can have twigs next its trunk. Defaults to 0.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Woodless trees ==&lt;br /&gt;
&lt;br /&gt;
It appears, trees with [TREE:NONE:NONE] will not appear in the overworld at all.  Having tested several tropical embarks I've not found a single abaca or banana tree, and more tellingly, replacing an existing TREE token with defined wood with [TREE:NONE:NONE] will replace the tree entirely with another species from the same biome.&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=209418</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=209418"/>
		<updated>2014-08-13T08:23:54Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s.  Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[tower]].  They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the &amp;quot;*SIEGE*&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
Caravans will not arrive at a besieged fortress.  They will arrive, though, if a siege is broken quickly enough, but 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.  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.  You will never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  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;
&lt;br /&gt;
*Siege forces usually consist of several 'squads'.  Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).&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 his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than their rider. 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 defence relies on the same kind of walls and pits as previous versions.&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 &amp;quot;SIEGE&amp;quot; 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;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
*You can turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Goblin sieges are announced with the message, &amp;quot;''A vile force of darkness has arrived!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a certain [[population]], usually around 80. 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]]. Goblins sieges often include groups of [[troll]]s, [[ogre]]s, or [[cave dragon]]s that can [[Building destroyer|break buildings]] and smash workshops.  Unlike the squads, however, these 'groups' 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 elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s. 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;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Elven sieges are announced with the message, &amp;quot;''The elves have brought the full forces of their lands against you.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on 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 WAR 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.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, 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 tasty) [[unicorn]]s or other [[elephant|exotic beasts]]. 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 are made of wood, which will simply bounce off any standard metal armour, 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;
&lt;br /&gt;
Human sieges are announced with the message &amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Humans would 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. Humans often ride rather mundane animals, such as horses, camels (of both varieties), or war grizzly bears, and may bring along further war animals like trained cheetahs. Be aware that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his 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;
&lt;br /&gt;
Necromancer sieges are announced with ''&amp;quot;The [[undead|dead]] walk.  Hide while you still can!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a tower. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress.&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.  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 armour'', a truly terrifying thought were there ever one.  &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 materials possible 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 shops, crypts, and refuse stockpiles, 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 shells 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. &lt;br /&gt;
&lt;br /&gt;
Necromancers can besiege 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 3 undead; but can cause very much cheesy fun if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege your fortress.  This can happen 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 to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf]] sieges ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Dwarf sieges will only arrive when you [[mod]] the game, because the game has been programmed to never cause sieges from the player's civilization. Unless you are playing with another civilization(for example, humans), Dwarf sieges will cause a massive [[loyalty cascade]] even if you don't attack the invaders.&lt;br /&gt;
&lt;br /&gt;
Dwarf sieges are announced with the same message as human sieges(&amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;). The also behave very similar to human sieges, possibly indicating that dwarves and humans have the same AI when invading a site.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=209417</id>
		<title>Siege</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Siege&amp;diff=209417"/>
		<updated>2014-08-13T08:16:38Z</updated>

		<summary type="html">&lt;p&gt;Samanato: bandit sieges and a few updates&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}}&lt;br /&gt;
&lt;br /&gt;
:''For catapults and ballistae, see [[Siege engine]].''&lt;br /&gt;
&lt;br /&gt;
'''Sieges''' are large scale assaults on your fortress by other [[civilization]]s, normally [[goblin]]s and [[necromancer]]s.  Sieges are drawn from moving units advancing towards the fortress, whether from an army, a bandit group, or a necromancer's [[tower]].  They are announced with a full-screen message that differs depending on the attacking race, and the main screen showing the &amp;quot;*SIEGE*&amp;quot; tag along the top for the duration.&lt;br /&gt;
&lt;br /&gt;
Caravans will not arrive at a besieged fortress.  They will arrive, though, if a siege is broken quickly enough, but 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.  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.  You will never get sieges if you embark on an island or in a valley which is completely surrounded by mountains.  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;
&lt;br /&gt;
*Siege forces usually consist of several 'squads'.  Using the [[goblin]]s as an example, each squad consists of several goblins of one military class (swordsman, lasher, etc.), and often one 'squad leader' (typically an Elite or better, which need not be the same class as the squad it leads).&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 his squad is not. These mounts can change the combat dynamics, since some can fly, are [[building destroyer]]s, or have substantially different combat traits than their rider. For more info on mounted units, and the [[Fun]] they can unleash upon an ill-prepared defender, see: [[Mount]]&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 &amp;quot;SIEGE&amp;quot; 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;
*Different races will favor different styles of attack during sieges. The following attack styles were observed in .40d; it remains to be seen if these traits are still present in current releases.&lt;br /&gt;
*You can turn off sieges and [[Forgotten beast]]s altogether by editing the [[d_init.txt]] file to change [INVADERS:YES] to [INVADERS:NO].&lt;br /&gt;
&lt;br /&gt;
== [[Goblin]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Goblin sieges are announced with the message, &amp;quot;''A vile force of darkness has arrived!''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Goblins will start laying siege to your fortress when you reach a certain [[population]], usually around 80. 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]]. Goblins sieges often include groups of [[troll]]s, [[ogre]]s, or [[cave dragon]]s that can [[Building destroyer|break buildings]] and smash workshops.  Unlike the squads, however, these 'groups' 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 elite human or even dwarven fighters as leaders of their squads, previously kidnapped by [[snatcher]]s. 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;
== [[Elf|Elven]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Elven sieges are announced with the message, &amp;quot;''The elves have brought the full forces of their lands against you.''&amp;quot;&lt;br /&gt;
&lt;br /&gt;
It is possible to have elven attacks as well, but that usually requires some effort on 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 WAR 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.&lt;br /&gt;
&lt;br /&gt;
Elves use stealth squads, a la goblin ambushes, 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 tasty) [[unicorn]]s or other [[elephant|exotic beasts]]. 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 are made of wood, which will simply bounce off any standard metal armour, and 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;
&lt;br /&gt;
Human sieges are announced with the message &amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Humans may also siege you should you let their [[diplomat]] die while visiting your fortress, if too many of their trade wagons get destroyed or if you trade with an elven nation the humans are at war with. Humans would 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. Humans often ride rather mundane animals, such as horses, camels (of both varieties), or war grizzly bears, and may bring along further war animals like trained cheetahs. Be aware that human siegers know of all traps that their diplomats have seen before, even their war animals are immune to those traps. If you had a human diplomat in your fort, best assume that your traps are useless against the invaders unless they were built after his 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;
&lt;br /&gt;
Necromancer sieges are announced with ''&amp;quot;The [[undead|dead]] walk.  Hide while you still can!&amp;quot;''&lt;br /&gt;
&lt;br /&gt;
Necromancers will only be able to siege you if you embark in an area near a tower. If no tower is present in the neighbors list, no necromancers will ever besiege your fortress.&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.  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 armour'', a truly terrifying thought were there ever one.  &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 materials possible 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 shops, crypts, and refuse stockpiles, 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 shells 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. &lt;br /&gt;
&lt;br /&gt;
Necromancers can besiege 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 3 undead; but can cause very much cheesy fun if a lone necromancer accompanies them (which isn't uncommon).&lt;br /&gt;
&lt;br /&gt;
== [[Bandit]] sieges ==&lt;br /&gt;
&lt;br /&gt;
Roving bandit groups nearby your fortress may also besiege your fortress.  This can happen 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 entities (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 to goblin [[ambush]]es in size, as there are fewer units from which to draw combatants.&lt;br /&gt;
&lt;br /&gt;
== [[Dwarf]] sieges ==&lt;br /&gt;
{{mod}}&lt;br /&gt;
Dwarf sieges will only arrive when you [[mod]] the game, because the game has been programmed to never cause sieges from the player's civilization. Unless you are playing with another civilization(for example, humans), Dwarf sieges will cause a massive [[loyalty cascade]] even if you don't attack the invaders.&lt;br /&gt;
&lt;br /&gt;
Dwarf sieges are announced with the same message as human sieges(&amp;quot;''The enemy have come and are laying siege to the fortress.''&amp;quot;). The also behave very similar to human sieges, possibly indicating that dwarves and humans have the same AI when invading a site.&lt;br /&gt;
&lt;br /&gt;
== Bugs ==&lt;br /&gt;
* Enemy squads will never abandon their caged or dead leader. {{Bug|1598}}&lt;br /&gt;
* Amphibian invader mounts drown their riders. {{Bug|926}}&lt;br /&gt;
&lt;br /&gt;
{{Military}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Metal&amp;diff=208883</id>
		<title>Metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Metal&amp;diff=208883"/>
		<updated>2014-08-05T01:26:19Z</updated>

		<summary type="html">&lt;p&gt;Samanato: Divine metal's solid density should be 1 g/cm³. (1000 g/cm³ is five times heavier than slade!!!)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}&lt;br /&gt;
{{av}}&lt;br /&gt;
'''Metal''' is a [[material]] extracted from [[ore]] at a [[smelter]], turning the ore into '''bars''' of pure metal. (One [[adamantine|special metal]] becomes wafers instead of bars.) It is sometimes combined with other materials to form an '''alloy''' metal, which is also measured by the bar. An alloy usually improves on the properties of its components to give more uses or increased [[Item value|value]]. The metal bars resulting from [[smelting]] are used to make items such as [[weapon]]s, [[armor]], [[furniture]], and [[crafts]] at a [[Metalsmith's forge|forge]]. &lt;br /&gt;
&lt;br /&gt;
Smelting pure ores into the corresponding bars raises the base value from that of stone (3) to that of bars (5). This value is then multiplied against the [[value#Material multipliers|material multiplier]] of the metal to give the final value for the bar.&lt;br /&gt;
&lt;br /&gt;
==Alloys==&lt;br /&gt;
There are eleven pure metals in Dwarf Fortress (plus a twelfth [[Adamantine|special metal]]).  Many of these can be mixed together to create '''alloys''' of one type or another, of which there are another fourteen.  In some cases making alloys will result in an overall increase in value, or the resultant alloy will be more powerful when used to forge weapons or armor, though many alloys result in no overall increase in utility or [[Wealth|created wealth]]. (These increases in value can be compared in the &amp;quot;Difference&amp;quot; column of the below table.)&lt;br /&gt;
&lt;br /&gt;
There are many uses for alloys:&lt;br /&gt;
* Increased performance for armor or weapons.&lt;br /&gt;
* Increased value (particularly when a silver-bearing ore is substituted for silver)&lt;br /&gt;
* Stretching your supply of scarce metals.&lt;br /&gt;
* Creating items with distinct colors (for instance, [[rose gold]] is [[Color scheme|magenta]]) for furniture, color-coding rooms or levers, or artistic constructions (including [[floor]] mosaics).&lt;br /&gt;
* Increasing [[thought|happiness]] or perceived [[room]] value for a dwarf who particularly likes a given alloy.&lt;br /&gt;
* Decreased [[fuel]] consumption if making the alloy directly from ores (e.g. [[bronze]] requires only one smelter task to make 8 bars from 2 ores).&lt;br /&gt;
&lt;br /&gt;
The number of bars used to create an alloy always equals the number of bars produced: the number of bars input equals the number of bars of output.  However, the number of bars produced from smelting ores is four times greater (X ores in = 4X bars out).&lt;br /&gt;
&lt;br /&gt;
== List of metals ==&lt;br /&gt;
&lt;br /&gt;
===Standard Metals===&lt;br /&gt;
&lt;br /&gt;
{{v0.34 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Aluminum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native aluminum]]|notes=|soliddensity=2.70|mp=11188|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1421|shearyield=20|shearfracture=50|shearelasticity=77&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=[[Bismuthinite]]|notes=Only useful for alloying into [[bismuth bronze]]|soliddensity=9.78|mp=10488|val=2|valinc=+1|impactyield=1.08|impactfracture=1.08|impactelasticity=3484|shearyield=30|shearfracture=50|shearelasticity=250&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Copper|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&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=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.93|mp=11952|val=2|valinc=+0, +0, -1*|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Gold|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Native gold]]|notes=|soliddensity=19.32|mp=11915|val=30|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&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=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|mp=12768|val=10|valinc=+2|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lead|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Galena]]|notes=|soliddensity=11.34|mp=10589|val=2|valinc=-3*|impactyield=1.08|impactfracture=1.08|impactelasticity=2348|shearyield=10|shearfracture=12|shearelasticity=179&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Garnierite]]|notes=|soliddensity=8.80|mp=12619|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=660|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Platinum|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=[[Native platinum]]|notes=|soliddensity=21.40|mp=13182|val=40|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=470|shearyield=100|shearfracture=200|shearelasticity=164&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&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=Can be used to forge melee weapons and ammunition|soliddensity=10.49|mp=11731|val=10|valinc=+0, +0,&amp;lt;br /&amp;gt;+5*, +7*|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Tin|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Cassiterite]]|notes=|soliddensity=7.28|mp=10417|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Zinc|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Sphalerite]]|notes=|soliddensity=7.13|mp=10755|val=2|valinc=+0|impactyield=1.08|impactfracture=1.08|impactelasticity=1542|shearyield=50|shearfracture=150|shearelasticity=116&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Source Ore(s)''' indicates the specific ores that can provide a metal. If production of the metal is not guaranteed, a percent chance is indicated following the ore.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference in material value between the metal and the ore, separated with commas in cases where multiple ore values differ.&lt;br /&gt;
::'''*''' - Values marked with an asterisk denote ores that can yield multiple metals. On average, the expected difference in value from smelting [[tetrahedrite]] is +1 and [[galena]] is +2.&lt;br /&gt;
&lt;br /&gt;
===Alloys===&lt;br /&gt;
''(Unless specified, ores of the ingredients may be used instead of bars for alloy reactions)''&lt;br /&gt;
