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	<id>https://dwarffortresswiki.org/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Samthere</id>
	<title>Dwarf Fortress Wiki - User contributions [en]</title>
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	<updated>2026-06-14T06:43:57Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.35.11</generator>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble_tokens&amp;diff=99227</id>
		<title>Noble tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble_tokens&amp;diff=99227"/>
		<updated>2010-04-25T14:11:33Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Redirected page to DF2010:Position token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Position token]]&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Position_tokens&amp;diff=99226</id>
		<title>Position tokens</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Position_tokens&amp;diff=99226"/>
		<updated>2010-04-25T14:11:16Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Redirected page to DF2010:Position token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Position token]]&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Noble_token&amp;diff=99225</id>
		<title>Noble token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Noble_token&amp;diff=99225"/>
		<updated>2010-04-25T14:11:01Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Redirected page to DF2010:Position token&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[cv:Position token]]&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Cat&amp;diff=98254</id>
		<title>v0.31:Cat</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Cat&amp;diff=98254"/>
		<updated>2010-04-24T01:23:11Z</updated>

		<summary type="html">&lt;p&gt;Samthere: literally would be a thermonuclear one :P&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{sidebar|{{gamedata}}{{CreatureInfo v0.31|name=Cat|symbol=c|color=rgb(128, 128, 128)|skulls=1|skin=Yes|fat=4|meat=6|bones=4|prepared intestines=1|biome= Common domestic}}}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{Human}}&lt;br /&gt;
&lt;br /&gt;
:''A small mammalian carnivore.  It is usually domestic and hunts vermin.''&lt;br /&gt;
&lt;br /&gt;
'''Cats''' will kill {{L|vermin}} in and around your fortress. They are fairly weak animals in combat (but combat can be quite random, and they have been known to surprise players on the rare occasion).  They also seem to want to wander every room, hall and mineshaft at least once, perhaps due to some modeling of curiosity.&lt;br /&gt;
&lt;br /&gt;
Cats cannot be assigned as {{L|pet|pets}}; instead, cats choose {{L|dwarves}} as owners. Cats randomly choose from all the dwarves on the map, but have a ''much'' higher probability of choosing a {{L|dwarf}} who has the {{L|preferences|preference}} &amp;quot;''admires cats for their aloofness''&amp;quot;.  If a cat is caged, it will not adopt; however, it may adopt the moment it is taken from the cage (perhaps to be immediately butchered), regardless of who removes it from the cage.&lt;br /&gt;
&lt;br /&gt;
Cats are useful around the fort to prevent the unhappy thoughts produced by vermin and also for producing large numbers of kittens. If you can resist their cuteness and charm, and you get to them before they adopt a dwarf, [[:Image:Cat_Meat_Roast.JPG|cats can be butchered]] to provide a small, never-ending trickle of {{L|skin}} (to become {{L|leather}}), {{L|bone|bones}} (for a variety of end-products) and {{L|meat}} for your fort. As a breeding pair of cats only costs 22 embark points, this is well worth considering - just cage and/or butcher the kittens as they are born, lest the kittens grow to adopt a dwarf before their last voyage. (See {{L|Meat industry#Breeding|Breeding}})&lt;br /&gt;
&lt;br /&gt;
Cats are also infamous for the phenomenon known as {{L|catsplosion}}. If you are not careful, your cat population may explode causing your {{L|Frames per second|FPS}} to plummet. This can be hard to resolve due to the fact that {{L|Trap#Upright_Spear.2FSpike|killing}} {{L|pet|pets}} causes a strong unhappy {{L|thought}} to their owners.&lt;br /&gt;
&lt;br /&gt;
Cats, by nature, will attempt to haul vermin to their owners. Often, the owner will then dismiss the cat, at which point the cat will attempt to bring the vermin remains to an appropriate refuse {{L|stockpile}}.{{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
{{Category|Animals}}&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=95934</id>
		<title>v0.31 Talk:Crundle</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Crundle&amp;diff=95934"/>
		<updated>2010-04-20T02:27:54Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hey guys, I'm looking at the raws, and I see that the description of the Crundle mentions its horns, but the code for horns doesn't appear in the raw code. Or have I missed something here? [[User:Coaldiamond|-Coaldiamond]] 01:59, 20 April 2010 (UTC)&lt;br /&gt;
* It seems the great horned crundle indeed has no horns. --[[User:Samthere|Samthere]] 02:27, 20 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Fluffy_wambler&amp;diff=95679</id>
		<title>v0.31:Fluffy wambler</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Fluffy_wambler&amp;diff=95679"/>
		<updated>2010-04-19T15:33:35Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Created page with '{{av}} {{VerminInfo|name=Fluffy Wambler|symbol=∙|color={{COLOR:7:0:1}}|biome= * Any land|seasons= * Spring * Summer * Fall * Winter}}  :''A fluffy, pudge-filled being, known fo…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{VerminInfo|name=Fluffy Wambler|symbol=∙|color={{COLOR:7:0:1}}|biome=&lt;br /&gt;
* Any land|seasons= * Spring&lt;br /&gt;
* Summer&lt;br /&gt;
* Fall&lt;br /&gt;
* Winter}}&lt;br /&gt;
&lt;br /&gt;
:''A fluffy, pudge-filled being, known for its warm heart and stumble bumblings.''&lt;br /&gt;
&lt;br /&gt;
Fuffy wamblers are adorable vermin that occur in [[Good|good]] regions, and have an incredibly gentle nature. They're tiny, boneless humanoids with jointless arms and legs, and a white, fluffly exterior. Even stony dwarven hearts can be softened by these critters, and no dwarf can bring themselves to butcher one.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WAMBLER_FLUFFY]&lt;br /&gt;
	[DESCRIPTION:A fluffy, pudge-filled being, known for its warm heart and stumble bumblings.]&lt;br /&gt;
	[NAME:fluffy wambler:fluffy wamblers:fluffy wambler]&lt;br /&gt;
	[CASTE_NAME:fluffy wambler:fluffy wamblers:fluffy wambler]&lt;br /&gt;
	[CREATURE_TILE:249][COLOR:7:0:1]&lt;br /&gt;
	[PETVALUE:20]&lt;br /&gt;
	[VERMIN_EATER][PENETRATEPOWER:1][FREQUENCY:100][VERMIN_GROUNDER]&lt;br /&gt;
	[SMALL_REMAINS][GOOD][PET_EXOTIC][NATURAL]&lt;br /&gt;
	[NOT_BUTCHERABLE]&lt;br /&gt;
	[BIOME:ANY_LAND]&lt;br /&gt;
	[POPULATION_NUMBER:250:500]&lt;br /&gt;
	[TRIGGERABLE_GROUP:5:50]&lt;br /&gt;
	[PREFSTRING:warm heart]&lt;br /&gt;
	[PREFSTRING:gentle nature]&lt;br /&gt;
	[PREFSTRING:stumble bumbling]&lt;br /&gt;
	[BODY:HUMANOID_SIMPLE:2EYES:NOSE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:FLUFF:HAIR_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:fluff]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:fluff]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:FLUFF:HAIR_TEMPLATE]&lt;br /&gt;
		[TISSUE_NAME:fluff:NP]&lt;br /&gt;
		[RELATIVE_THICKNESS:3]&lt;br /&gt;