{{v0.34 alloy metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Billon|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=[[Silver]] + [[Copper]]|notes=Can be made with [[Tetrahedrite]] or [[Galena]] instead of [[Silver]] for increased value (Tetrahedrite + Tetrahedrite: +3, Copper ore + Tetrahedrite: +3.5, Copper ore + Galena: + 2.5, Tetrahedrite + Galena: + 2). |soliddensity=8.93|val=6|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bismuth bronze|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=1 [[Tin]] + 2 [[Copper]] + 1 [[Bismuth]] '''!'''|notes=Can be used to forge all weapons, armor, ammunition, and picks|soliddensity=8.25|val=6|valinc=+4|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Black bronze|color={{Tile|≡|5:0}}{{Tile|‼|5:6:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:6:0&amp;lt;/span&amp;gt;|source=2 [[Copper]] + 1 [[Silver]] + 1 [[Gold]] '''!'''|notes=Unique color|soliddensity=8.93|val=11|valinc=+0|mp=11952|impactyield=1.08|impactfracture=1.08|impactelasticity=771|shearyield=70|shearfracture=220|shearelasticity=145&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Brass|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Zinc]] + [[Copper]]|notes=Value difference is +4.5 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=8.55|val=7|valinc=+5|mp=11656|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=200|shearfracture=550|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Bronze|color={{Tile|≡|6:0}}{{Tile|‼|6:4:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:4:0&amp;lt;/span&amp;gt;|source=[[Tin]] + [[Copper]]|notes=Can be used to forge all weapons, armor, ammunition, and picks. Value difference is +2.5 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=8.25|val=5|valinc=+3|mp=11868|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=137|shearfracture=241|shearelasticity=200&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Electrum|color={{Tile|≡|6:1}}{{Tile|‼|6:6:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;6:6:1&amp;lt;/span&amp;gt;|source=[[Silver]] + [[Gold]]|notes=Can be made with [[Tetrahedrite]] or [[Galena]] instead of  [[Silver]] for increased value (Gold + Tetrahedrite: +3.5, Gold + Galena: +2.5).|soliddensity=8.65|val=20|valinc=+0|mp=11828|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Fine pewter|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Tin]] + 1 [[Copper]]|notes=Value difference is +2.75 if [[Tetrahedrite]] is used instead of [[Copper]]|soliddensity=7.28|val=5|valinc=+3|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Lay pewter|color={{Tile|≡|3:0}}{{Tile|‼|3:7:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:7:0&amp;lt;/span&amp;gt;|source=2 [[Tin]] + 1 [[Copper]] + 1 [[Lead]] '''!'''|notes=Unique color|soliddensity=7.28|val=3|valinc=+1|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Nickel silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source= 2 [[Nickel]] + 1 [[Copper]] + 1 [[Zinc]] '''!'''|notes=|soliddensity=8.65|val=3|valinc=+1|mp=11620|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=20|shearfracture=160|shearelasticity=26&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Pig iron|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:7:1&amp;lt;/span&amp;gt;|source=[[Iron]] + [[flux]] stone + [[fuel]] '''!'''|notes=Only used to make [[steel]]|soliddensity=7.85|val=10|valinc=+0|mp=12106|impactyield=1.08|impactfracture=1.08|impactelasticity=635|shearyield=130|shearfracture=200|shearelasticity=159&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Rose gold|color={{Tile|≡|5:1}}{{Tile|‼|5:5:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;5:5:1&amp;lt;/span&amp;gt;|source=3 [[Gold]] + 1 [[Copper]] '''!'''|notes=Unique color|soliddensity=19.32|val=23|valinc=+0|mp=11915|impactyield=1.08|impactfracture=1.08|impactelasticity=600|shearyield=50|shearfracture=100|shearelasticity=185&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Steel|color={{Tile|≡|0:1}}{{Tile|‼|0:7:1}}&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=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|soliddensity=7.85|val=30|valinc=+20|mp=12718|impactyield=1.08|impactfracture=1.08|impactelasticity=675|shearyield=520|shearfracture=860|shearelasticity=500&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Sterling silver|color={{Tile|≡|7:1}}{{Tile|‼|7:7:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:7:1&amp;lt;/span&amp;gt;|source=3 [[Silver]] + 1 [[Copper]] '''!'''|notes=|soliddensity=10.49|val=8|valinc=+0|mp=11602|impactyield=1.08|impactfracture=1.08|impactelasticity=1080|shearyield=100|shearfracture=170|shearelasticity=333&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Trifle pewter|color={{Tile|≡|7:0}}{{Tile|‼|7:3:0}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;7:3:0&amp;lt;/span&amp;gt;|source=2 [[Tin]] + 1 [[Copper]]|notes=Value difference is +1.67 if [[Tetrahedrite]] is used instead of [[Copper]]|react=|soliddensity=7.28|val=4|valinc=+2|mp=10417|impactyield=1.08|impactfracture=1.08|impactelasticity=1862|shearyield=12|shearfracture=100|shearelasticity=66&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
''Legend:''&lt;br /&gt;
:* '''Tile Color''' corresponds to how items made from that metal are displayed in game, foreground and background colors.&lt;br /&gt;
:*'''Reaction''' indicates the basic recipe for an alloy - this does not include any [[fuel]] necessary to operate the smelter.  See the article for that alloy or [[smelting]] for possible alternatives.&lt;br /&gt;
::'''!''' - ''You can use only [[bar]]s of metal in this reaction, not ores.&lt;br /&gt;
:*'''Density''' is used to determine the different weight of finished objects.&lt;br /&gt;
:*'''Melting point''' is used to determine if a material is [[magma-safe]] or not: magma is 12000°U.&lt;br /&gt;
:*'''[[Material value]]''' is what the base value of an object made of this metal is multiplied by to determine its worth.&lt;br /&gt;
:*'''Value difference''' indicates the difference between the average [[value]] of the required bars of metals vs. the value of the resulting bars of alloy - what went in vs. what comes out, measured per bar. &amp;quot;+0&amp;quot; indicates that the resulting alloy is a perfectly average value of the component metals. Note that substituting tetrahedrite for copper ore always results in a value decrease, while substituting tetrahedrite or galena for silver ore always results in a value increase.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special metals===&lt;br /&gt;
{{minorspoiler}}&lt;br /&gt;
{{v0.34 pure metal table head}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Adamantine|color={{Tile|≡|3:1}}{{Tile|‼|3:3:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;3:3:1&amp;lt;/span&amp;gt;|source=[[Raw adamantine]]|notes=Cannot be smelted directly; must be [[Strand extractor|extracted]] first. &amp;lt;br/&amp;gt;Can be used to forge anything except beds; &amp;lt;br/&amp;gt; Blades are 10x sharper than standard metals|soliddensity=0.200|mp=25000|val=300|valinc=+50|impactyield=5.00|impactfracture=5.00|impactelasticity=0|shearyield=5000|shearfracture=5000|shearelasticity=0&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{v0.34 metal table row|name=Divine metal|color={{Tile|≡|7:0}}{{Tile|‼|0:0:1}}&amp;lt;span style=&amp;quot;display:none&amp;quot;&amp;gt;0:0:1&amp;lt;/span&amp;gt;|source=none|notes=Procedurally generated names associated with [[deity|deities]].&amp;lt;br/&amp;gt;Blades are 1.2x sharper than standard metals;&amp;lt;br/&amp;gt;Absurdly strong yield and fracture values allow even blunt weapons of this light material to be dangerous;&amp;lt;br/&amp;gt;Overall stats make it stronger than steel but weaker than adamantine. |react=|soliddensity=1|val=300|valinc=|mp=none|mps=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Weapon and armor quality ==&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=Can be used to forge anything except beds &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=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=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|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=Can be used to forge all weapons, armor, ammunition, and picks|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=Can be used to forge all weapons, armor, ammunition, and picks|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=Can be used to forge all weapons, armor, ammunition, picks, and [[anvil]]s|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=Can be used to forge all weapons, armor, ammunition, and picks|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;
&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=Can be used to forge melee weapons and ammunition|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;
&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
*''Combat information'' is used internally by the game to determine the [[material science|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 more force, 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. 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''': 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 raw value divided by 10&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; (i.e., kPa).&lt;br /&gt;
:'''Shear elasticity''': 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;
&lt;br /&gt;
&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;
So...&lt;br /&gt;
:Explanations!&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 ''IMPACT_STRAIN_AT_YIELD'' in RAWs) is the amount of deformation (bending) that occurs at the yield point&lt;br /&gt;
:Implications to Dwarf Fortress Combat&lt;br /&gt;
::Yield combined with Elasticity can tell what a material will do under stress (be it from a hammer, axe, or arrow)&lt;br /&gt;
::Higher yield means that it takes more stress to deform&lt;br /&gt;
::Lower elasticity means that it will deform less when stress is applied&lt;br /&gt;
&lt;br /&gt;
'''Preliminary Combat Testing &amp;amp; Analysis'''&lt;br /&gt;
&lt;br /&gt;
Adamantine and Steel take first and second place respectively, with Iron the third best material in the game. Beyond which, bronze is in a close tie with copper as to being the second worst material. As in older versions, silver continues to hold steady as the worst material available (no longer beneficial with wooden training weapons being available now) in regards to edged weaponry. &lt;br /&gt;
Additionally, with regards to blunt weapons all of the standard materials perform respectably well, with a very slight edge towards steel and silver. Here is the thread with the details:&lt;br /&gt;
&lt;br /&gt;
http://www.bay12forums.com/smf/index.php?topic=53571.0&lt;br /&gt;
&lt;br /&gt;
Keep in mind with how unbelievably complicated this system is nothing should be taken as word of law yet. &lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#999999&amp;quot;&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.  For 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&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.&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;
See also:&lt;br /&gt;
:Some [[User:Shinziril#Weapons_and_Armor|outstanding research]] on armor vs. different weapon types by Shinziril.&lt;br /&gt;
:[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;
{{Category|Metals}}{{Category|Materials}}&lt;br /&gt;
[[ru:DF2012:Metal]]&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208786</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208786"/>
		<updated>2014-08-03T17:09:11Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Tree Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| Maximum z-level height of the tree's trunk.  Appears to never be shorter than 3 z-levels, even when set to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Influences the rate of growth of the trunk's height.  Lower is faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS / LIGHT_BRANCH_RADIUS &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME / DIRECTED_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIGS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).  Seemingly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Obsolete token, previously permitted brewing the plant into [[alcohol]] made of this material. Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208783</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208783"/>
		<updated>2014-08-03T17:01:54Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Tree Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| Maximum z-level height of the tree's trunk.  Appears to never be shorter than 3 z-levels, even when set to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Influences the rate of growth of the trunk's height.  Lower is faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS / LIGHT_BRANCH_RADIUS &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME / DIRECTED_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS / DIRECTED_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).  Seemingly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Obsolete token, previously permitted brewing the plant into [[alcohol]] made of this material. Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208782</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208782"/>
		<updated>2014-08-03T17:00:19Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Tree Tokens */ Incorporating some stuff from discussion page. LIGHT_BRANCHES and BRANCHES appear to be the same thing, likewise for HEAVY_BRANCHES and DIRECTED_BRANCHES.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the trunk of the tree is named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| Maximum z-level height of the tree's trunk.  Appears to never be shorter than 3 z-levels, even when set to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Influences the rate of growth of the trunk's height.  Lower is faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIGHT_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thin branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY / LIGHT_BRANCHES_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS / LIGHT_BRANCH_RADIUS &lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCHES_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What thick branches of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY / DIRECTED_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How much the trunk branches out.  0 makes the trunk straight.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_NAME / ROOTS_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the roots of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What the twigs of the tree are named.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree has a rounded cap-hood like a giant mushroom.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| What this mushroom-cap is called.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to the other PERIOD tags, influences the rate of the mushroom cap growth.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| Uses the standard names for the tree components (roots, trunk, branches, etc.)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).  Seemingly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Obsolete token, previously permitted brewing the plant into [[alcohol]] made of this material. Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=208759</id>
		<title>Level of conflict</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Level_of_conflict&amp;diff=208759"/>
		<updated>2014-08-03T01:09:30Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Levels */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Tattered|16:06, 31 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
&lt;br /&gt;
Not all combat is Dwarf Fortress is lethal, to-the-death fighting. Several different '''levels of confict''' exist and are used in different circumstances.&lt;br /&gt;
&lt;br /&gt;
In [[adventurer mode]], you can view the level of combat with any particular enemy with the {{k|l}}ook command.&lt;br /&gt;
&lt;br /&gt;
== Levels ==&lt;br /&gt;
The levels revealed in the [[object testing arena]] are as follows:&lt;br /&gt;
* No quarter&lt;br /&gt;
* Lethal&lt;br /&gt;
* Non-lethal&lt;br /&gt;
* Brawl&lt;br /&gt;
* Training&lt;br /&gt;
* Horseplay&lt;br /&gt;
* Encounter&lt;br /&gt;
&lt;br /&gt;
One other is commonly found in adventurer mode, despite that strictly speaking, it is not a level of conflict:&lt;br /&gt;
* Ally&lt;br /&gt;
&lt;br /&gt;
=== No Quarter ===&lt;br /&gt;
An attacker who gives [[wikipedia:no quarter|no quarter]] will refuse to accept [[surrender]] or otherwise spare the life of an opponent, meaning the conflict will not end until either the opponent is dead or the attacker retreats. No-quarter mode is caused by either required kill [[ethic]]s (where surrendering would allow cheating the justice system), fighting with a non-sapient animal (which does not understand the concept of surrender), or the opponent faking surrender (so the attacker will not fall for such tricks again).&lt;br /&gt;
&lt;br /&gt;
=== Lethal ===&lt;br /&gt;
Lethal combat is a fight to the death.  Drawing weapons will escalate combat into lethality.  Although death is likely in this mode of conflict, surrender may be accepted to end the fight.&lt;br /&gt;
&lt;br /&gt;
=== Non-lethal ===&lt;br /&gt;
Non-lethal combat is a fight without weapons drawn.  Non-lethal fights may end without killing a creature. &lt;br /&gt;
&lt;br /&gt;
=== Training ===&lt;br /&gt;
Training is the mode used in sparring.  Sparring is currently buggy as weapons are never drawn, as in non-lethal combats and brawls{{bug|7519}}, resulting in weapon-related skills never rising during sparring sessions.&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=208758</id>
		<title>Object testing arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=208758"/>
		<updated>2014-08-03T00:56:53Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Butchering */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The '''object testing arena''' is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu. Note that the object testing arena is not the same as an arena created in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures. You can, however, press {{key|w}} then {{key|l}} to create a stone wall, instantly killing anything on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Inventory and skills ===&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
A creature can be created with an effect from an [[interaction token|interaction]] by pressing {{key|u}} in the Creation menu.  In vanilla games, the available effects are the interactions of [[necromancer]]s, [[undead|animated corpse]]s, [[mummy|disturbed dead]], accursed, [[werebeast]]s and [[vampire]]s.  Any modded interaction with a defined arena name will also be available.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies. For example, you can test twenty sword-users versus twenty macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s and [[mummy|disturbed dead]] that are marked as Independent will not be at peace with the [[undead|zombies]] that they raise. This is not a bug because arena independence overrides anything else.&lt;br /&gt;
&lt;br /&gt;
===Butchering===&lt;br /&gt;
Corpses can be butchered by moving over them and pressing {{k|a}}. This can be an easy way to obtain butchering information, although there tends to be a distinct lack of variation in the results (unless the corpse is missing a body part). This is partly due to the fact that no child creatures can be created.&lt;br /&gt;
&lt;br /&gt;
===Nature of conflict===&lt;br /&gt;
The [[level of conflict]] between creatures or alliances can be controlled in the main screen with the keys {{key|shift+C}} and {{key|c}}.  The available settings are, from most lethal to least:&lt;br /&gt;
&lt;br /&gt;
*No quarter&lt;br /&gt;
*Lethal&lt;br /&gt;
*Non-lethal&lt;br /&gt;
*Brawl&lt;br /&gt;
*Training&lt;br /&gt;
*Horseplay&lt;br /&gt;
*Encounter&lt;br /&gt;
&lt;br /&gt;
[[Morale]] may also be switched on or off with {{key|m}} on the main screen.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+a}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as in [[Adventurer mode]].&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e. before you unpause), resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma.  It is also possible to spawn rock walls in mid-air, usually causing a [[cave-in]].  You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
== Spawning trees ==&lt;br /&gt;
Also can be spawned from loo{{key|k}}ing are multi-tile [[tree]]s.  Press {{key|t}} to create a tree.  You can choose a tree from a list of species, as well as its {{key|a}}ge.  Again, pressing {{key|enter}} will spawn the tree itself.  Trees can be placed anywhere, even a rock block floor or ''mid-air'' (the latter will also cause a cave-in, replacing rock block floors with sand).  Arena-created trees do not spawn with roots.  At present it's not possible to chop down a tree, though they can be burned by spawning lava, killing the tree.&lt;br /&gt;
&lt;br /&gt;
==Controlling the Environment==&lt;br /&gt;
The arena's environment can be modified in-game by pressing {{k|w}}. From this screen, you can adjust Weather, Temperature, and Time. From this menu, you can also press {{k|s}} to cover every map tile in snow, {{k|m}} to make everything muddy, and {{k|x}} to remove all mud and snow.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
This section has 4 options, each of which can be set to various settings:&lt;br /&gt;
* Cumulus&lt;br /&gt;
** No cumulus clouds&lt;br /&gt;
** Scattered cumulus&lt;br /&gt;
** Many cumulus (rain)&lt;br /&gt;
** Cumulonimbus (rain)&lt;br /&gt;
* Cirrus (toggle)&lt;br /&gt;
* Stratus&lt;br /&gt;
** No stratus&lt;br /&gt;
** Altostratus&lt;br /&gt;
** Stratus (rain)&lt;br /&gt;
** Nimbostratus (rain)&lt;br /&gt;
* Fog&lt;br /&gt;
** No fog&lt;br /&gt;
** Thin mist&lt;br /&gt;
** Fog&lt;br /&gt;
** Thick fog&lt;br /&gt;
&lt;br /&gt;
As expected, the options marked with &amp;quot;(rain)&amp;quot; will cause it to start raining.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
The arena's temperature can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dragonfire - {{ct|50000}}&lt;br /&gt;
* Magma - {{ct|12000}}&lt;br /&gt;
* Fire - {{ct|11000}}&lt;br /&gt;
* Scorching - {{ct|10080}}&lt;br /&gt;
* Hot - {{ct|10070}}&lt;br /&gt;
* Warm - {{ct|10050}}&lt;br /&gt;
* Cool - {{ct|10035}}&lt;br /&gt;
* Cold - {{ct|10020}}&lt;br /&gt;
* Subterranean - {{ct|10015}}&lt;br /&gt;
* Freezing - {{ct|9999}}&lt;br /&gt;
* Below freezing - {{ct|9968}}&lt;br /&gt;
* Deathly cold - {{ct|9850}}&lt;br /&gt;
* Absolute zero - {{ct|9508}}&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
The arena's time can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dawn (5:30am)&lt;br /&gt;
* Morning (8:00am)&lt;br /&gt;
* Late morning (10:30am)&lt;br /&gt;
* Noon (1:00pm)&lt;br /&gt;
* Early afternoon (2:00pm)&lt;br /&gt;
* Late afternoon (3:30pm)&lt;br /&gt;
* Early evening (5:00pm)&lt;br /&gt;
* Evening (6:30pm)&lt;br /&gt;
* Dusk (8:30pm)&lt;br /&gt;
* Night (10:00pm)&lt;br /&gt;
* Midnight (12:00am)&lt;br /&gt;
* Late night (2:00am)&lt;br /&gt;
* Early morning (4:00am)&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
{{file|DF/data/init/arena.txt|section=yes}}&lt;br /&gt;
The layout of the arena zone is stored in the (DF)/data/init folder. Modifications to this file will not change the dimensions of the arena; they can only change the initial tiles and fluids present.&lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 [[z-level]]s (including Z=0, from Z=-4 to Z=4) of 144 x 144 tiles; the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable pre-table&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;#&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Open space|Empty tile]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;C&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Chasm]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[floor]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;P&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[wall|pillar/wall]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;R&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;F&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[fortification]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;+&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Water]] source &amp;lt;sup&amp;gt;[1] [2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;W&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;L&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;l&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;g&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Grass]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Tree]] [3]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;~&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Sand]] [3]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Soil]] [3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to capital &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
# Only one type will be present, but it will be randomly selected each time you enter the Arena.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=208757</id>
		<title>Object testing arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=208757"/>
		<updated>2014-08-03T00:56:22Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Spawning trees */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The '''object testing arena''' is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu. Note that the object testing arena is not the same as an arena created in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures. You can, however, press {{key|w}} then {{key|l}} to create a stone wall, instantly killing anything on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Inventory and skills ===&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
A creature can be created with an effect from an [[interaction token|interaction]] by pressing {{key|u}} in the Creation menu.  In vanilla games, the available effects are the interactions of [[necromancer]]s, [[undead|animated corpse]]s, [[mummy|disturbed dead]], accursed, [[werebeast]]s and [[vampire]]s.  Any modded interaction with a defined arena name will also be available.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies. For example, you can test twenty sword-users versus twenty macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s and [[mummy|disturbed dead]] that are marked as Independent will not be at peace with the [[undead|zombies]] that they raise. This is not a bug because arena independence overrides anything else.&lt;br /&gt;
&lt;br /&gt;
===Butchering===&lt;br /&gt;
Corpses can be butchered by moving over them and pressing {{k|a}}. This can be an easy way to obtain butchering information, although there tends to be a distinct lack of variation in the results (unless the corpse is missing a body part). This is partly due to the fact that no child creatures can be created.&lt;br /&gt;
&lt;br /&gt;
'''Bold text'''===Nature of conflict===&lt;br /&gt;
The [[level of conflict]] between creatures or alliances can be controlled in the main screen with the keys {{key|shift+C}} and {{key|c}}.  The available settings are, from most lethal to least:&lt;br /&gt;
&lt;br /&gt;
*No quarter&lt;br /&gt;
*Lethal&lt;br /&gt;
*Non-lethal&lt;br /&gt;
*Brawl&lt;br /&gt;
*Training&lt;br /&gt;
*Horseplay&lt;br /&gt;
*Encounter&lt;br /&gt;
&lt;br /&gt;
[[Morale]] may also be switched on or off with {{key|m}} on the main screen.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+a}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as in [[Adventurer mode]].&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e. before you unpause), resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma.  It is also possible to spawn rock walls in mid-air, usually causing a [[cave-in]].  You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
== Spawning trees ==&lt;br /&gt;
Also can be spawned from loo{{key|k}}ing are multi-tile [[tree]]s.  Press {{key|t}} to create a tree.  You can choose a tree from a list of species, as well as its {{key|a}}ge.  Again, pressing {{key|enter}} will spawn the tree itself.  Trees can be placed anywhere, even a rock block floor or ''mid-air'' (the latter will also cause a cave-in, replacing rock block floors with sand).  Arena-created trees do not spawn with roots.  At present it's not possible to chop down a tree, though they can be burned by spawning lava, killing the tree.&lt;br /&gt;
&lt;br /&gt;
==Controlling the Environment==&lt;br /&gt;
The arena's environment can be modified in-game by pressing {{k|w}}. From this screen, you can adjust Weather, Temperature, and Time. From this menu, you can also press {{k|s}} to cover every map tile in snow, {{k|m}} to make everything muddy, and {{k|x}} to remove all mud and snow.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
This section has 4 options, each of which can be set to various settings:&lt;br /&gt;
* Cumulus&lt;br /&gt;
** No cumulus clouds&lt;br /&gt;
** Scattered cumulus&lt;br /&gt;
** Many cumulus (rain)&lt;br /&gt;
** Cumulonimbus (rain)&lt;br /&gt;
* Cirrus (toggle)&lt;br /&gt;
* Stratus&lt;br /&gt;
** No stratus&lt;br /&gt;
** Altostratus&lt;br /&gt;
** Stratus (rain)&lt;br /&gt;
** Nimbostratus (rain)&lt;br /&gt;
* Fog&lt;br /&gt;
** No fog&lt;br /&gt;
** Thin mist&lt;br /&gt;
** Fog&lt;br /&gt;
** Thick fog&lt;br /&gt;
&lt;br /&gt;
As expected, the options marked with &amp;quot;(rain)&amp;quot; will cause it to start raining.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
The arena's temperature can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dragonfire - {{ct|50000}}&lt;br /&gt;
* Magma - {{ct|12000}}&lt;br /&gt;
* Fire - {{ct|11000}}&lt;br /&gt;
* Scorching - {{ct|10080}}&lt;br /&gt;
* Hot - {{ct|10070}}&lt;br /&gt;
* Warm - {{ct|10050}}&lt;br /&gt;
* Cool - {{ct|10035}}&lt;br /&gt;
* Cold - {{ct|10020}}&lt;br /&gt;
* Subterranean - {{ct|10015}}&lt;br /&gt;
* Freezing - {{ct|9999}}&lt;br /&gt;
* Below freezing - {{ct|9968}}&lt;br /&gt;
* Deathly cold - {{ct|9850}}&lt;br /&gt;
* Absolute zero - {{ct|9508}}&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
The arena's time can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dawn (5:30am)&lt;br /&gt;
* Morning (8:00am)&lt;br /&gt;
* Late morning (10:30am)&lt;br /&gt;
* Noon (1:00pm)&lt;br /&gt;
* Early afternoon (2:00pm)&lt;br /&gt;
* Late afternoon (3:30pm)&lt;br /&gt;
* Early evening (5:00pm)&lt;br /&gt;
* Evening (6:30pm)&lt;br /&gt;
* Dusk (8:30pm)&lt;br /&gt;
* Night (10:00pm)&lt;br /&gt;
* Midnight (12:00am)&lt;br /&gt;
* Late night (2:00am)&lt;br /&gt;
* Early morning (4:00am)&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
{{file|DF/data/init/arena.txt|section=yes}}&lt;br /&gt;
The layout of the arena zone is stored in the (DF)/data/init folder. Modifications to this file will not change the dimensions of the arena; they can only change the initial tiles and fluids present.&lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 [[z-level]]s (including Z=0, from Z=-4 to Z=4) of 144 x 144 tiles; the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable pre-table&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;#&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Open space|Empty tile]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;C&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Chasm]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[floor]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;P&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[wall|pillar/wall]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;R&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;F&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[fortification]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;+&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Water]] source &amp;lt;sup&amp;gt;[1] [2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;W&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;L&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;l&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;g&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Grass]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Tree]] [3]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;~&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Sand]] [3]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Soil]] [3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to capital &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
# Only one type will be present, but it will be randomly selected each time you enter the Arena.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=208756</id>
		<title>Object testing arena</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Object_testing_arena&amp;diff=208756"/>
		<updated>2014-08-03T00:51:02Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Spawning trees */  turns out you can make trees float in the air too&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{Quality|Exceptional|08:10, 8 June 2010 (UTC)}}&lt;br /&gt;
The '''object testing arena''' is a fun place; you can test things, or just have some fun carnage. The arena is accessed through the main menu. Note that the object testing arena is not the same as an arena created in [[fortress mode]].&lt;br /&gt;
&lt;br /&gt;
== Spawning creatures ==&lt;br /&gt;
Creatures can be spawned while in the loo{{key|k}} menu. Press {{key|c}} to create a creature. Select the creature type, skills and equipment, and then press {{key|enter}}. Press {{key|Esc}} (or whatever you bound &amp;quot;leave screen&amp;quot; to) to cancel without creating the creature. You cannot delete creatures. You can, however, press {{key|w}} then {{key|l}} to create a stone wall, instantly killing anything on that tile.&lt;br /&gt;
&lt;br /&gt;
=== Inventory and skills ===&lt;br /&gt;
While in the creature placement menu, it is possible to add skills to your creatures such as the fighter skill. It is also possible to add weapons, ammo, and armour to your creatures. Creatures unable to use the weapons given to them will drop them upon unpausing, but creatures such as dwarves will happily use the weapon as long as they at least have dabbling in the weapon skill. You can also set exactly how much of a certain item you want when you select it, by using the {{key|+}} or {{key|-}} keys, which is the only way to get a creature to hold more than one piece of ammo, as the arena lacks an option for spawning quivers or backpacks.&lt;br /&gt;
&lt;br /&gt;
=== Effects ===&lt;br /&gt;
A creature can be created with an effect from an [[interaction token|interaction]] by pressing {{key|u}} in the Creation menu.  In vanilla games, the available effects are the interactions of [[necromancer]]s, [[undead|animated corpse]]s, [[mummy|disturbed dead]], accursed, [[werebeast]]s and [[vampire]]s.  Any modded interaction with a defined arena name will also be available.&lt;br /&gt;
&lt;br /&gt;
=== Teams ===&lt;br /&gt;
It is possible to 'Team' creatures up by pressing {{k|s}} and {{k|d}} in the Creation menu which is shown on the top left hand side.  There are 99 teams, as well as &amp;quot;Independent&amp;quot;, which is the default and acts as every creature for himself.&lt;br /&gt;
&lt;br /&gt;
In this way you can create simulated battles against beasts or enemies. For example, you can test twenty sword-users versus twenty macemen and analyze the battle from the gamelog.txt.&lt;br /&gt;
&lt;br /&gt;
[[Necromancer]]s and [[mummy|disturbed dead]] that are marked as Independent will not be at peace with the [[undead|zombies]] that they raise. This is not a bug because arena independence overrides anything else.&lt;br /&gt;
&lt;br /&gt;
===Butchering===&lt;br /&gt;
Corpses can be butchered by moving over them and pressing {{k|a}}. This can be an easy way to obtain butchering information, although there tends to be a distinct lack of variation in the results (unless the corpse is missing a body part). This is partly due to the fact that no child creatures can be created.&lt;br /&gt;
&lt;br /&gt;
'''Bold text'''===Nature of conflict===&lt;br /&gt;
The [[level of conflict]] between creatures or alliances can be controlled in the main screen with the keys {{key|shift+C}} and {{key|c}}.  The available settings are, from most lethal to least:&lt;br /&gt;
&lt;br /&gt;
*No quarter&lt;br /&gt;
*Lethal&lt;br /&gt;
*Non-lethal&lt;br /&gt;
*Brawl&lt;br /&gt;
*Training&lt;br /&gt;
*Horseplay&lt;br /&gt;
*Encounter&lt;br /&gt;
&lt;br /&gt;
[[Morale]] may also be switched on or off with {{key|m}} on the main screen.&lt;br /&gt;
&lt;br /&gt;
== Fighting in the Arena yourself ==&lt;br /&gt;
Loo{{key|k}} at any creature, and press {{key|a}} to play as them, and {{key|ctrl+a}} to exit back to the main mode.&lt;br /&gt;
*The controls here are exactly the same as in [[Adventurer mode]].&lt;br /&gt;
*Attempting to {{key|a}} a corpse results in the corpse being butchered.&lt;br /&gt;
&lt;br /&gt;
== Spawning liquids ==&lt;br /&gt;
From the loo{{key|k}} menu, press {{key|l}} to spawn a 7/7 unit of lava, or {{key|w}} to spawn 7/7 water on the currently selected tile. If you place water and then lava in the same tile, they will immediately form a 'Rough-hewn Rock Wall' (i.e. before you unpause), resulting in no spillage. However, placing lava and then water simply fills the tile with water, with the same effect as placing water without magma.  It is also possible to spawn rock walls in mid-air, usually causing a [[cave-in]].  You can place fluids in a tile that also has a wall in it; the result is a tile with both a wall ''and'' 7/7 units of the fluid you placed (water or lava). This combination behaves exactly the same normal water without the wall would, except the area is still considered inaccessible for water to move through.&lt;br /&gt;
&lt;br /&gt;
== Spawning trees ==&lt;br /&gt;
Also can be spawned from loo{{key|k}}ing are multi-tile [[tree]]s.  Press {{key|t}} to create a tree.  You can choose a tree from a list of species, as well as its {{key|a}}ge.  Again, pressing {{key|enter}} will spawn the tree itself.  Trees can be placed anywhere, even a rock block floor or ''mid-air'' (the latter will also cause a cave-in).  At present it's not possible to chop down a tree, though they can be burned by spawning lava, killing the tree.&lt;br /&gt;
&lt;br /&gt;
==Controlling the Environment==&lt;br /&gt;
The arena's environment can be modified in-game by pressing {{k|w}}. From this screen, you can adjust Weather, Temperature, and Time. From this menu, you can also press {{k|s}} to cover every map tile in snow, {{k|m}} to make everything muddy, and {{k|x}} to remove all mud and snow.&lt;br /&gt;
&lt;br /&gt;
===Weather===&lt;br /&gt;
This section has 4 options, each of which can be set to various settings:&lt;br /&gt;
* Cumulus&lt;br /&gt;
** No cumulus clouds&lt;br /&gt;
** Scattered cumulus&lt;br /&gt;
** Many cumulus (rain)&lt;br /&gt;
** Cumulonimbus (rain)&lt;br /&gt;
* Cirrus (toggle)&lt;br /&gt;
* Stratus&lt;br /&gt;
** No stratus&lt;br /&gt;
** Altostratus&lt;br /&gt;
** Stratus (rain)&lt;br /&gt;
** Nimbostratus (rain)&lt;br /&gt;
* Fog&lt;br /&gt;
** No fog&lt;br /&gt;
** Thin mist&lt;br /&gt;
** Fog&lt;br /&gt;
** Thick fog&lt;br /&gt;
&lt;br /&gt;
As expected, the options marked with &amp;quot;(rain)&amp;quot; will cause it to start raining.&lt;br /&gt;
&lt;br /&gt;
===Temperature===&lt;br /&gt;
The arena's temperature can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dragonfire - {{ct|50000}}&lt;br /&gt;
* Magma - {{ct|12000}}&lt;br /&gt;
* Fire - {{ct|11000}}&lt;br /&gt;
* Scorching - {{ct|10080}}&lt;br /&gt;
* Hot - {{ct|10070}}&lt;br /&gt;
* Warm - {{ct|10050}}&lt;br /&gt;
* Cool - {{ct|10035}}&lt;br /&gt;
* Cold - {{ct|10020}}&lt;br /&gt;
* Subterranean - {{ct|10015}}&lt;br /&gt;
* Freezing - {{ct|9999}}&lt;br /&gt;
* Below freezing - {{ct|9968}}&lt;br /&gt;
* Deathly cold - {{ct|9850}}&lt;br /&gt;
* Absolute zero - {{ct|9508}}&lt;br /&gt;
&lt;br /&gt;
===Time===&lt;br /&gt;
The arena's time can be set to one of 13 settings:&lt;br /&gt;
&lt;br /&gt;
* Dawn (5:30am)&lt;br /&gt;
* Morning (8:00am)&lt;br /&gt;
* Late morning (10:30am)&lt;br /&gt;
* Noon (1:00pm)&lt;br /&gt;
* Early afternoon (2:00pm)&lt;br /&gt;
* Late afternoon (3:30pm)&lt;br /&gt;
* Early evening (5:00pm)&lt;br /&gt;
* Evening (6:30pm)&lt;br /&gt;
* Dusk (8:30pm)&lt;br /&gt;
* Night (10:00pm)&lt;br /&gt;
* Midnight (12:00am)&lt;br /&gt;
* Late night (2:00am)&lt;br /&gt;
* Early morning (4:00am)&lt;br /&gt;
&lt;br /&gt;
==Modifying the Arena layout==&lt;br /&gt;
{{file|DF/data/init/arena.txt|section=yes}}&lt;br /&gt;
The layout of the arena zone is stored in the (DF)/data/init folder. Modifications to this file will not change the dimensions of the arena; they can only change the initial tiles and fluids present.&lt;br /&gt;
&lt;br /&gt;
The arena is composed of 9 [[z-level]]s (including Z=0, from Z=-4 to Z=4) of 144 x 144 tiles; the contents of each tile are specified by a single character:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable pre-table&amp;quot;&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Character&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;#&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Open space|Empty tile]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;C&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Chasm]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;.&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[floor]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;P&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[wall|pillar/wall]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;R&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;F&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Block]] [[fortification]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;+&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Water]] source &amp;lt;sup&amp;gt;[1] [2]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;W&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;w&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[water]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;L&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] &amp;lt;sup&amp;gt;[1]&amp;lt;/sup&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;l&amp;lt;/pre&amp;gt;&lt;br /&gt;
| 7/7 [[magma|magma/lava]] + upward [[ramp]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;g&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Grass]]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;T&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Tree]] [3]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;~&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Sand]] [3]&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;pre&amp;gt;,&amp;lt;/pre&amp;gt;&lt;br /&gt;
| [[Soil]] [3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;small&amp;gt;&lt;br /&gt;
# Tile will have no floor unless a pillar/wall is constructed on the z-level below.&lt;br /&gt;
# Only seems to work when placed on map edge; behaves identically to capital &amp;lt;code&amp;gt;W&amp;lt;/code&amp;gt; otherwise.&lt;br /&gt;
# Only one type will be present, but it will be randomly selected each time you enter the Arena.&lt;br /&gt;
&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Category|Interface}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Underworld&amp;diff=208755</id>
		<title>Underworld</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Underworld&amp;diff=208755"/>
		<updated>2014-08-03T00:16:10Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Reaching Hell */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{av}}{{Quality|Exceptional}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
==Reaching Hell==&lt;br /&gt;
Upon digging sufficiently deep (usually z-level ~160, but it can vary wildly) you will find huge magma lakes. These are surrounded by semi molten rock, which cannot be cleared by digging but seems otherwise stable. Eventually, you will reach a layer which contains nothing but molten rock and little to no possibilities to pass. You can reach the critical layer by digging through solid rock which gets rarer the deeper you dig. In fortress mode, there are two ways through the impassible layer:&lt;br /&gt;