		[INSULATION:200]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:SKIN:SKIN_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUDGE:FAT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:pudge]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:pudge]&lt;br /&gt;
		[STATE_COLOR:ALL:PURPLE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:PUDGE:FAT_TEMPLATE]&lt;br /&gt;
		[TISSUE_NAME:pudge:NP]&lt;br /&gt;
		[MUSCULAR]&lt;br /&gt;
		[FUNCTIONAL]&lt;br /&gt;
		[STRUCTURAL]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:EYE:EYE_TEMPLATE]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:PUDGE:NONE]&lt;br /&gt;
	[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FLUFF]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[SPEED:2900]&lt;br /&gt;
	[BODY_SIZE:0:0:2000]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:LENGTH:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:HEIGHT:90:95:98:100:102:105:110]&lt;br /&gt;
	[BODY_APPEARANCE_MODIFIER:BROADNESS:90:95:98:100:102:105:110]&lt;br /&gt;
	[DIURNAL]&lt;br /&gt;
	[NO_FEVERS]&lt;br /&gt;
	[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
	[HOMEOTHERM:10070]&lt;br /&gt;
	[CASTE:FEMALE]&lt;br /&gt;
		[FEMALE]&lt;br /&gt;
	[CASTE:MALE]&lt;br /&gt;
		[MALE]&lt;br /&gt;
	[SELECT_CASTE:ALL]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:FLUFF]&lt;br /&gt;
			[TL_COLOR_MODIFIER:WHITE:1]&lt;br /&gt;
				[TLCM_NOUN:fluff:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:ALL:SKIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:PINK:1]&lt;br /&gt;
				[TLCM_NOUN:skin:SINGULAR]&lt;br /&gt;
		[SET_TL_GROUP:BY_CATEGORY:EYE:EYE]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BLACK:1]&lt;br /&gt;
				[TLCM_NOUN:eyes:PLURAL] }}&lt;br /&gt;
&lt;br /&gt;
{{Category|Vermin}}&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Entity_token&amp;diff=93197</id>
		<title>v0.31:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Entity_token&amp;diff=93197"/>
		<updated>2010-04-15T15:50:21Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
These tokens define entities, or civilizations, in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ADVENTURE_TIER&lt;br /&gt;
| order&lt;br /&gt;
| Allows adventure mode.  Dwarfs, Elves, and Humans take up tier 3, 2, and 1 respectively.  It seems that the best way to use this is to put your entity in the same order as the other tiers. The tiers are in descending order.  So you should put a new adventure entity above the Dwarves.  Not at the end of the file. &lt;br /&gt;
[ADVENTURE_TIER:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows the &amp;quot;Play Now!&amp;quot; option adventure mode.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CIV_CONTROLLABLE&lt;br /&gt;
| &lt;br /&gt;
| Allows fortress mode. If multiple entities have the CIV_CONTROLLABLE token, than in embark mode the specific civs can be chosen by + or - on the civ list screen (by pressing tab).&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CREATURE&lt;br /&gt;
| creature&lt;br /&gt;
|The type of creature that will inhabit the civilization. Multiple entries will be chosen from at random for each civilization.&lt;br /&gt;
[CREATURE:DWARF]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BIOME_SUPPORT&lt;br /&gt;
|&lt;br /&gt;
* biome&lt;br /&gt;
* frequency&lt;br /&gt;
| Frequency goes from 0 to 10.  Higher numbers make the entity more likely to settle there.&lt;br /&gt;
[BIOME_SUPPORT:ANY_GRASSLAND:4]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_BIOME&lt;br /&gt;
| biome&lt;br /&gt;
| Birth of the civilization can be performed on this biome.&lt;br /&gt;
[START_BIOME:MOUNTAIN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEFAULT_SITE_TYPE&lt;br /&gt;
| site type&lt;br /&gt;
| Also determines symbol used when selecting civilization. CAVE uses no symbol. Options are: CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
[DEFAULT_SITE_TYPE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LIKES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Most residents will try to move to this site type, unless already at one.&lt;br /&gt;
[LIKES_SITE:CAVE_DETAILED]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOLERATES_SITE&lt;br /&gt;
| site type&lt;br /&gt;
| Some residents will try to move to this site type, unless already at one.&lt;br /&gt;
[TOLERATES_SITE:CITY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WORLD_CONSTRUCTION&lt;br /&gt;
| construction&lt;br /&gt;
| Controls which constructions the civ will build on the world map.&lt;br /&gt;
[WORLD_CONSTRUCTION:BRIDGE]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Population ==&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| START_GROUP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Number of breeding couples to start with per entity. Note that single-gender (eg. [FEMALE], [MALE], [NO_GENDER]) creatures will not have breeding couples, so a civilization with only these creatures will not be very likely to survive. As of 40d, although many had problems getting such civilizations to survive, there are those who have demonstrably and repeatedly done so. Presumably if the civ-stating code can't place breeding couples, it doesn't start the civ. However, because the children never grow up, the civ is limited to its original individuals).&lt;br /&gt;
[START_GROUP_NUMBER:10]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_POP_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max population *per entity*, multiply this by max starting civ to get the total population of the species.&lt;br /&gt;
[MAX_POP_NUMBER:500]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_SITE_POP_NUMBER&lt;br /&gt;
| number &lt;br /&gt;
| Max population per individual site.&lt;br /&gt;
[MAX_SITE_POP_NUMBER:200]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAX_STARTING_CIV_NUMBER&lt;br /&gt;
| number&lt;br /&gt;
| Max number of entities to spawn at world generation.&lt;br /&gt;
[MAX_STARTING_CIV_NUMBER:3]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_BUILDING&lt;br /&gt;
| building name &lt;br /&gt;
| The named, custom building can be built by a civilization in Fortress Mode.&lt;br /&gt;
[PERMITTED_BUILDING:SOAP_MAKER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_JOB&lt;br /&gt;
| [[40d:Profession tokens|profession]]&lt;br /&gt;
| Allows this job type to be selected. This applies to worldgen creatures, in the embark screen, and in play.&lt;br /&gt;
[PERMITTED_JOB:MINER]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PERMITTED_REACTION&lt;br /&gt;
| reaction name &lt;br /&gt;
| Allows this reaction to be used by a civilization. It is used primarily in Fortress Mode. When creating custom reactions, this token MUST be present or the player will not be able to use the reaction in Fortress Mode.&lt;br /&gt;
[PERMITTED_REACTION:TAN_A_HIDE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY_BY_YEAR&lt;br /&gt;
| &lt;br /&gt;
| Causes the civ's currency to be numbered with the year it was minted.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CURRENCY&lt;br /&gt;
|&lt;br /&gt;
* metal token&lt;br /&gt;
* value&lt;br /&gt;
| What kind of metals the civ uses for coin minting as well as the value of the coin.&lt;br /&gt;
[CURRENCY:SILVER:5]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_FACET_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
| OWN_RACE, FANCIFUL, EVIL, GOOD&lt;br /&gt;
Number goes from 0 to 25600 where 256 is the default.&lt;br /&gt;
[ART_FACET_MODIFIER:OWN_RACE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| CREATURE, PLANT, TREE, SHAPE, ITEM&lt;br /&gt;