 &lt;br /&gt;
'''Digging through an adamantine vein:''' [[raw adamantine|Adamantine]] veins are shaped like vertical tubes and breach through any layer of semi-molten rock, right down into Hell. The lower layers of the vein are often hollow and act as a tube, leading straight to your doom. Breaching into the hollow center of a vein has the same effect as breaching into Hell, so beware. You could easily dig around the hollow core provided you knew where it was, but every vein's hollow center is located a different height - the risk is all part of the [[fun]].&lt;br /&gt;
Note that adamantine veins always seem to end in mid air, so once you breached the final layer you face a horde of demons which hovers directly below your feet.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- Don't exist anymore&lt;br /&gt;
'''Entering a demonic fortress:''' These fortresses are found once per map tile, as frequent as the old [[40d:Eerie glowing pit|eerie glowing pits]]. They also go right through to Hell, however they are defended by undead creatures and demons on the lower levels. [[Demonic fortress|See the full page for more details]].&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
'''Tunneling through semi molten rock:''' A new method has been discovered that allows your dwarves to engineer a convoluted system involving controlled cavern collapsing and exploiting the odd behavior of a [[semi-molten rock|magma flow]] tile. Not only does it allow access to Hell, you can further exploit the Magma Flow tile to dig through Eerie Pits, duplicate any type of stone (including raw adamantine) and [[Slade|mine slade]]. The whole thing is documented and explained in this [http://www.bay12forums.com/smf/index.php?topic=108189.0 Forum Thread]. When Hell is first revealed, if your map contains any adamantine veins a welcoming party will spawn below one of them; if not there will be no welcoming party.&lt;br /&gt;
&lt;br /&gt;
In adventure mode, one may find huge [[slade]] [[underworld spire]]s built as gateways to the Underworld.  The lowermost levels of these structures indeed lead directly into Hell, with several [[demon]]s waiting below.&lt;br /&gt;
&lt;br /&gt;
==Hell itself==&lt;br /&gt;
&lt;br /&gt;
[[File:eerie_cavern.png]]&lt;br /&gt;
&lt;br /&gt;
You will receive the above announcement upon piercing Hell. One step later, you will get a second announcement: &amp;quot;Horrifying screams come from the darkness below!&amp;quot; At this point a massive number of [[demon]]s will be spawned - though the number is not fixed, the demons will likely fill many pages on the Units screen. You'd do well to prepare for the worst.&lt;br /&gt;
&lt;br /&gt;
Hell takes the shape of a large open cavern made of [[slade]]. It expands out in all directions without bound with a height varying between 1 and 4 z. Its rough floor slopes up and down, making it possible to walk around and explore should you get an adventurer down there. In the floor are glowing cracks that shine purple light up into the main cavern of Hell - whence comes this light, mortal minds dare not speculate.&lt;br /&gt;
&lt;br /&gt;
Those cracks are referred to in-game as an Eerie Glowing Pit. They are, as the name suggests, bottomless pits - falling into them results in instant death, just as with standard [[40d:chasm|chasm]]s in older versions. As such, some precaution should be taken when engaging enemies near them, as they usually charge against any creature near them. Floors can be [[Construction|built]] over them, and deconstructing them will reveal the pits again.&lt;br /&gt;
&lt;br /&gt;
In Hell proper, demons spawn on the edges much like animals do on the surface; demons thus spawned will be content to meander Hell without going out of their way to extinguish all life they can reach. It is yet unclear whether the number of demons is finite; in information exported from the legends screen, the population of demonic species is listed as &amp;quot;unnumbered,&amp;quot; a descriptor usually reserved for ants, worms, and other omnipresent vermin.&lt;br /&gt;
&lt;br /&gt;
If you dig down through a hollow adamantine pillar, but had previously blocked off the particular hallway with a drawbridge and raise it, you can discover the location of all adamantine on the map with no negatives.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:Spoilers]]&lt;br /&gt;
{{Category|HFS}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=208754</id>
		<title>Creature</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Creature&amp;diff=208754"/>
		<updated>2014-08-03T00:13:21Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Hidden Fun Stuff */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{Quality|Exceptional|18:04, 19 July 2013 (UTC)}}&lt;br /&gt;
{{av}}{{Category|Creatures}}&lt;br /&gt;
&lt;br /&gt;
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. 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 adventure in many different ways.&lt;br /&gt;
&lt;br /&gt;
==Reading the Table==&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
|}&lt;br /&gt;
The above columns indicate, in order:&lt;br /&gt;
&lt;br /&gt;
'''Symbol:''' The symbol assigned to the creature, how you will see it without a graphic set.&lt;br /&gt;
&lt;br /&gt;
'''Name:''' The name of the creature as it shows up ingame.&lt;br /&gt;
&lt;br /&gt;
'''Hostile:''' If &amp;quot;Yes&amp;quot; then the creature will attack on sight, if &amp;quot;No&amp;quot; then the creature is either neutral or friendly. [[Undead]] creatures are always hostile to living things.&lt;br /&gt;
&lt;br /&gt;
'''Food Source:''' If &amp;quot;Yes&amp;quot; then the creature can be butchered into edible substance that your dwarves will feed on.&lt;br /&gt;
&lt;br /&gt;
'''Adult Body Size:''' The average size of the creature when an adult. This can be anywhere from 500 for a [[rabbit]] to 25,000,000 for a [[dragon]]. More or less equals the creature's weight in grams. These sizes do not correspond to the sizes which trigger [[pressure plate]]s. Size is modified with height and broadness (i.e. incredible skinny and short is below the average weight, while a fat and tall one is above it).&lt;br /&gt;
&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;
&lt;br /&gt;
'''Biome:''' Where the creature can be found.&lt;br /&gt;
&lt;br /&gt;
'''Features:''' Any special features the creature possesses, these can include things such as [[cave blob|causing a syndrome]], [[dragon|breathing fire]], or [[giant cave spider|spinning webs]].&lt;br /&gt;
&lt;br /&gt;
==Creatures==&lt;br /&gt;
===Civilized===&lt;br /&gt;
====Main Races====&amp;lt;!--&lt;br /&gt;
&lt;br /&gt;
EDITORS - PLEASE READ:&lt;br /&gt;
&lt;br /&gt;
WHEN ADDING CREATURES, PLEASE MAKE SURE THAT YOU:&lt;br /&gt;
 o SORT CREATURES ALPHABETICALLY&lt;br /&gt;
 o BE CONSISTENT WITH HOW THE OTHER CREATURE'S INFORMATION IS DISPLAYED&lt;br /&gt;
 o TRY TO AVOID INCLUDING PERIODS IN ANY PART OF THE TABLE&lt;br /&gt;
 o KEEP &amp;quot;NOTES&amp;quot; SHORT, AND ONLY INCLUDE IF THEY'RE DISTINCTIVE&lt;br /&gt;
 o And use Preview to make sure you got it all right! ;)&lt;br /&gt;
&lt;br /&gt;
THANKS!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!--&lt;br /&gt;
WORK IN PROGRESS PLEASE DON'T DELETE!!&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dwarf]]|symbol=☺|color=3:0:0|hostile=No|food=No|size=60,000|value=Not tameable|biome=Mountain halls|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elf]]|symbol=e|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Forest retreats|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goblin]]|symbol=g|color=7:0:0|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=60,000|value=Not tameable|biome=Dark fortresses|note=Trading race, Snatchers&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Human]]|symbol=U|color=3:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=70,000|value=Not tameable|biome=Towns and cities|note=Trading race}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kobold]]|symbol=k|color=6:0:0|hostile=Usually&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=No|size=20,000|value=Not tameable|biome=Caves|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.&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 civ.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====[[Animal people]]====&lt;br /&gt;
'''Note: These creatures can form crude civilizations underground but will not trade with you. They wield some weapons and can join adventurers.'''&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amphibian man]]|symbol=a|color=6:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=20,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Antman]]|symbol=a|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=Variable&amp;lt;sup&amp;gt;2&amp;lt;/sup&amp;gt;|value=Not tameable|biome=Underground|note=Four castes}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bat man]]|symbol=b|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave fish man]]|symbol=f|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave swallow man]]|symbol=s|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Olm man]]|symbol=o|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=70,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reptile man]]|symbol=r|color=2:0:0|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=50,000|value=Not tameable|biome=Underground|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rodent man]]|symbol=r|color=0:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|size=40,000|value=Not tameable|biome=Underground|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Serpent man]]|symbol=s|color=7:0:1|hostile=Variable&amp;lt;sup&amp;gt;1&amp;lt;/sup&amp;gt;|food=Yes|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 a animalman civilization treats you as hostile or not seems random. {{verify}}&amp;lt;/small&amp;gt;&lt;br /&gt;
:&amp;lt;small&amp;gt;2. Antmen body sizes depend on their caste.&amp;lt;/small&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Domestic Animals====&amp;lt;!--&lt;br /&gt;
EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alpaca]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=70,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cat]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=5,000|value=20|biome=N/A|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chicken]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cow]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=600,000|value=300|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dog]]|symbol=d|color=6:0:0|food=Yes|hostile=No|size=30,000|value=30|biome=N/A|note=Domestic and trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Donkey]]|symbol=D|color=6:0:0|food=Yes|hostile=No|size=300,000|value=200|biome=N/A|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goat]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Guineafowl]]|symbol=g|color=0:0:1|food=No|hostile=No|size=1,500|value=10|biome=N/A|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horse]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=500,000|value=200|biome=N/A|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Llama]]|symbol=L|color=7:0:1|food=Yes|hostile=No|size=180,000|value=200|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mule]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=400,000|value=200|biome=N/A|note=Domestic, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pig]]|symbol=p|color=5:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=N/A|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rabbit]]|symbol=r|color=6:0:0|food=No|hostile=No|size=500|value=3|biome=Temperate savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sheep]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=N/A|note=Domestic, milkable and can be sheared}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Domestic, milkable, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wagon]]|symbol=W|color=6:0:0|food=No|hostile=No|size=12,000|value=Not tameable|biome=|note=A special &amp;quot;creature&amp;quot; - see [[wagon|article]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|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;
===Special===&lt;br /&gt;
====Megabeasts====&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=&lt;br /&gt;
[[Bronze colossus]]|symbol=C|color=6:0:0|food=No|hostile=Yes|size=20,000,000|value=Not tameable|biome=All land|note=Made of bronze, fairly hard to kill}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dragon]]|symbol=D|color=2:0:0|food=Yes|hostile=Yes|size=25,000,000|value=10000|biome=All land|note=Breathes fire, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hydra]]|symbol=H|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=10000|biome=All land|note=Has seven heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Roc]]|symbol=R|color=7:0:1|food=Yes|hostile=Yes|size=20,000,000|value=10000|biome=All land|note=Can fly, trainable}}&lt;br /&gt;
|}&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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cyclops]]|symbol=C|color=4:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=One eyed}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ettin]]|symbol=E|color=6:0:1|food=Yes|hostile=Yes|size=8,000,000|value=Not tameable|biome=All land|note=Has two heads}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant]]|symbol=G|color=3:0:0|food=Yes|hostile=Yes|size=9,000,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Minotaur]]|symbol=M|color=6:0:0|food=Yes|hostile=Yes|size=220,000|value=Not tameable|biome=All land|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
====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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Centaur]]|symbol=C|color=6:0:0|food=N/A|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimera]]|symbol=C|color=2:0:1|food=N/A|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Griffon]]|symbol=G|color=7:0:1|food=N/A|size=N/A|value=N/A|hostile=N/A|biome=Nowhere|note=Only found in engravings}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Above Ground===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aardvark man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Adder]]|symbol=a|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Adder man]]|symbol=a|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=100,000|value=200|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Anaconda man]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=35,050|value=200|biome=Any tropical swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=7,500|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Armadillo man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=38,750|value=20|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=2,500|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Aye-aye man]]|symbol=a|color=7:0:0|food=Yes|hostile=No|size=36,250|value=50|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger]]|symbol=b|color=7:0:0|food=Yes|hostile=Yes|size=15,000|value=25|biome=Taiga and any temperate savanna, grassland, shrubland and forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Badger man]]|symbol=b|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Bark scorpion man]]|symbol=s|color=6:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Barn owl]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Barn owl man]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Beak dog]]|symbol=B|color=4:0:0|food=Yes|hostile=Yes|size=150,000|value=50|biome=Evil marshes|note=Can be mounted by goblins}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bilou]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black bear]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=300|biome=Taiga and temperate forest|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=2,500|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black mamba man]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=36,250|value=50|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-crested gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Black-handed gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blizzard man]]|symbol=M|color=3:0:1|food=No|hostile=Yes|size=300,000|value=Not tameable|biome=Tundra and glaciers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue peafowl]]|symbol=p|color=1:0:1|food=Yes|hostile=No|size=4,000|value=10|biome=Tropical broadleaf forest|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bobcat]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Bobcat man]]|symbol=b|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Bonobo]]|symbol=b|color=0:0:1|food=Yes|hostile=No|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Brown recluse spider man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Temperate broadleaf forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=4,250|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushmaster man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=37,125|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bushtit man]]|symbol=b|color=6:0:0|food=No|hostile=No|size=35,002|value=30|biome=Any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Buzzard]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=1,400|value=30|biome=All desert and temperate grassland, savanna, and marsh|note=Steals food, lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin]]|symbol=c|color=7:0:1|food=Yes|hostile=No|size=3,500|value=50|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capuchin man]]|symbol=c|color=7:0:1|food=Yes|hostile=No|size=36,750|value=50|biome=Any tropical forest, mangrove swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=45,000|value=100|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Capybara man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=57,499|value=100|biome=Any wetland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=50,000|value=100|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cassowary man]]|symbol=c|color=0:0:1|food=Yes|hostile=No|size=60,000|value=100|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cavy]]|symbol=c|color=7:0:0|food=No|hostile=No|size=800|value=3|biome=Tropical savanna, grassland, and shrubland|note=Domestic}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cheetah]]|symbol=c|color=6:0:1|hostile=Yes|food=Yes|size=50,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chimpanzee]]|symbol=c|color=0:0:1|hostile=No|food=Yes|size=50,000|value=500|biome=Tropical broadleaf forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=500|value=3|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Chinchilla man]]|symbol=c|color=7:0:0|food=Yes|hostile=No|size=35,250|value=3|biome=Mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=6,000|value=50|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coati man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=38,000|value=50|biome=Any temperate forest, any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cockatiel man]]|symbol=c|color=7:0:1|food=No|hostile=No|size=35,045|value=30|biome=Any desert, temperate grassland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=300|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Copperhead snake man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=35,150|value=50|biome=Temperate broadleaf forest, any temperate swamp|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cougar]]|symbol=C|color=6:0:1|hostile=Yes|food=Yes|size=60,000|value=100|biome=Any forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coyote]]|symbol=c|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Coyote man]]|symbol=c|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Crow man]]|symbol=c|color=0:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Dark gnome]]|symbol=g|color=3:0:0|food=No|hostile=Yes|size=15,000|value=Not tameable|biome=Evil mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Deer]]|symbol=d|color=6:0:0|hostile=No|food=Yes|size=140,000|value=50|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise]]|symbol=t|color=6:0:0|food=Yes|hostile=No|size=5,500|value=50|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Desert tortoise man]]|symbol=t|color=6:0:0|food=Yes|hostile=No|size=37,750|value=50|biome=Any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo]]|symbol=d|color=6:0:1|food=Yes|hostile=Yes|size=20,000|value=50|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Dingo man]]|symbol=d|color=6:0:1|food=Yes|hostile=Yes|size=45,000|value=50|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Eagle]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Eagle man]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Echidna]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Echidna man]]|symbol=e|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Elephant]]|symbol=E|color=7:0:0|food=Yes|hostile=No|size=5,000,000|value=500|biome=Tropical forest and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=300,000|value=100|biome=Tundra and temperate grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=35,000|value=100|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emu man]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=52,500|value=100|biome=Temperate shrubland, any temperate forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flying squirrel man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,100|value=10|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Foul blendec]]|symbol=b|color=0:0:1|food=Yes|hostile=Yes|size=60,000|value=250|biome=Most evil forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fox]]|symbol=f|color=4:0:0|hostile=No|food=Yes|size=6,000|value=25|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gazelle]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=20,000|value=50|biome=Tropical savanna and grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aardvark]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant adder]]|symbol=A|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant anaconda]]|symbol=A|color=2:0:1|food=Yes|hostile=Yes|size=933,000|value=500|biome=Any tropical swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant armadillo]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=252,750|value=1000|biome=Tropical savanna, tropical grassland, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant aye-aye]]|symbol=A|color=7:0:0|food=Yes|hostile=No|size=217,525|value=500|biome=Tropical dry broadleaf forest, tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant badger]]|symbol=B|color=7:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Taiga, any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bark scorpion]]|symbol=S|color=6:0:1|food=No|hostile=No|size=200,021|value=500|biome=Any desert, tropical grassland, tropical savanna, tropical shrubland, tropical conifer forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant barn owl]]|symbol=B|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant black mamba]]|symbol=S|color=0:0:1|food=Yes|hostile=No|size=117,550|value=500|biome=Tropical savanna, tropical shrubland, any tropical forest, any tropical swamp|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bobcat]]|symbol=B|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant brown recluse spider]]|symbol=S|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Temperate broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushmaster]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bushtit]]|symbol=B|color=6:0:0|food=No|hostile=No|size=200,035|value=500|biome=Any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capuchin]]|symbol=C|color=7:0:1|food=Yes|hostile=No|size=224,560|value=500|biome=Any tropical forest, mangrove swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant capybara]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=450,000|value=500|biome=Any wetland|note=Makes sounds in Adventure mode}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cassowary]]|symbol=C|color=0:0:1|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cheetah]]|symbol=C|color=6:0:1|food=Yes|hostile=Yes|size=560,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant chinchilla]]|symbol=C|color=7:0:0|food=Yes|hostile=No|size=203,500|value=500|biome=Mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coati]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=242,160|value=500|biome=Any temperate forest, any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cockatiel]]|symbol=C|color=7:0:1|food=No|hostile=No|size=200,629|value=500|biome=Any desert, temperate grassland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant copperhead snake]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=122,100|value=500|biome=Temperate broadleaf forest, any temperate swamp|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant coyote]]|symbol=C|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant crow]]|symbol=C|color=0:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant desert scorpion]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=2500|biome=Savage desert|note=No pain, no stun, no emotion; deadly [[Syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant desert tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=238,645|value=500|biome=Any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant dingo]]|symbol=D|color=6:0:1|food=Yes|hostile=Yes|size=341,800|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant eagle]]|symbol=E|color=6:0:0|food=Yes|hostile=Yes|size=100,000|value=700|biome=Savage mountains|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant echidna]]|symbol=E|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant emu]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=450,100|value=500|biome=Temperate shrubland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant flying squirrel]]|symbol=S|color=6:0:0|food=No|hostile=No|size=201,400|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gila monster]]|symbol=G|color=4:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant grasshopper]]|symbol=G|color=2:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant gray langur]]|symbol=L|color=7:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant great horned owl]]|symbol=O|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant grey parrot]]|symbol=P|color=7:0:0|food=Yes|hostile=No|size=202,800|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hamster]]|symbol=H|color=7:0:0|food=No|hostile=No|size=201,049|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hare]]|symbol=H|color=6:0:0|food=Yes|hostile=No|size=224,560|value=500|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hedgehog]]|symbol=H|color=6:0:0|food=No|hostile=No|size=205,600|value=500|biome=Temperate shrubland, temperate savanna|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hornbill]]|symbol=H|color=0:0:1|food=Yes|hostile=No|size=217,525|value=500|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant hyena]]|symbol=H|color=6:0:0|food=Yes|hostile=Yes|size=633,600|value=500|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ibex]]|symbol=I|color=6:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant impala]]|symbol=I|color=6:0:0|food=Yes|hostile=No|size=560,000|value=500|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jackal]]|symbol=J|color=6:0:0|food=Yes|hostile=No|size=306,000|value=500|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=150,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant jumping spider]]|symbol=J|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kakapo]]|symbol=K|color=2:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kangaroo]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=857,700|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kea]]|symbol=K|color=2:0:0|food=Yes|hostile=No|size=207,010|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kestrel]]|symbol=K|color=4:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant king cobra]]|symbol=K|color=0:0:1|food=Yes|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kingsnake]]|symbol=K|color=7:0:1|food=Yes|hostile=No|size=105,255|value=500|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant kiwi]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=217,525|value=1000|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant koala]]|symbol=K|color=7:0:0|food=Yes|hostile=No|size=270,500|value=500|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=100,000|value=100|biome=Savage tropical areas, any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard gecko]]|symbol=G|color=6:0:1|food=No|hostile=No|size=200,350|value=500|biome=Any desert|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=400,000|value=200|biome=Some land|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lion tamarin]]|symbol=L|color=6:0:1|food=No|hostile=No|size=204,302|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lorikeet]]|symbol=L|color=4:0:1|food=No|hostile=No|size=201,400|value=500|biome=Tropical moist broadleaf forest, mangrove swamp|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant louse]]|symbol=L|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant lynx]]|symbol=L|color=6:0:0|food=Yes|hostile=No|size=377,750|value=500|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant magpie]]|symbol=M|color=0:0:1|food=No|hostile=No|size=201,400|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mantis]]|symbol=M|color=2:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant masked lovebird]]|symbol=L|color=2:0:1|food=No|hostile=No|size=200,629|value=500|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mongoose]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant monitor lizard]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=933,000|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=4,257,750|value=1000|biome=Taiga, any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moth]]|symbol=M|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant ocelot]]|symbol=O|color=6:0:1|food=Yes|hostile=No|size=377,750|value=500|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant opossum]]|symbol=O|color=7:0:0|food=Yes|hostile=No|size=221,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant ostrich]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=857,700|value=1000|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pangolin]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant parakeet]]|symbol=P|color=2:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant peach-faced lovebird]]|symbol=L|color=2:0:1|food=No|hostile=No|size=200,419|value=500|biome=Temperate grassland, temperate savanna, temperate shrubland, temperate broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant peregrine falcon]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=207,702|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;
{{CreatureCurrent table row|name=[[Giant porcupine]]|symbol=P|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant python]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rattlesnake]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=124,635|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant raven]]|symbol=R|color=0:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant red panda]]|symbol=P|color=4:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant skunk]]|symbol=S|color=0:0:1|food=Yes|hostile=No|size=228,040|value=500|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=242,160|value=500|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sloth bear]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=933,000|value=500|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant slug]]|symbol=S|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snail]]|symbol=S|color=7:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snowy owl]]|symbol=O|color=7:0:1|food=Yes|hostile=No|size=214,020|value=500|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sparrow]]|symbol=S|color=6:0:0|food=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;
{{CreatureCurrent table row|name=[[Giant spider monkey]]|symbol=M|color=0:0:1|food=Yes|hostile=No|size=259,845|value=500|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant stoat]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=202,450|value=500|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tapir]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=1,700,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant thrips]]|symbol=T|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tick]]|symbol=T|color=6:0:0|food=No|hostile=No|size=200,007|value=500|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=450,000|value=200|biome=Some savage tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=238,645|value=50|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant tortoise man]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=185,000|value=50|biome=Tropical shrubland, tropical savanna|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant weasel]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=201,400|value=500|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant white stork]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=221,040|value=500|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wild boar]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=783,199|value=500|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wolverine]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=341,800|value=500|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wombat]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=377,750|value=500|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant wren]]|symbol=W|color=6:0:0|food=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;
{{CreatureCurrent table row|name=[[Gigantic panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=650,000|value=1000|biome=Temperate forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic tortoise]]|symbol=T|color=6:0:0|food=Yes|hostile=No|size=2,478,000|value=1500|biome=Tropical shrubland, tropical savanna|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster]]|symbol=g|color=4:0:1|food=Yes|hostile=No|size=2,000|value=50|biome=Any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gila monster man]]|symbol=g|color=4:0:1|food=Yes|hostile=No|size=36,000|value=50|biome=Any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giraffe]]|symbol=G|color=6:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Tropical savanna and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorilla]]|symbol=G|color=0:0:1|hostile=No|food=Yes|size=150,000|value=500|biome=Tropical broadleaf forest and swamp|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grasshopper man]]|symbol=g|color=2:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray gibbon]]|symbol=g|color=0:0:1|hostile=No|food=Yes|size=6,000|value=500|biome=Tropical broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur]]|symbol=l|color=7:0:0|food=Yes|hostile=No|size=15,000|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gray langur man]]|symbol=l|color=7:0:0|food=Yes|hostile=No|size=42,500|value=50|biome=Any desert, any grassland, any savanna, any shrubland, any forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great horned owl]]|symbol=o|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Great horned owl man]]|symbol=o|color=7:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Grey parrot]]|symbol=p|color=7:0:0|food=Yes|hostile=No|size=400|value=10|biome=Tropical moist broadleaf forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grey parrot man]]|symbol=p|color=7:0:0|food=Yes|hostile=No|size=35,200|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grimeling]]|symbol=g|color=2:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Evil swamps|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Grizzly bear]]|symbol=B|color=6:0:0|food=Yes|hostile=Yes|size=200,000|value=500|biome=Taiga and temperate forest|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Groundhog]]|symbol=g|color=6:0:0|hostile=No|food=Yes|size=3,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hamster man]]|symbol=h|color=7:0:0|food=No|hostile=No|size=35,075|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare]]|symbol=h|color=6:0:0|food=Yes|hostile=No|size=3,500|value=10|biome=Temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hare man]]|symbol=h|color=6:0:0|food=Yes|hostile=No|size=36,750|value=10|biome=Temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harpy]]|symbol=h|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Evil savanna, grassland, shrubland and marshes|note=All harpies are females}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hedgehog man]]|symbol=h|color=6:0:0|food=No|hostile=No|size=35,400|value=10|biome=Temperate shrubland, temperate savanna|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hoary marmot]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Honey badger]]|symbol=b|color=7:0:1|food=Yes|hostile=Yes|size=9,000|value=25|biome=Any tropical land and any desert|note=Doesn't give a sh*t}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill]]|symbol=h|color=0:0:1|food=Yes|hostile=No|size=2,500|value=25|biome=Any tropical forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hornbill man]]|symbol=h|color=0:0:1|food=Yes|hostile=No|size=36,250|value=25|biome=Any tropical forest|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena]]|symbol=h|color=6:0:0|food=Yes|hostile=Yes|size=60,000|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hyena man]]|symbol=h|color=6:0:0|food=Yes|hostile=Yes|size=64,999|value=50|biome=Tropical savanna, tropical grassland, tropical shrubland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Any grassland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ibex man]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Any grassland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ice wolf]]|symbol=w|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=50|biome=Evil tundra and glaciers|note=Evil}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical savanna, tropical grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Impala man]]|symbol=i|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical savanna, tropical grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal]]|symbol=j|color=6:0:0|food=Yes|hostile=No|size=15,000|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jackal man]]|symbol=j|color=6:0:0|food=Yes|hostile=No|size=42,500|value=50|biome=Tropical shrubland, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jaguar]]|symbol=J|color=6:0:1|food=Yes|hostile=Yes|size=75,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jumping spider man]]|symbol=j|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=3,000|value=50|biome=Temperate shrubland, temperate savanna, temperate grassland, any temperate forest|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kakapo man]]|symbol=k|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Kangaroo]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=90,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kangaroo man]]|symbol=K|color=6:0:0|food=Yes|hostile=No|size=80,000|value=100|biome=Temperate grassland, temperate savanna, temperate shrubland, any desert|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=1,000|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kea man]]|symbol=k|color=2:0:0|food=Yes|hostile=No|size=35,500|value=25|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kestrel]]|symbol=k|color=4:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Kestrel man]]|symbol=k|color=4:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[King cobra]]|symbol=k|color=0:0:1|food=Yes|hostile=No|size=6,000|value=200|biome=Any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[King cobra man]]|symbol=k|color=0:0:1|food=Yes|hostile=No|size=38,000|value=200|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake]]|symbol=k|color=7:0:1|food=Yes|hostile=No|size=750|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kingsnake man]]|symbol=k|color=7:0:1|food=Yes|hostile=No|size=35,375|value=50|biome=Any temperate forest, temperate shrubland, mountain, any desert|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi]]|symbol=k|color=6:0:0|food=Yes|hostile=No|size=2,500|value=10|biome=Any temperate forest, temperate shrubland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Kiwi man]]|symbol=k|color=6:0:0|food=Yes|hostile=No|size=36,250|value=10|biome=Any temperate forest, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala]]|symbol=k|color=7:0:0|food=Yes|hostile=No|size=10,000|value=50|biome=Temperate broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Koala man]]|symbol=k|color=7:0:0|food=Yes|hostile=No|size=40,000|value=50|biome=Temperate broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=50,000|value=100|biome=Any tropical land and any desert|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard gecko man]]|symbol=g|color=6:0:1|food=No|hostile=No|size=35,025|value=10|biome=Any desert|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion]]|symbol=L|color=6:0:1|food=Yes|hostile=Yes|size=200,000|value=200|biome=Tropical savanna, grassland, and shrubland|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lion tamarin man]]|symbol=l|color=6:0:1|food=No|hostile=No|size=35,310|value=10|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lorikeet man]]|symbol=l|color=4:0:1|food=No|hostile=No|size=35,100|value=30|biome=Tropical moist broadleaf forest, mangrove swamp|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Louse man]]|symbol=l|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx]]|symbol=l|color=6:0:0|food=Yes|hostile=No|size=25,000|value=75|biome=Taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Lynx man]]|symbol=l|color=6:0:0|food=Yes|hostile=No|size=47,500|value=75|biome=Taiga|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magpie man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,100|value=30|biome=Temperate grassland, temperate