0-25600&lt;br /&gt;
Determines the chance of each image occurring in that entity's artwork, such as engravings and on artifacts, for default (non-historical) artwork.&lt;br /&gt;
[ART_IMAGE_ELEMENT_MODIFIER:TREE:512]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
|&lt;br /&gt;
* item&lt;br /&gt;
* number&lt;br /&gt;
| ART_IMAGE, COVERED, RINGS_HANGING, BANDS, SPIKES, ITEMSPECIFIC, THREAD, CLOTH, SEWN_IMAGE:0-25600&lt;br /&gt;
Determines the chance of the entity using that particular artwork method, such as &amp;quot;encircled with bands&amp;quot; or &amp;quot;menaces with spikes&amp;quot;.&lt;br /&gt;
[ITEM_IMPROVEMENT_MODIFIER:SPIKES:0]&lt;br /&gt;
&lt;br /&gt;
This also seems to change the amount that the entity will pay for items that are improved in the ways in their tokens.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRANSLATION&lt;br /&gt;
| language&lt;br /&gt;
| What language raw the entity uses.&lt;br /&gt;
* If an entity lacks this tag, translations appear to be drawn randomly from all translation files{{verify}}.&lt;br /&gt;
[TRANSLATION:DWARF]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CULL_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| ALL, CIV, SITE&lt;br /&gt;
Causes the entity to not use the words in these SYM sets.&lt;br /&gt;
[CULL_SYMBOL:ALL:UGLY]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_SYMBOL&lt;br /&gt;
|&lt;br /&gt;
* noun&lt;br /&gt;
* symbol&lt;br /&gt;
| Causes the entity to more often use these symbols in the particular SYM set.&lt;br /&gt;
[SELECT_SYMBOL:ALL:PEACE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FRIENDLY_COLOR&lt;br /&gt;
| see [[40d:color|color]]&lt;br /&gt;
|&lt;br /&gt;
The color of creatures currently in your group?&lt;br /&gt;
[FRIENDLY_COLOR:1:0:1]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| type&lt;br /&gt;
| REGIONAL_FORCE: The creatures will worship a single force associated with their spheres. Currently hardcoded to only be associated with rivers and nature.&lt;br /&gt;
PANTHEON: The creatures will worship a group of gods, each aligned with their spheres and other appropriate ones as well.&lt;br /&gt;
&lt;br /&gt;
ANY_APPROPRIATE_POWER: The creatures will worship creatures with the [POWER] token. At the moment, the only [POWER] creature is the Demon.&lt;br /&gt;
&lt;br /&gt;
[RELIGION:PANTHEON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION_SPHERE&lt;br /&gt;
| sphere&lt;br /&gt;
| Can by any available [[Sphere]]. Multiple entries are possible. Choosing a religious sphere will automatically make its opposing sphere not possible for the species to have: adding WATER, for example, means the species will never get FIRE as a religious sphere.&lt;br /&gt;
[RELIGION_SPHERE:FORTRESSES]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPHERE_ALIGNMENT&lt;br /&gt;
|&lt;br /&gt;
* type&lt;br /&gt;
* number&lt;br /&gt;
|&lt;br /&gt;
This token forces an entity to favor or disfavor particular religious spheres, causing them to acquire those spheres more often when generating a pantheon.&lt;br /&gt;
[SPHERE_ALIGNMENT:TREES:512]&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| POSITION&lt;br /&gt;
| string&lt;br /&gt;
| Defines a leader/noble position for a civilization. These replace previous tags such as [MAYOR] and [CAN_HAVE_SITE_LEADER] and so on. To define a position further, see {{l|Position token}}.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER_TRIGGER&lt;br /&gt;
|&lt;br /&gt;
* land holder number&lt;br /&gt;
* population&lt;br /&gt;
* wealth exported&lt;br /&gt;
* created wealth&lt;br /&gt;
| Defines when a particular land-holding noble (baron, count, duke in vanilla) will arrive at a fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VARIABLE_POSITIONS&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| [[40d:ETHIC|ETHIC]]&lt;br /&gt;
| &lt;br /&gt;
*behavior&lt;br /&gt;
*reaction&lt;br /&gt;
| Sets the civ's view of certain behaviors, from capital punishment to completely acceptable. This also causes the civ to look upon opposing ethics with disfavor, if their reaction to it is opposing, and when at extremes (one ACCEPTABLE, another civ UNTHINKABLE for example) they will often go to war over it.&lt;br /&gt;
[ETHIC:EAT_SAPIENT_KILL:ACCEPTABLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WILL_ACCEPT_TRIBUTE&lt;br /&gt;
| &lt;br /&gt;
| Makes the civ accept tribute from conquered sites? Or maybe makes the civ's traders accept offered goods?&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WANDERER, BEAST_HUNTER, SCOUT&lt;br /&gt;
| &lt;br /&gt;
| The civ will send out these sorts of adventurers in worldgen.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ABUSE_BODIES&lt;br /&gt;
| &lt;br /&gt;
| The civilization will mutilate bodies when they are the victors in history-gen warfare, such as hanging bodies from trees, putting them on spikes, and so forth. Adventurers killed in Adventurer mode will sometimes be impaled on spikes wherever they died, with or without this token, and regardless of whether they actually antagonized the townspeople.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACTIVE_SEASON&lt;br /&gt;
| season&lt;br /&gt;
| the season the civ is most active and will trade, interact with you, and/or invade. While only one friendly non-dwarven civ can be active per season, both dwarves and another civ can be active in autumn. Including the dwarves, you can have five active civs trading with you. Civs can have multiple season entries. Note: If multiple caravans arrive at the same time, you are able to select which civ to trade with at the depot menu.&lt;br /&gt;
[ACTIVE_SEASON:AUTUMN]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMBUSHER&lt;br /&gt;
| &lt;br /&gt;
| When invading sneaks around and shoots at straggling members of your society. They will spawn on the edge of the map and will only be visible when one of their party are spotted; this can be quite dangerous to undefended trade depots.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
|&lt;br /&gt;
| Will not attack wildlife, and will not be attacked by them, even if you have them in your party. This can be somewhat disconcerting when attacked by bears in the forest and your elven ally sits back and does nothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BABYSNATCHER&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal babies. Also sends ambush parties to harass your civilization. Without this tag enemy civs will only siege, and will siege as early as they would otherwise babysnatch. This can happen as early as the first year of the fort! In addition, babysnatcher civs will snatch children during history gen, allowing them to become part of the civ if they do not escape.&lt;br /&gt;
&lt;br /&gt;
Note: If playable civ in Fortress Mode has this tag (ie. you add BABYSNATCHER to the dwarf entity) than the roles will be reversed and elves and humans will siege and ambush and goblins will trade with you.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT&lt;br /&gt;
|&lt;br /&gt;
| Sends diplomats to come and talk to you.  Currently{{v|0.28.181.40d}} this only amounts to a noble visiting and complementing your fortress.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIPLOMAT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Diplomats have bodyguards. This currently{{v|0.28.181.40d}} has no effect - in previous versions, diplomats would be escorted by several soldiers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ITEM_THIEF&lt;br /&gt;