savanna, temperate shrubland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mandrill]]|symbol=m|color=1:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Tropical moist broadleaf forest|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mantis man]]|symbol=m|color=2:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Masked lovebird man]]|symbol=l|color=2:0:1|food=No|hostile=No|size=35,045|value=30|biome=Any tropical forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=3,000|value=25|biome=Tropical savanna, tropical shrubland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mongoose man]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=36,500|value=25|biome=Tropical savanna, tropical shrubland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Monitor lizard man]]|symbol=M|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Moose]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=525,000 (males) 315,000 (females)|value=300|biome=Taiga and temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moose man]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=297,500|value=300|biome=Taiga, any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moth man]]|symbol=m|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain gnome]]|symbol=g|color=0:0:1|food=No|hostile=No|size=15,000|value=Not tameable|biome=Good mountains|note=Steals booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mountain goat]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=50,000|value=50|biome=Mountains|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Muskox]]|symbol=M|color=7:0:0|food=Yes|hostile=No|size=285,000|value=300|biome=Tundra and grassland|note=Wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nightwing]]|symbol=N|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50|biome=Evil desert|note=Can fly}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot]]|symbol=o|color=6:0:1|food=Yes|hostile=No|size=25,000|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocelot man]]|symbol=o|color=6:0:1|food=Yes|hostile=No|size=47,500|value=100|biome=Any tropical forest, mangrove swamp, tropical savanna, tropical grassland|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ogre]]|symbol=O|color=7:0:0|food=No|hostile=Yes|size=6,000,000|value=Not tameable|biome=Evil savanna, grassland, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[One-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=3,000|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opossum man]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=36,500|value=10|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orangutan]]|symbol=O|color=6:0:0|food=Yes|hostile=No|size=80,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Ostrich]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=90,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ostrich man]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=80,000|value=100|biome=Tropical savanna, tropical grassland, any desert|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=130,000|value=300|biome=Temperate forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Panda man]]|symbol=P|color=7:0:1|food=Yes|hostile=No|size=100,000|value=300|biome=Any temperate forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=5,000|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pangolin man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=37,500|value=20|biome=Tropical grassland, tropical savanna, tropical shrubland, any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Parakeet man]]|symbol=p|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Peach-faced lovebird man]]|symbol=l|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Peregrine falcon]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=1,100|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;
{{CreatureCurrent table row|name=[[Peregrine falcon man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=35,550|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;
{{CreatureCurrent table row|name=[[Pileated gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Polar bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=400,000|value=100|biome=Tundra and glaciers|note=Steals booze, trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Porcupine]]|symbol=p|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Porcupine man]]|symbol=p|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Python]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=50,000|value=50|biome=Tropical moist broadleaf forest|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Python man]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=60,000|value=50|biome=Tropical moist broadleaf forest|note=Animal person, Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raccoon]]|symbol=r|color=7:0:0|food=Yes|hostile=No|size=7,000|value=25|biome=Taiga and temperate forest|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=3,500|value=20|biome=Not freezing|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rattlesnake man]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=36,750|value=20|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Raven]]|symbol=r|color=0:0:1|food=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;
{{CreatureCurrent table row|name=[[Raven man]]|symbol=r|color=0:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Red panda]]|symbol=p|color=4:0:0|food=Yes|hostile=No|size=5,000|value=25|biome=Any temperate forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Red panda man]]|symbol=p|color=4:0:0|food=Yes|hostile=No|size=37,500|value=25|biome=Any temperate forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reindeer]]|symbol=R|color=6:0:0|food=Yes|hostile=No|size=130,000|value=200|biome=Tundra and taiga|note=Domestic and milkable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhesus macaque]]|symbol=m|color=7:0:0|food=Yes|hostile=No|size=5,000|value=50|biome=Temperate savanna, grassland, and shrubland|note=Steals items and food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rhinoceros]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=500|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=Lays eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sasquatch]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Temperate forest and taiga|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Satyr]]|symbol=s|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Most good forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Siamang]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=12,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Silvery gibbon]]|symbol=g|color=0:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=4,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Skunk man]]|symbol=s|color=0:0:1|food=Yes|hostile=No|size=37,000|value=50|biome=Any temperate forest, temperate shrubland, temperate savanna, temperate grassland|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=6,000|value=50|biome=Any tropical forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=100,000|value=250|biome=Any tropical forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth bear man]]|symbol=B|color=0:0:1|food=Yes|hostile=No|size=85,000|value=250|biome=Any tropical forest|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sloth man]]|symbol=s|color=7:0:0|food=Yes|hostile=No|size=38,000|value=50|biome=Any tropical forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Slug man]]|symbol=s|color=6:0:0|food=No|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snail man]]|symbol=s|color=7:0:0|food=No|hostile=No|size=35,000|value=10|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=2,000|value=25|biome=Tundra|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snowy owl man]]|symbol=o|color=7:0:1|food=Yes|hostile=No|size=36,000|value=25|biome=Tundra|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sparrow man]]|symbol=s|color=6:0:0|food=No|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;
{{CreatureCurrent table row|name=[[Spider monkey]]|symbol=m|color=0:0:1|food=Yes|hostile=No|size=8,500|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spider monkey man]]|symbol=m|color=0:0:1|food=Yes|hostile=No|size=39,250|value=50|biome=Tropical moist broadleaf forest, tropical dry broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=350|value=25|biome=Taiga, tundra|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stoat man]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=35,175|value=25|biome=Taiga, tundra|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Strangler]]|symbol=s|color=0:0:1|food=Yes|hostile=Yes|size=40,000|value=250|biome=Evil tropical moist broadleaf forest|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tapir man]]|symbol=T|color=7:0:1|food=Yes|hostile=No|size=135,000|value=200|biome=Tropical moist broadleaf forest|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Thrips man]]|symbol=t|color=6:0:0|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tick man]]|symbol=t|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger]]|symbol=T|color=6:0:1|food=Yes|hostile=Yes|size=225,000|value=200|biome=Most tropical areas|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerman]]|symbol=T|color=6:0:1|food=No|hostile=Yes|size=120,000|value=200|biome=Savage tropical areas|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Turkey]]|symbol=t|color=4:0:1|food=Yes|hostile=No|size=5,000|value=10|biome=Temperate forest, swamp and shrubland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Two-humped camel]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=500,000|value=500|biome=Any desert|note=Benign, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Unicorn]]|symbol=U|color=7:0:1|food=Yes|hostile=No|size=600,000|value=1000|biome=Good taiga, forest, and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Vulture]]|symbol=v|color=4:0:0|food=Yes|hostile=No|size=9,000|value=30|biome=Any desert and tropical grassland and savanna|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Warthog]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=100,000|value=100|biome=Tropical savanna, grassland and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Water buffalo]]|symbol=W|color=0:0:1|food=Yes|hostile=No|size=1,000,000|value=200|biome=Tropical wetland|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=200|value=10|biome=Any land|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Weasel man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=35,100|value=10|biome=Any land|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werewolf]]|symbol=W|color=0:0:1|food=Yes|hostile=Yes|size=120,000|value=50 or 1000|biome=Evil tundra, taiga, temperate forest and shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=3,000|value=25|biome=Any grassland, any wetland|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White stork man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=36,500|value=25|biome=Any grassland, any wetland|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-browed gibbon]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[White-handed gibbon]]|symbol=g|color=6:0:0|food=Yes|hostile=No|size=6,000|value=500|biome=Tropical moist broadleaf forest|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=80,000|value=100|biome=Any savanna, any grassland, any shrubland, any forest, any wetland|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wild boar man]]|symbol=B|color=6:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Wolf]]|symbol=w|color=7:0:0|food=Yes|hostile=Yes|size=40,000|value=50|biome=Tundra, taiga, and temperate forest/shrubland|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=20,000|value=25|biome=Taiga, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wolverine man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=45,000|value=25|biome=Taiga, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=25,000|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wombat man]]|symbol=w|color=6:0:0|food=Yes|hostile=No|size=47,500|value=50|biome=Any temperate forest, temperate shrubland, mountain|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Wren man]]|symbol=w|color=6:0:0|food=No|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;
{{CreatureCurrent table row|name=[[Yak]]|symbol=Y|color=6:0:0|food=Yes|hostile=No|size=700,000|value=200|biome=Mountains|note=Domestic, milkable, wagon puller, pack animal}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Yeti]]|symbol=Y|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=Not tameable|biome=Mountains, glaciers, and 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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Amethyst man]]|symbol=M|color=5:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind an [[amethyst]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave bear]]|symbol=B|color=7:0:1|food=Yes|hostile=Yes|size=200,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blind cave ogre]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=7,000,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blood man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bugbat]]|symbol=b|color=5:0:0|food=Yes|hostile=No|size=10,000|value=20|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave blob]]|symbol=o|color=6:0:1|food=No|hostile=No|size=20,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave crocodile]]|symbol=C|color=7:0:0|hostile=Yes|food=Yes|size=600,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave dragon]]|symbol=D|color=7:0:1|hostile=Yes|food=Yes|size=15,000,000|value=10000|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cave floater]]|symbol=f|color=6:0:1|hostile=No|food=No|size=40,000|value=50|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Creeping eye]]|symbol=e|color=7:0:1|food=Yes|hostile=No|size=20,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crundle]]|symbol=c|color=4:0:0|food=Yes|hostile=Yes|size=10,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Draltha]]|symbol=D|color=6:0:1|hostile=No|food=Yes|size=2,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Drunian]]|symbol=d|color=7:0:0|hostile=No|food=Yes|size=50,000|value=50|biome=Caverns|note=Steals food and items}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elk bird]]|symbol=E|color=6:0:0|food=Yes|hostile=No|size=100,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire imp]]|symbol=i|color=6:0:1|food=Yes|hostile=Yes|size=6,000|value=Not tameable|biome=Magma|note=Throws fireballs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Fire man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Throws fireballs and leaves behind [[ash|ashes]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Flesh ball]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=70,000|value=10|biome=Subterranean water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Floating guts]]|symbol=%|color=7:0:0|hostile=No|food=Yes|size=20,000|value=10|biome=Caverns}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gabbro man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Leaves behind [[gabbro]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant bat]]|symbol=B|color=0:0:1|food=Yes|hostile=Yes|size=100,000|value=750|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave spider]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=100,000|value=2500|biome=Caverns|note=Spins/throws [[web]]s and causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cave swallow]]|symbol=C|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=700|biome=Caverns|note=Trainable}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant earthworm]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=1,500,000|value=500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mole]]|symbol=m|color=6:0:0|food=Yes|hostile=No{{verify}}|size=200,000|value=350|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant olm]]|symbol=O|color=7:0:1|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant rat]]|symbol=R|color=0:0:1|food=Yes|hostile=No{{verify}}|size=100,000|value=500|biome=Caverns|note=Steals food and booze}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant toad]]|symbol=T|color=2:0:0|food=Yes|hostile=Yes|size=300,000|value=750|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gorlak]]|symbol=g|color=6:0:1|food=Yes|hostile=No|size=50,000|value=Not tameable|biome=Good caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green devourer]]|symbol=G|color=2:0:1|food=Yes|hostile=Yes|size=70,000|value=200|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gremlin]]|symbol=g|color=2:0:1|hostile=No|food=No|size=10,000|value=N/A|biome=Caverns|note=[[Gremlin|Cause mischief around fortress]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Helmet snake]]|symbol=s|color=7:0:1|food=Yes|hostile=Yes|size=50,000|value=30|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hungry head]]|symbol=h|color=0:0:1|food=Yes|hostile=Yes|size=5,000|value=50|biome=Caverns|note=Flying}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Iron man]]|symbol=M|color=0:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=Causes [[syndrome]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Jabberer]]|symbol=J|color=5:0:1|food=Yes|hostile=Yes|size=4,500,000|value=1500|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Large rat]]|symbol=r|color=0:0:1|food=Yes|hostile=No|size=25,000|value=250|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma crab]]|symbol=C|color=0:0:1|hostile=Yes|food=Yes|size=30,000|value=200|biome=Magma|note=Throws molten [[basalt]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Magma man]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Magma|note=Leaves behind [[obsidian]]}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manera]]|symbol=m|color=6:0:0|food=No|hostile=No|size=60,000|value=Not tameable|biome=Evil caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Molemarian]]|symbol=M|color=4:0:1|food=No|hostile=Yes|size=90,000|value=400|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mud man]]|symbol=M|color=6:0:0|food=No|hostile=Yes|size=70,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Naked mole dog]]|symbol=n|color=4:0:1|food=Yes|hostile=No|size=60,000|value=350|biome=Caverns|note=Steals food}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Plump helmet man]]|symbol=m|color=5:0:0|food=No|hostile=No|size=50,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond grabber]]|symbol=p|color=1:0:1|food=Yes|hostile=Yes|size=30,000|value=50|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Reacher]]|symbol=R|color=7:0:0|food=Yes|hostile=Yes|size=70,000|value=100|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Rutherer]]|symbol=R|color=7:0:0|food=Yes|hostile=No|size=3,000,000|value=600|biome=Caverns|note=Exotic Mount}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troglodyte]]|symbol=t|color=6:0:0|food=No|hostile=Yes|size=60,000|value=Not tameable|biome=Caverns|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Troll]]|symbol=T|color=0:0:1|food=Yes|hostile=Yes|size=250,000|value=Not tameable|biome=Caverns|note=Forms civilizations}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Voracious cave crawler]]|symbol=C|color=1:0:0|food=Yes|hostile=Yes|size=900,000|value=1000|biome=Caverns|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Aquatic===&lt;br /&gt;