|&lt;br /&gt;
| Sends thieves to steal items. This will also occur in history generation, and thieves will have the &amp;quot;thief&amp;quot; profession. Items stolen in history gen will be scattered around that creature's home.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_BODYGUARDS&lt;br /&gt;
|&lt;br /&gt;
| Merchants have bodyguards and wagons.  Wagons allow for a lot more variety in their goods.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MERCHANT_NOBILITY&lt;br /&gt;
|&lt;br /&gt;
| Civ has a merchant prince.  This token also appears to cause trade negotiations to take place.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once population at site has reached that level.  Evidence suggests this trigger only works for friendly races.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once created wealth has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE&lt;br /&gt;
| level&lt;br /&gt;
| 0 to 5, civ will come to site once exported goods has reached that level&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_POP_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_PROD_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PROGRESS_TRIGGER_TRADE_SIEGE&lt;br /&gt;
| level&lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGER&lt;br /&gt;
|&lt;br /&gt;
| Will wait around at the edge of your map for a month or two, before charging. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SKULKING&lt;br /&gt;
|&lt;br /&gt;
| This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TREE_CAP_DIPLOMACY&lt;br /&gt;
|&lt;br /&gt;
| Makes the entity angry if you cut down too many trees. They will send a warning first.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAYER_LINKED&lt;br /&gt;
| &lt;br /&gt;
| Defines if a civilization is a hidden subterranean entity, such as batman civilizations.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Token&lt;br /&gt;
! Arguments&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| AMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[AMMO:ITEM_AMMO_BOLTS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ARMOR&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[ARMOR:ITEM_ARMOR_PLATEMAIL:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DIGGER&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[DIGGER:ITEM_WEAPON_PICK]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GLOVES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[GLOVES:ITEM_GLOVES_GLOVES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HELM&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[HELM:ITEM_HELM_HELM:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INSTRUMENT&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[INSTRUMENT:ITEM_INSTRUMENT_FLUTE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PANTS&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[PANTS:ITEM_PANTS_PANTS:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHIELD&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SHIELD:ITEM_SHIELD_SHIELD]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SHOES&lt;br /&gt;
|&lt;br /&gt;
* item token&lt;br /&gt;
* rarity&lt;br /&gt;
| Rarity is optional.&lt;br /&gt;
[SHOES:ITEM_SHOES_SHOES:COMMON]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SIEGEAMMO&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[SIEGEAMMO:ITEM_SIEGEAMMO_BALLISTA]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TOY&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TOY:ITEM_TOY_PUZZLEBOX]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRAPCOMP&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[TRAPCOMP:ITEM_TRAPCOMP_GIANTAXEBLADE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WEAPON&lt;br /&gt;
| item token&lt;br /&gt;
| &lt;br /&gt;
[WEAPON:ITEM_WEAPON_AXE_BATTLE]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANIMAL_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_ANY_PET_RACE&lt;br /&gt;
| &lt;br /&gt;
| Assuming it passes other checks, any creature in their list of usables (from common domestic if they have that or from the surrounding 7x7 or so of squares and map features in those squares) which has PET or PET_EXOTIC will be available as a pet (next time, it'll let them use mounts/pullers/pack animals of any kind as well, but I'm not sure this matters in the stock raws).  This notion of the initial usable creature list, which then gets pared down or otherwise considered, applies below as well.  All common domestic and equipment creatures are also added to the initial list.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CAVE_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| If they don't have it, creatures with exclusively subterranean biomes are skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; EVIL creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_EVIL_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As EVIL creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_ANIMALS&lt;br /&gt;
|&lt;br /&gt;
| Don't have it -&amp;gt; GOOD creatures skipped.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_PLANTS&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of plants.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_GOOD_WOOD&lt;br /&gt;
|&lt;br /&gt;
| As GOOD creatures for all uses of wood.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| If wood is available locally, and you have permitted the relevant professions in the def, controls availability of lye, charcoal, potash and pearlash.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_MOUNT&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PACK&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PET&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMON_DOMESTIC_PULL&lt;br /&gt;
|&lt;br /&gt;
| If a creature has PET and the relevant COMMON_DOMESTIC_x tag (or COMMON_DOMESTIC for pets), it will be allowed if it passes the other checks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RIVER_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use river products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OCEAN_PRODUCTS&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use ocean products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_FARMING&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to use underground plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_FARMING&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor plant products in the goods it has available for trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Civ members will attempt to wear clothing.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUBTERRANEAN_CLOTHING&lt;br /&gt;
|&lt;br /&gt;
| Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to equipment based on the level of the generated unit.  Also improves item quality.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| IMPROVED_BOWS&lt;br /&gt;
|&lt;br /&gt;
| Adds decorations to weapons generated for bowman and master bowman.  An elf hack.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| METAL_PREF&lt;br /&gt;
|&lt;br /&gt;
| Allows the entity to use the metal with the highest values for DAMAGE_PERC or BLOCK_PERC without DEEP. Currently only dwarves have this token. Without this token, the entity will use the best metal below or equal to 100%.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| STONE_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring stones in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_WEAPONS&lt;br /&gt;