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;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=8,000|value=10|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Albatross man]]|symbol=a|color=7:0:1|food=Yes|hostile=No|size=39,000|value=10|biome=Any ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator]]|symbol=A|color=2:0:0|hostile=Yes|food=Yes|size=400,000|value=650|biome=Freshwater swamps, marshes and rivers|note=Amphibious, Lays eggs.}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Alligator snapping turtle]]|symbol=T|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Angelshark]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Axolotl man]]|symbol=a|color=5:0:0|food=No|hostile=No|size=35,100|value=10|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Basking shark]]|symbol=S|color=7:0:0|food=Yes|hostile=No|size=15,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=20,000|value=25|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Beaver man]]|symbol=b|color=6:0:0|food=Yes|hostile=No|size=45,000|value=25|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blacktip reef shark]]|symbol=S|color=0:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Blue shark]]|symbol=S|color=1:0:1|food=Yes|hostile=Yes|size=300,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefin tuna]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bluefish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bull shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=150,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Carp]]|symbol=α|color=3:0:0|hostile=No|food=Yes|size=40,000|value=50|biome=Freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cod]]|symbol=α|color=7:0:0|food=Yes|hostile=No|size=50,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Coelacanth]]|symbol=c|color=1:0:1|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common skate]]|symbol=ò|color=6:0:0|food=Yes|hostile=No|size=100,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Common snapping turtle]]|symbol=t|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Conger eel]]|symbol=~|color=7:0:0|food=Yes|hostile=No|size=50,000|value=400|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab]]|symbol=c|color=4:0:1|food=Yes|hostile=No|size=8,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Crab man]]|symbol=c|color=4:0:1|food=Yes|hostile=No|size=39,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Cuttlefish man]]|symbol=c|color=6:0:0|food=No|hostile=No|size=35,500|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Damselfly man]]|symbol=d|color=3:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Duck]]|symbol=d|color=2:0:0|food=No|hostile=No|size=1,000|value=10|biome=Any lakes and any wetland|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=3,000,000|value=400|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Elephant seal man]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=1,535,000|value=400|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Emperor penguin]]|symbol=p|color=7:0:1|food=Yes|hostile=No|size=30,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Frill shark]]|symbol=s|color=3:0:0|food=Yes|hostile=Yes|size=60,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant albatross]]|symbol=A|color=7:0:1|food=Yes|hostile=No|size=256,320|value=500|biome=Any ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant axolotl]]|symbol=A|color=5:0:0|food=No|hostile=No|size=201,400|value=500|biome=Tropical saltwater lake, tropical brackishwater lake, tropical freshwater lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant beaver]]|symbol=B|color=6:0:0|food=Yes|hostile=No|size=341,800|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant crab]]|symbol=C|color=4:0:1|food=Yes|hostile=No|size=256,320|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant cuttlefish]]|symbol=C|color=6:0:0|food=No|hostile=No|size=207,010|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant damselfly]]|symbol=D|color=3:0:1|food=No|hostile=No|size=200,007|value=500|biome=Any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant elephant seal]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=24,119,999|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant green tree frog]]|symbol=F|color=2:0:1|food=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;
{{CreatureCurrent table row|name=[[Giant grouper]]|symbol=G|color=1:0:0|food=Yes|hostile=No|size=600,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant harp seal]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=1,428,900|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant horseshoe crab]]|symbol=C|color=6:0:0|food=Yes|hostile=No|size=214,020|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leech]]|symbol=L|color=0:0:1|food=No|hostile=No|size=200,700|value=500|biome=Any pool, any lake|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant leopard seal]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=3,268,000|value=500|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant loon]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=242,160|value=500|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mink]]|symbol=M|color=6:0:0|food=Yes|hostile=No|size=205,600|value=500|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant moon snail]]|symbol=S|color=4:0:1|food=No|hostile=No|size=201,400|value=500|biome=Temperate ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant mosquito]]|symbol=M|color=0:0:1|food=No|hostile=No|size=200,007|value=500|biome=Not freezing, any pool|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant narwhal]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=9,624,000|value=2000|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant nautilus]]|symbol=N|color=4:0:1|food=No|hostile=No|size=203,500|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant octopus]]|symbol=O|color=7:0:0|food=Yes|hostile=No|size=235,100|value=500|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant orca]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=20,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant osprey]]|symbol=O|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant otter]]|symbol=O|color=6:0:0|food=Yes|hostile=No|size=270,500|value=500|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant penguin]]|symbol=P|color=0:0:1|food=Yes|hostile=No|size=228,080|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant platypus]]|symbol=P|color=6:0:0|food=Yes|hostile=No|size=214,020|value=500|biome=Any river|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant pond turtle]]|symbol=T|color=2:0:0|food=No|hostile=No|size=203,500|value=500|biome=Any pool|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant puffin]]|symbol=P|color=0:0:1|food=Yes|hostile=No|size=205,252|value=500|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant snapping turtle]]|symbol=T|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Giant sperm whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=100,000,000|value=500|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant sponge]]|symbol=S|color=4:0:1|food=No|hostile=No|size=560,000|value=500|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Giant swan]]|symbol=S|color=7:0:1|food=Yes|hostile=No|size=270,500|value=500|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Gigantic squid]]|symbol=S|color=7:0:1|food=No|hostile=No|size=201,400|value=2000|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Goose]]|symbol=g|color=7:0:1|food=Yes|hostile=No|size=4,500|value=10|biome=Temperate lakes and temperate marshes|note=Domestic, lay eggs}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great barracuda]]|symbol=B|color=2:0:0|food=Yes|hostile=Yes|size=60,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Great white shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=2,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Green tree frog man]]|symbol=f|color=2:0:1|food=No|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;
{{CreatureCurrent table row|name=[[Halibut]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hammerhead shark]]|symbol=S|color=6:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal]]|symbol=H|color=7:0:0|food=Yes|hostile=No|size=165,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Harp seal man]]|symbol=h|color=7:0:0|food=Yes|hostile=No|size=117,500|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Hippo]]|symbol=H|color=7:0:0|hostile=No|food=Yes|size=1,500,000|value=400|biome=Tropical rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=2,000|value=Not tameable|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Horseshoe crab man]]|symbol=c|color=6:0:0|food=Yes|hostile=No|size=36,000|value=Not tameable|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leech man]]|symbol=l|color=0:0:1|food=No|hostile=No|size=35,050|value=10|biome=Any pool, any lake|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=400,000|value=350|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Leopard seal man]]|symbol=L|color=0:0:1|food=Yes|hostile=No|size=235,000|value=350|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Little penguin]]|symbol=p|color=1:0:1|food=No|hostile=No|size=1,500|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=30,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Longnose gar]]|symbol=g|color=6:0:0|hostile=no|food=Yes|size=20,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon]]|symbol=l|color=0:0:1|food=Yes|hostile=No|size=6,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Loon man]]|symbol=l|color=0:0:1|food=Yes|hostile=No|size=38,000|value=10|biome=Temperate saltwater lake, temperate brackishwater lake, temperate freshwater lake|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Manta ray]]|symbol=►|color=7:0:0|food=Yes|hostile=No|size=2,300,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Marlin]]|symbol=α|color=1:0:1|food=Yes|hostile=No|size=800,000|value=500|biome=Tropical and temperate oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Merperson]]|symbol=M|color=3:0:1|food=No|hostile=No|size=70,000|value=Not tameable|biome=Good oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Milkfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=10,000|value=50|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink]]|symbol=m|color=6:0:0|food=Yes|hostile=No|size=800|value=50|biome=Any temperate lake, any temperate river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mink man]]|symbol=m|color=6:0:0|food=Yes|hostile=No|size=35,400|value=50|biome=Any temperate lake, any temperate river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Moon snail man]]|symbol=s|color=4:0:1|food=No|hostile=No|size=35,100|value=10|biome=Temperate ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Mosquito man]]|symbol=m|color=0:0:1|food=No|hostile=No|size=35,000|value=Not tameable|biome=Not freezing, any pool|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=1,200,000|value=100|biome=Arctic ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Narwhal man]]|symbol=N|color=7:0:0|food=Yes|hostile=No|size=635,000|value=100|biome=Arctic ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nautilus man]]|symbol=n|color=4:0:1|food=No|hostile=No|size=35,250|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Nurse shark]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=150,000|value=300|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Ocean sunfish]]|symbol=α|color=3:0:0|food=Yes|hostile=No|size=1,000,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=20|value=10|biome=Any ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Octopus man]]|symbol=o|color=7:0:0|food=Yes|hostile=No|size=35,010|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Opah]]|symbol=α|color=4:0:1|food=Yes|hostile=No|size=200,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=2,500,000|value=750|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Orca man]]|symbol=O|color=0:0:1|food=Yes|hostile=No|size=1,285,000|value=750|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Osprey]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Osprey man]]|symbol=o|color=7:0:1|food=Yes|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;
{{CreatureCurrent table row|name=[[Otter man]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=40,000|value=25|biome=Any pool, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin]]|symbol=p|color=0:0:1|food=No|hostile=No|size=4,000|value=10|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Penguin man]]|symbol=p|color=7:0:1|food=Yes|hostile=No|size=37,000|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pike (fish)|Pike]]|symbol=α|color=2:0:0|food=Yes|hostile=No|size=35,000|value=200|biome=Temperate rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus]]|symbol=p|color=6:0:0|food=No|hostile=No|size=2,000|value=10|biome=All rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Platypus man]]|symbol=p|color=6:0:0|food=Yes|hostile=No|size=36,000|value=10|biome=Any river|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Pond turtle man]]|symbol=t|color=2:0:0|food=No|hostile=No|size=35,250|value=10|biome=Any pool|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin]]|symbol=p|color=0:0:1|food=Yes|hostile=No|size=750|value=10|biome=Arctic ocean|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Puffin man]]|symbol=p|color=0:0:1|food=Yes|hostile=No|size=35,375|value=10|biome=Arctic ocean|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[River otter]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=10,000|value=25|biome=Any pool, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Saltwater crocodile]]|symbol=C|color=2:0:0|hostile=Yes|food=Yes|size=800,000|value=700|biome=Any tropical swamps, marshes and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea lamprey]]|symbol=~|color=0:0:1|food=Yes|hostile=Yes|size=20,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea monster]]|symbol=M|color=0:0:1|food=Yes|hostile=Yes|size=8,000,000|value=1000|biome=Evil oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea otter]]|symbol=o|color=6:0:0|food=Yes|hostile=No|size=30,000|value=25|biome=Temperate ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sea serpent]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=9,000,000|value=1000|biome=Savage oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Shortfin mako shark]]|symbol=S|color=3:0:1|food=Yes|hostile=Yes|size=80,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Snapping turtle man]]|symbol=t|color=2:0:0|food=Yes|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;
{{CreatureCurrent table row|name=[[Sperm whale]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=25,000,000|value=1000|biome=Any ocean|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sperm whale man]]|symbol=W|color=7:0:0|food=Yes|hostile=No|size=6,285,000|value=1000|biome=Any ocean|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spiny dogfish]]|symbol=s|color=6:0:0|food=Yes|hostile=No|size=30,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge]]|symbol=s|color=4:0:1|food=No|hostile=No|size=50,000|value=10|biome=Any ocean, any lake, any river|note=Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sponge man]]|symbol=s|color=4:0:1|food=No|hostile=No|size=60,000|value=10|biome=Any ocean, any lake, any river|note=Animal person, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Spotted wobbegong]]|symbol=S|color=6:0:0|food=Yes|hostile=No|size=80,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Squid man]]|symbol=s|color=7:0:1|food=No|hostile=No|size=35,100|value=10|biome=Any ocean|note=Animal person}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Stingray]]|symbol=ò|color=7:0:0|food=Yes|hostile=No|size=5,000|value=200|biome=Almost all water|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Sturgeon]]|symbol=α|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=300|biome=Oceans and rivers|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=10,000|value=10|biome=Any temperate lake, any temperate marsh|note=Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swan man]]|symbol=s|color=7:0:1|food=Yes|hostile=No|size=40,000|value=10|biome=Any temperate lake, any temperate marsh|note=Animal person, Lays eggs, Benign}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Swordfish]]|symbol=α|color=3:0:1|food=Yes|hostile=No|size=650,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tiger shark]]|symbol=S|color=7:0:0|food=Yes|hostile=Yes|size=500,000|value=500|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Tigerfish]]|symbol=α|color=3:0:1|food=Yes|hostile=Yes|size=50,000|value=200|biome=Tropical freshwater rivers and lakes|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Walrus]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=1,500,000|value=400|biome=Arctic ocean|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whale shark]]|symbol=W|color=6:0:0|food=Yes|hostile=No|size=20,000,000|value=1000|biome=Oceans|note=}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Whitetip reef shark]]|symbol=S|color=7:0:1|food=Yes|hostile=Yes|size=15,000|value=200|biome=Oceans|note=}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Randomly Generated Creatures==&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{minorspoiler}}&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;
&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Forgotten beast]]|symbol=Any|color=7:0:1|food=N/A|hostile=Yes|size=N/A|value=Not tameable|biome=All underground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Titan]]|symbol=Any|color=7:0:1|food=N/A|hostile=N/A|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Night troll]]|symbol=Ñ|color=2:0:1|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Bogeyman]]|symbol=ñ|color=0:0:1|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Werebeast]]|symbol=Ñ|color=6:0:0|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=All above-ground|note=See article for more information}}&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Hidden Fun Stuff===&lt;br /&gt;
&amp;lt;!--EDITORS - PLEASE READ NOTES AT TOP OF PAGE, thanks!--&amp;gt;&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CreatureCurrent table head}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Demon]]|symbol=&amp;amp;|color=7:0:1|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=[[Hell]]|note=See article for more information}}&lt;br /&gt;
{{CreatureCurrent table row|name=[[Angel]]|symbol=Ä|color=7:0:1|food=No|hostile=Yes|size=N/A|value=Not tameable|biome=[[Vault]]s|note=See article for more information}}&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208677</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208677"/>
		<updated>2014-08-02T03:57:45Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Tree Tokens */  tested periods, these apparently influence rate of growth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Appears to influence the rate of growth of the trunk's height.  Lower is faster.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| Maximum z-level height of the tree's trunk.  Appears to never be shorter than 3 z-levels, even when set to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to TRUNK_PERIOD, controls the rate of growth of the trunk's width.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for heavy branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Appears to specify the &amp;quot;branchiness&amp;quot; of the trunk and the wideness of its reach in one parameter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree is a giant mushroom with a cap-hood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).  Seemingly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Obsolete token, previously permitted brewing the plant into [[alcohol]] made of this material. Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=208675</id>
		<title>Divine metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=208675"/>
		<updated>2014-08-02T02:41:13Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Traits */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:53, 29 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{Metal|name=Divine metal|color=0:0:1&lt;br /&gt;
|ore=&lt;br /&gt;
* N/A&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1000&lt;br /&gt;
* Liquid [[density]] 1000&lt;br /&gt;
* Molar mass 20000&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|wiki=List of fictional elements, materials, isotopes and atomic particles}}&lt;br /&gt;
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s. Divine metals are used as material for items, [[weapon]]s and [[armor]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. &lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Divine metals appear to have identical [[Material definition token|material properties]] and list of items craftable from them; the only difference between them are the name and [[deity]] association.  All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0.  They are extremely light, at only a solid density of 1000, and have a superior max edge of 12000.  They are granted [[sphere]]s matching the associated [[deity]] that has created the metal (and the guardians who wield it), and a descriptive name with the formula of &amp;quot;(adjective) metal&amp;quot; — examples of such are &amp;quot;multicoloured metal&amp;quot;, &amp;quot;pale metal&amp;quot;, and &amp;quot;twisting metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Overall, their material properties are much better than the corresponding values of [[steel]], but worse than those of [[adamantine]].  They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective.  Any adventurer that is godly enough (or reckless) to raid a [[vault]] is highly advised that he get [[Adamantine|proper]] [[Masterpiece|equipment]] before engaging the divine creatures within.  The easiest way to do so is with the help of your own dwarf fortress — once you obtain access to [[adamantine]] and have made some equipment out of it, retire or abandon your fort, then let your adventurer visit that fort.  Bear in mind that your adventurer needs to be a [[dwarf]] or [[elf]] to equip this adamantine armour.&lt;br /&gt;
&lt;br /&gt;
Weapons and armour made of divine metals may be tested in the [[Arena]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=208674</id>
		<title>Divine metal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Divine_metal&amp;diff=208674"/>
		<updated>2014-08-02T02:35:08Z</updated>

		<summary type="html">&lt;p&gt;Samanato: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|01:53, 29 July 2014 (UTC)}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{spoiler}}&lt;br /&gt;
{{Metal|name=Divine metal|color=0:0:1&lt;br /&gt;
|ore=&lt;br /&gt;
* N/A&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 300&lt;br /&gt;