|&lt;br /&gt;
| Causes members to be able to use wooden weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| WOOD_ARMOR&lt;br /&gt;
|&lt;br /&gt;
| Causes members to be able to use wooden weapons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GEM_PREF&lt;br /&gt;
|&lt;br /&gt;
| Enables creatures of this entity to bring gems in trade.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| INDOOR_WOOD&lt;br /&gt;
| &lt;br /&gt;
| Allow civ to trade subterranean wood types, such as tower-cap and fungiwood logs.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| OUTDOOR_WOOD&lt;br /&gt;
|&lt;br /&gt;
| Allow civ to use outdoor wood types, such as mangrove and oak.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Tokens]]&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93196</id>
		<title>v0.31:Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93196"/>
		<updated>2010-04-15T15:49:36Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files. See {{l|Entity token}}.&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token.&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;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| The position used as an argument selects creatures to fill the role in question. For example, the GENERAL is [APPOINTED_BY:MONARCH].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| Unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this colour, instead of their profession colour. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position will be available to creatures when the site has been taken over by another civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled during world generation.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Unknown, but every position in the raws has it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the creature to fill this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| Only a female creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will flash on the display.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| number&lt;br /&gt;
| The position will arrive when the LAND_HOLDER_TRIGGER in the entity definition has been met.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| Only a male creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The lover of the position holder doesn't have to work, either.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
* AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number&lt;br /&gt;
| How important the position is in society; a lower number is more important. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200. Unknown if it accepts values greater than 200.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| For when one position is a lesser form of another. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| See the table below for the avaiable responsibility tokens. E.g. [RESPONSIBILITY:TAME_EXOTICS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| Unknown{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will attempt to have this position separate for each site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher precedence holds quarters with a greater value than their own.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder will be accompanied by this many whatevers; e.g. for HAMMERER, [SQUAD:10:royal guard:royal guards]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR&lt;br /&gt;
* BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position will accompiany the COLLECT_TAXES position{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will make trade agreements with the civilisation's colonies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position will deliver beatings for great justice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Enables the {{key|z}} menu health screen. Other effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position is in charge of imprisoning criminals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Required for a civilisation to end a war{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position will verify work orders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Dwarves want one of these around to complain to{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY STRATEGY&lt;br /&gt;
| Found on general/militia commander. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats/liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position will tame creatures with the [PET_EXOTIC] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will trade at the depot when set to broker only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&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>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93193</id>
		<title>v0.31:Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93193"/>
		<updated>2010-04-15T15:46:35Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
These tokens define positions in entity_*.txt files.&lt;br /&gt;
==Position Tokens==&lt;br /&gt;
These tokens belong in an entity definition. These tokens apply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token.&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;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| The position used as an argument selects creatures to fill the role in question. For example, the GENERAL is [APPOINTED_BY:MONARCH].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| Unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this colour, instead of their profession colour. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position will be available to creatures when the site has been taken over by another civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled during world generation.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Unknown, but every position in the raws has it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the creature to fill this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| Only a female creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will flash on the display.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| number&lt;br /&gt;
| The position will arrive when the LAND_HOLDER_TRIGGER in the entity definition has been met.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| Only a male creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The lover of the position holder doesn't have to work, either.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
* AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number&lt;br /&gt;
| How important the position is in society; a lower number is more important. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200. Unknown if it accepts values greater than 200.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| For when one position is a lesser form of another. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| See the table below for the avaiable responsibility tokens. E.g. [RESPONSIBILITY:TAME_EXOTICS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| Unknown{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will attempt to have this position separate for each site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher precedence holds quarters with a greater value than their own.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder will be accompanied by this many whatevers; e.g. for HAMMERER, [SQUAD:10:royal guard:royal guards]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR&lt;br /&gt;
* BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position will accompiany the COLLECT_TAXES position{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will make trade agreements with the civilisation's colonies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position will deliver beatings for great justice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Enables the {{key|z}} menu health screen. Other effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position is in charge of imprisoning criminals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Required for a civilisation to end a war{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position will verify work orders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Dwarves want one of these around to complain to{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY STRATEGY&lt;br /&gt;
| Found on general/militia commander. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats/liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position will tame creatures with the [PET_EXOTIC] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will trade at the depot when set to broker only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&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>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93189</id>
		<title>v0.31:Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93189"/>
		<updated>2010-04-15T15:43:56Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens belong in an entity definition. These tokens apply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token.&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;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| The position used as an argument selects creatures to fill the role in question. For example, the GENERAL is [APPOINTED_BY:MONARCH].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| Unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this colour, instead of their profession colour. e.g. [COLOR:5:0:1]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position will be available to creatures when the site has been taken over by another civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled during world generation.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Unknown, but every position in the raws has it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the creature to fill this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| Only a female creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will flash on the display.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| number&lt;br /&gt;
| The position will arrive when the LAND_HOLDER_TRIGGER in the entity definition has been met.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| Only a male creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The lover of the position holder doesn't have to work, either.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| &lt;br /&gt;
* number&lt;br /&gt;
* AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number&lt;br /&gt;
| How important the position is in society; a lower number is more important. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200. Unknown if it accepts values greater than 200.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| For when one position is a lesser form of another. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| See the table below for the avaiable responsibility tokens. E.g. [RESPONSIBILITY:TAME_EXOTICS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| Unknown{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will attempt to have this position separate for each site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher precedence holds quarters with a greater value than their own.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder will be accompanied by this many whatevers; e.g. for HAMMERER, [SQUAD:10:royal guard:royal guards]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| &lt;br /&gt;
* BY_HEIR&lt;br /&gt;
* BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position will accompiany the COLLECT_TAXES position{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will make trade agreements with the civilisation's colonies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position will deliver beatings for great justice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Enables the {{key|z}} menu health screen. Other effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position is in charge of imprisoning criminals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Required for a civilisation to end a war{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position will verify work orders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Dwarves want one of these around to complain to{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY STRATEGY&lt;br /&gt;
| Found on general/militia commander. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats/liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position will tame creatures with the [PET_EXOTIC] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will trade at the depot when set to broker only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93187</id>
		<title>v0.31:Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93187"/>
		<updated>2010-04-15T15:42:14Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens belong in an entity definition. These tokens apply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token.&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;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| The position used as an argument selects creatures to fill the role in question. For example, the GENERAL is [APPOINTED_BY:MONARCH].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| Unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this colour, instead of their profession colour.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position will be available to creatures when the site has been taken over by another civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled during world generation.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Unknown, but every position in the raws has it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the creature to fill this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| Only a female creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will flash on the display.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| number&lt;br /&gt;
| The position will arrive when the LAND_HOLDER_TRIGGER in the entity definition has been met.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| Only a male creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The lover of the position holder doesn't have to work, either.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| *number&lt;br /&gt;
*AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number&lt;br /&gt;