* [[Melting point]] None&lt;br /&gt;
* [[Boiling point]] None&lt;br /&gt;
* [[Ignition point]] None&lt;br /&gt;
* [[Solid density]] 1000&lt;br /&gt;
* Liquid [[density]] 1000&lt;br /&gt;
* Molar mass 20000&lt;br /&gt;
* [[Specific heat]] 7500&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Weapon|Melee Weapons]]&lt;br /&gt;
* [[Crossbow]]s&lt;br /&gt;
* [[Bolt]]s&lt;br /&gt;
* [[Pick]]s&lt;br /&gt;
* [[Armor]]&lt;br /&gt;
* [[Anvil]]s&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|wiki=List of fictional elements, materials, isotopes and atomic particles}}&lt;br /&gt;
'''Divine metals''' are special, procedurally generated [[metal]]s that can be found in [[vault]]s. Divine metals are used as material for items, [[weapon]]s and [[armor]] used by [[angel]]s, who ruthlessly protect the vault's priceless treasures. &lt;br /&gt;
&lt;br /&gt;
== Traits ==&lt;br /&gt;
&lt;br /&gt;
Divine metals appear to have identical [[Material definition token|material properties]] and list of items craftable from them; the only difference between them are the name and [[deity]] association.  All divine metals have high yield values of 1000000 and fracture values of 2000000, and perfect strain-at-yield values of 0.  They are extremely light, at only a solid density of 1000, and have a superior max edge of 12000.  They are granted [[sphere]]s matching the associated [[deity]] that has created the metal (and the guardians who wield it), and a descriptive name with the formula of &amp;quot;(adjective) metal&amp;quot; — examples of such are &amp;quot;multicoloured metal&amp;quot;, &amp;quot;pale metal&amp;quot;, and &amp;quot;twisting metal&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Overall, their material properties are much better than the corresponding values of [[steel]], but worse than those of [[adamantine]].  They are terrifyingly potent when used for edged weapons, due to their ultra-sharpness, but despite their light weight, even blunt weapons tend to be highly effective.  Any adventurer that is godly enough (or reckless) to raid a [[vault]] is highly advised that he get [[Adamantine|proper]] [[Masterpiece|equipment]] before engaging the divine creatures within.  The easiest way to do so is with the help of your own dwarf fortress — once you obtain access to [[adamantine]] and have made some equipment out of it, retire or abandon your fort, then let your adventurer visit that fort.  Bear in mind that your adventurer needs to be a dwarf to equip your own adamantine armour.&lt;br /&gt;
&lt;br /&gt;
Weapons and armour made of divine metals may be tested in the [[Arena]].&lt;br /&gt;
&lt;br /&gt;
{{Category|Metals}}{{Category|Materials}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208604</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208604"/>
		<updated>2014-08-01T02:41:55Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Tree Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| Maximum z-level height of the tree's trunk.  Appears to never be shorter than 3 z-levels, even when set to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.  Trunk diameter and height influence the number of logs yielded when chopped down.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for heavy branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Appears to specify the &amp;quot;branchiness&amp;quot; of the trunk and the wideness of its reach in one parameter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree is a giant mushroom with a cap-hood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).  Seemingly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Obsolete token, previously permitted brewing the plant into [[alcohol]] made of this material. Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208603</id>
		<title>Plant token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Plant_token&amp;diff=208603"/>
		<updated>2014-08-01T02:24:48Z</updated>

		<summary type="html">&lt;p&gt;Samanato: /* Tree Tokens */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Migrated_article}}&lt;br /&gt;
{{quality|unrated}}{{av}} &lt;br /&gt;
The default plants are stored in the plant_standard.txt file, while grasses are stored in plant_grasses.txt.&lt;br /&gt;
&lt;br /&gt;
==Basic Tokens==&lt;br /&gt;
These tokens are specified for all plants and define their most basic characteristics.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The singular form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_PLURAL&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| The plural form of the plants name as seen in game.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADJ&lt;br /&gt;
| &lt;br /&gt;
*adjective&lt;br /&gt;
| The word or phrase used to describe items made from this plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALL_NAMES&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Sets the NAME, NAME_PLURAL, and ADJ to the specified string.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PREFSTRING&lt;br /&gt;
| &lt;br /&gt;
*reason&lt;br /&gt;
| What dwarves can like this object for (e.g. &amp;quot;Urist likes plump helmets for their rounded tops.&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and '''no''' properties.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*old_material&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of another local plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL_TEMPLATE&lt;br /&gt;
| &lt;br /&gt;
*material_name&lt;br /&gt;
*template_name&lt;br /&gt;
| Starts defining a new local plant material with the given name and using the properties of the specified material template.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BASIC_MAT&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Sets the basic material of the plant. According to Toady, you can use other materials (for instance, iron) but the game may hiccup on plants that aren't structurally plants. For crops, said material should have [STRUCTURAL_PLANT_MAT] to permit proper stockpiling. Generally, this should be &amp;quot;LOCAL_PLANT_MAT:material_name&amp;quot;, using a material defined using MATERIAL, USE_MATERIAL, or USE_MATERIAL_TEMPLATE.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Environment Tokens==&lt;br /&gt;
These tokens, also applicable to all plants, specify where the plants grow.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UNDERGROUND_DEPTH&lt;br /&gt;
| &lt;br /&gt;
*minimum&lt;br /&gt;
*maximum&lt;br /&gt;
| Designates the highest and lowest cavern levels that the plant can appear in if its [[biome token|biome]] is subterranean.  Dwarven civilizations will only export (via the embark screen or caravans) things that available at depth 1. Defaults to 0:0 (surface only).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GOOD&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Good regions. Cannot be combined with [EVIL].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EVIL&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Evil regions. Cannot be combined with [GOOD].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAVAGE&lt;br /&gt;
|  &lt;br /&gt;
| Restricts the plant to growing in Savage regions (regardless of alignment).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FREQUENCY&lt;br /&gt;
| &lt;br /&gt;
*freq (0-100)&lt;br /&gt;
| How frequently this plant is generated in a particular area. Defaults to 50.  Plants with valid [[biome token]]s and [FREQUENCY:0] will not grow in the wild, but will still be available for entity use and farm plots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WET&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow near water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRY&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow away from water features.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME&lt;br /&gt;
| &lt;br /&gt;
*biome&lt;br /&gt;
| What [[biome token|biome]] this plant appears in.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Growth Tokens==&lt;br /&gt;
These tokens are used for all plants and specify growths growing on a plant.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
| Defines a plant growth.  Takes the below tokens as arguments.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_NAME&lt;br /&gt;
|  &lt;br /&gt;
*singular&lt;br /&gt;
*plural (STP for standard plural)&lt;br /&gt;
| The name of a plant growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_ITEM&lt;br /&gt;
|  &lt;br /&gt;
* [[item token]]&lt;br /&gt;
* [[material token]]&lt;br /&gt;
| Specifies what item this growth is and what it is made of.  Generally, the item type should be PLANT_GROWTH:NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HOST_TILE&lt;br /&gt;
| &lt;br /&gt;
*plant part&lt;br /&gt;
| Specifies on which part of the plant or tree the growth appears, usually for multi-tile [[tree]]s.  Valid tokens are:&lt;br /&gt;
*TWIGS&lt;br /&gt;
*BRANCHES_AND_TWIGS / LIGHT_BRANCHES_AND_TWIGS&lt;br /&gt;
*BRANCHES / LIGHT_BRANCHES&lt;br /&gt;
*ALL_BRANCHES_AND_TWIGS&lt;br /&gt;
*HEAVY_BRANCHES / DIRECTED_BRANCHES&lt;br /&gt;
*HEAVY_BRANCHES_AND_TRUNK / DIRECTED_BRANCHES_AND_TRUNK&lt;br /&gt;
*TRUNK&lt;br /&gt;
*ROOTS&lt;br /&gt;
*CAP&lt;br /&gt;
*SAPLING&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TRUNK_HEIGHT_PERC&lt;br /&gt;
|  &lt;br /&gt;
*integer:integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DENSITY&lt;br /&gt;
|  &lt;br /&gt;
*integer&lt;br /&gt;
| Specifies growth density.  &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_TIMING&lt;br /&gt;
|  &lt;br /&gt;
*[[time]] ticks (0-403200)&lt;br /&gt;
| Specifies at which part of the year the growth appears.  Default is all year round.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_PRINT&lt;br /&gt;
|  &lt;br /&gt;
*overworld tile&lt;br /&gt;
*item tile&lt;br /&gt;
*colour&lt;br /&gt;
*timing (0-403200), ALL or NONE&lt;br /&gt;
*priority&lt;br /&gt;
| Specifies the appearance of the growth.  Can be specified more than once, for example for autumn leaves. Transitions between different timing periods will happen gradually over the course of 2000 ticks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_HAS_SEED&lt;br /&gt;
|  &lt;br /&gt;
| The growth carries a seed, which is left when the growth is used or eaten.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant, producing a cloud of items which fall on the ground.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWTH_DROPS_OFF_NO_CLOUD&lt;br /&gt;
|  &lt;br /&gt;
| Growths drop from the plant without producing item clouds.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tree Tokens==&lt;br /&gt;
These tokens are used only for trees.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]] or NONE&lt;br /&gt;
| Makes the plant into a [[tree]]. Cutting down the tree will yield logs made of this material.  Setting the material to NONE will give no wood from this tree.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_WIDTH_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How dense the branches grow on this tree. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar to BRANCH_DENSITY for thick branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_HEIGHT&lt;br /&gt;
| &lt;br /&gt;
*1-8&lt;br /&gt;
| Maximum z-level height of the tree's trunk.  Appears to never be shorter than 3 z-levels, even when set to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_TRUNK_DIAMETER&lt;br /&gt;
| &lt;br /&gt;
*1-3&lt;br /&gt;
| Maximum width of the tree trunk.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius to which branches can reach.  Appears to never reach further than seven tiles from the centre.  Does not depend on the trunk branching amount or where trunks are.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEAVY_BRANCH_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Similar as BRANCH_RADIUS for heavy branches.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRUNK_BRANCHING&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Appears to specify the &amp;quot;branchiness&amp;quot; of the trunk and the wideness of its reach in one parameter&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_DENSITY&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| Density of the root growth.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ROOT_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| How wide the roots reach out.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above branches.  Defaults to 1.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_HEAVY_BRANCHES&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below heavy branches.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_SIDE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear on the side of the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_ABOVE_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear above the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TWIG_BELOW_TRUNK&lt;br /&gt;
| &lt;br /&gt;
*boolean (0 or 1)&lt;br /&gt;
| Twigs appear below the trunk.  Defaults to 0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_HAS_MUSHROOM_CAP&lt;br /&gt;
| &lt;br /&gt;
| The tree is a giant mushroom with a cap-hood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_PERIOD&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CAP_RADIUS&lt;br /&gt;
| &lt;br /&gt;
*integer&lt;br /&gt;
| The radius of a mushroom cap.  Only makes sense with TREE_HAS_MUSHROOM_CAP.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STANDARD_TILE_NAMES&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for trees of this type on the world map. Defaults to 24 (↑).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for (un)dead trees of this type. Defaults to 198 (╞).  Seemingly not used.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used for dead saplings of this tree. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_TREE_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the tree on the map when (un)dead. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of saplings of this tree. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SAPLING_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of dead saplings of this tree. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which saplings of this tree will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which this tree will drown. Exact behavior is unknown. Defaults to 7.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SAPLING&lt;br /&gt;
|  &lt;br /&gt;
| Makes young versions of the tree be called &amp;quot;[tree name] sapling&amp;quot;; otherwise, they are called &amp;quot;young [tree name]&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Crop Tokens==&lt;br /&gt;
These tokens are used only for plantable crops and harvestable shrubs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPRING&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during spring.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUMMER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during summer.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AUTUMN&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during autumn.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WINTER&lt;br /&gt;
|  &lt;br /&gt;
| Allows the plant to grow during winter.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GROWDUR&lt;br /&gt;
| &lt;br /&gt;
*time&lt;br /&gt;
| How long the plant takes to grow. Unit hundreds of ticks, See [[Time]]. There are 1008 GROWDUR units in a season. Defaults to 300.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VALUE&lt;br /&gt;
| &lt;br /&gt;
*value&lt;br /&gt;
| Has no known effect. Previously set the value of the harvested plant.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when harvested. May either be a number or letter within apostrophes(confirm?). See [[Main:character table|character table]]. Defaults to 231 (τ).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| The tile used when a harvested plant has wilted. Defaults to 169 (⌐).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for shrubs bearing this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_TILE&lt;br /&gt;
| &lt;br /&gt;
*tile&lt;br /&gt;
| What tile is used for dead shrubs that once bore this plant. Can be either a number or a character inside apostrophes. Defaults to 34 (&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLUSTERSIZE&lt;br /&gt;
| &lt;br /&gt;
*size&lt;br /&gt;
| The maximum stack size collected when gathered via herbalism. Defaults to 5.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant in farms. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_PICKED_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of the plant when wilted. Defaults to 0:0:1 (dark gray).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
| The [[color]] of shrubs bearing this plant. Defaults to 2:0:0 (dark green).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEAD_SHRUB_COLOR&lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
|The [[color]] of dead shrubs that bore this plant. Defaults to 6:0:0 (brown).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHRUB_DROWN_LEVEL&lt;br /&gt;
| &lt;br /&gt;
*depth&lt;br /&gt;
| The water depth at which shrubs of this plant will drown. Exact behavior is unknown. Defaults to 4.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DRINK&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Obsolete token, previously permitted brewing the plant into [[alcohol]] made of this material. Instead, a MATERIAL_REACTION_PRODUCT of type DRINK_MAT should be used on the proper plant material.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits milling the plant at a [[quern]] or [[millstone]] into a powder made of this material. Said material should have [POWDER_MISC_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| THREAD&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant at a [[farmer's workshop]] to yield threads made of this material. Said material should have [THREAD_PLANT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SEED&lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*name_plural&lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*bright&lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Causes the plant to yield plantable seeds made of this material and having these properties. Said material should have [SEED_MAT] to permit proper stockpiling.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_STILL_VIAL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[still]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_VIAL&lt;br /&gt;
| &lt;br /&gt;
*[[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[vial]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:FLASK].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXTRACT_BARREL&lt;br /&gt;
| &lt;br /&gt;
* [[Material token|material]]&lt;br /&gt;
| Permits processing the plant into a [[barrel]] at a [[farmer's workshop]] to yield extract made of this material. Said material should have [EXTRACT_STORAGE:BARREL].&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Grass Tokens==&lt;br /&gt;
These tokens are used only for [[grass]]es.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- style='background-color:#ddd'&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS&lt;br /&gt;
| &lt;br /&gt;
| Makes the plant behave as a type of grass.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| Specifies the 4 tiles used to represent grass of this type. If VARIED_GROUND_TILES is disabled in d_init.txt, these are seemingly ignored. Defaults to 46:44:96:39 (.,`').&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_PERIOD&lt;br /&gt;
|&lt;br /&gt;
*period&lt;br /&gt;
*offset&lt;br /&gt;
| How often the grass switches between its main tiles and alternate tiles. The &amp;quot;period&amp;quot; value determines how quickly (in frames) the grass animates, and the &amp;quot;offset&amp;quot; value specifies how much of that time is spent displaying the alternate tiles.  If the &amp;quot;offset&amp;quot; value is greater than or equal to the &amp;quot;period&amp;quot; value, the grass will only display using the alternate tiles.{{verify}} Defaults to 0:0.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ALT_GRASS_TILES&lt;br /&gt;
|&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
*tile&lt;br /&gt;
| When used with ALT_PERIOD, specifies the 4 alternate tiles used to represent grass of this type. Defaults to 46:44:96:39 (.,`'). Dead grass does not animate.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRASS_COLORS&lt;br /&gt;
|&lt;br /&gt;
*color 1 (fore:back:bright)&lt;br /&gt;
*color 2 (fore:back:bright)&lt;br /&gt;
*dry color (fore:back:bright)&lt;br /&gt;
*dead color (fore:back:bright)&lt;br /&gt;
| Specifies the color of this grass. Defaults to 2:0:1:2:0:0:6:0:1:6:0:0 (light green, dark green, yellow, brown).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{{Category|Modding}}&lt;br /&gt;
{{Category|Tokens}}&lt;/div&gt;</summary>
		<author><name>Samanato</name></author>
	</entry>
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