| How important the position is in society; a lower number is more important. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200. Unknown if it accepts values greater than 200.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| For when one position is a lesser form of another. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BEDROOM&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a bedroom with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_BOXES&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many boxes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_CABINETS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many cabinets.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_DINING&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a dining room with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_OFFICE&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires an office with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_RACKS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many weapon racks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_STANDS&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires at least this many armour stands.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_TOMB&lt;br /&gt;
| number&lt;br /&gt;
| The position holder requires a tomb with at least this value.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRES_POPULATION&lt;br /&gt;
| number&lt;br /&gt;
| The position requires the population to be at least this number before it becomes available or before the position holder will move in.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RESPONSIBILITY&lt;br /&gt;
| responsibility&lt;br /&gt;
| See the table below for the avaiable responsibility tokens. E.g. [RESPONSIBILITY:TAME_EXOTICS]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RULES_FROM_LOCATION&lt;br /&gt;
| &lt;br /&gt;
| Unknown{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SITE&lt;br /&gt;
| &lt;br /&gt;
| The civilisation will attempt to have this position separate for each site.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SLEEP_PRETENSION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will get upset if someone with a higher precedence holds quarters with a greater value than their own.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're female.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPOUSE_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position holder's spouse if they're male.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SQUAD&lt;br /&gt;
| number:singular:plural&lt;br /&gt;
| The position holder will be accompanied by this many whatevers; e.g. for HAMMERER, [SQUAD:10:royal guard:royal guards]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SUCCESSION&lt;br /&gt;
| *BY_HEIR&lt;br /&gt;
*BY_POSITION:position&lt;br /&gt;
| How a new position holder is chosen.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position will accompiany the COLLECT_TAXES position{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will make trade agreements with the civilisation's colonies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position will deliver beatings for great justice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Enables the {{key|z}} menu health screen. Other effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position is in charge of imprisoning criminals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Required for a civilisation to end a war{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position will verify work orders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Dwarves want one of these around to complain to{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY STRATEGY&lt;br /&gt;
| Found on general/militia commander. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats/liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position will tame creatures with the [PET_EXOTIC] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will trade at the depot when set to broker only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93181</id>
		<title>v0.31:Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93181"/>
		<updated>2010-04-15T15:31:06Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens belong in an entity definition. These tokens apply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token.&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;
| APPOINTED_BY&lt;br /&gt;
| position&lt;br /&gt;
| The position used as an argument selects creatures to fill the role in question. For example, the GENERAL is [APPOINTED_BY:MONARCH].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BRAG_ON_KILL&lt;br /&gt;
| &lt;br /&gt;
| A creature that kills this position will be sure to talk about it a lot.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHAT_WORTHY&lt;br /&gt;
| &lt;br /&gt;
| Unknown.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLOR&lt;br /&gt;
| color&lt;br /&gt;
| Creatures of this position will have this colour, instead of their profession colour.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COMMANDER&lt;br /&gt;
| position:ALL&lt;br /&gt;
| This position will act as a commander of the specified position{{verify}}. E.g. GENERAL is [COMMANDER:LIEUTENANT:ALL]. Unknown if values other than ALL work.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CONQUERED_SITE&lt;br /&gt;
| &lt;br /&gt;
| This position will be available to creatures when the site has been taken over by another civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DEMAND_MAX&lt;br /&gt;
| number&lt;br /&gt;
| How many demands at one time the position can make of the population.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DETERMINES_COIN_DESIGN&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DO_NOT_CULL&lt;br /&gt;
| &lt;br /&gt;
| The position won't be culled during world generation.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| DUTY_BOUND&lt;br /&gt;
| &lt;br /&gt;
| Unknown, but every position in the raws has it.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ELECTED&lt;br /&gt;
| &lt;br /&gt;
| The population will periodically select the creature to fill this position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXPORTED_IN_LEGENDS&lt;br /&gt;
| &lt;br /&gt;
| The various members who have filled this role will be listed in the civilisation's history.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEMALE&lt;br /&gt;
| &lt;br /&gt;
| Only a female creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FLASHES&lt;br /&gt;
| &lt;br /&gt;
| The creature holding this position will flash on the display.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| KILL_QUEST&lt;br /&gt;
| &lt;br /&gt;
| The position can assign quests to adventurers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_HOLDER&lt;br /&gt;
| number&lt;br /&gt;
| The position will arrive when the LAND_HOLDER_TRIGGER in the entity definition has been met.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAND_NAME&lt;br /&gt;
| string&lt;br /&gt;
| The name the area takes on when under the control of a LAND_HOLDER. E.g. for the DUKE, [LAND_NAME:a duchy]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MALE&lt;br /&gt;
| &lt;br /&gt;
| Only a male creature can hold the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANDATE_MAX&lt;br /&gt;
| number&lt;br /&gt;
| The maximum number of mandates the position can make at once.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position cannot be assigned labours, and will generally just lounge around like nobles do.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
| &lt;br /&gt;
| The lover of the position holder doesn't have to work, either.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME&lt;br /&gt;
| singular:plural&lt;br /&gt;
| The name of the position.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_FEMALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is female, this is the position's name. E.g. for MONARCH, [NAME_FEMALE:queen:queens]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NAME_MALE&lt;br /&gt;
| singular:plural&lt;br /&gt;
| If the creature holding the position is male, this is the position's name. E.g. for MONARCH, [NAME_MALE:king:kings]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| NUMBER&lt;br /&gt;
| *number&lt;br /&gt;
*AS_NEEDED&lt;br /&gt;
| How many of the position there should be. If the [SITE] token exists, this is per site, otherwise this is per civilisation.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PRECEDENCE&lt;br /&gt;
| number&lt;br /&gt;
| How important the position is in society; a lower number is more important. For MONARCH it's 1, for MILITIA_CAPTAIN it's 200. Unknown if it accepts values greater than 200.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PUNISHMENT_EXEMPTION&lt;br /&gt;
| &lt;br /&gt;
| The position holder will not be held accountable for his or her crimes.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REPLACED_BY&lt;br /&gt;
| position&lt;br /&gt;
| For when one position is a lesser form of another. For example, expedition leader is [REPLACED_BY:MAYOR].&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REQUIRED_&lt;br /&gt;
| number&lt;br /&gt;
| The number of &lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position will accompiany the COLLECT_TAXES position{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will make trade agreements with the civilisation's colonies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position will deliver beatings for great justice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Enables the {{key|z}} menu health screen. Other effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position is in charge of imprisoning criminals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Required for a civilisation to end a war{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position will verify work orders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Dwarves want one of these around to complain to{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY STRATEGY&lt;br /&gt;
| Found on general/militia commander. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats/liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position will tame creatures with the [PET_EXOTIC] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will trade at the depot when set to broker only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93162</id>
		<title>v0.31:Position token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Position_token&amp;diff=93162"/>
		<updated>2010-04-15T15:04:42Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Created page with 'These tokens belong in an entity definition. These tokens apply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token.  {| {{p…'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens belong in an entity definition. These tokens apply to a position (such as monarch, dungeon master, etc) and should follow the [POSITION:POSITION_NAME] token.&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;
| TOKEN&lt;br /&gt;
| ARGS&lt;br /&gt;
| Description&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Responsibilities ==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! Argument&lt;br /&gt;
! Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ACCOUNTING&lt;br /&gt;
| Found on bookkeeper. Position will keep track of stocks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ATTACK_ENEMIES&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| BUILD_MORALE&lt;br /&gt;
| Found on champion. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| COLLECT_TAXES&lt;br /&gt;
| Found on tax collector. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_MANIFESTS&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESCORT_TAX_COLLECTOR&lt;br /&gt;
| Found on hammerer. Position will accompiany the COLLECT_TAXES position{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
| Found on outpost liaison. Position will make trade agreements with the civilisation's colonies.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EXECUTIONS&lt;br /&gt;
| Found on hammerer. Position will deliver beatings for great justice.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| HEALTH_MANAGEMENT&lt;br /&gt;
| Found on chief medical dwarf. Enables the {{key|z}} menu health screen. Other effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_ENFORCEMENT&lt;br /&gt;
| Found on sheriff/captain of the guard. Position is in charge of imprisoning criminals.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| LAW_MAKING&lt;br /&gt;
| Found on monarch/landholders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_INTRODUCTIONS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_PEACE_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Required for a civilisation to end a war{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
| Found on diplomat. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MANAGE_PRODUCTION&lt;br /&gt;
| Found on manager. Position will verify work orders.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MEET_WORKERS&lt;br /&gt;
| Found on expedition leader/mayor. Dwarves want one of these around to complain to{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY_GOALS&lt;br /&gt;
| Found on monarch/landholder/leaders. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MILITARY STRATEGY&lt;br /&gt;
| Found on general/militia commander. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATROL_TERRITORY&lt;br /&gt;
| Found on elven ranger captain and human warrior. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RECEIVE_DIPLOMATS&lt;br /&gt;
| Found on monarch/landholder/leaders. Position will hold meetings with incoming diplomats/liaisons.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| RELIGION&lt;br /&gt;
| Found on elven druid. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SORT_AMMUNITION&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TAME_EXOTICS&lt;br /&gt;
| Found on dungeon master. Position will tame creatures with the [PET_EXOTIC] token.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TRADE&lt;br /&gt;
| Found on broker. Position will trade at the depot when set to broker only.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
| Found on arsenal dwarf. Effect{{verify}}&lt;br /&gt;
&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=92950</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=92950"/>
		<updated>2010-04-15T01:14:09Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* Weapons and Tactics */ grammarfix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = {{L|Hunter}}&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|rabbit}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|sasquatch}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow, which functions similarly to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap){{verify}}; a crossbow (made of copper, bronze, bismuth bronze, iron, or steel){{verify}}; and a quiver with 30-40 steel bolts{{verify}}.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill{{verify}}; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=92949</id>
		<title>v0.31:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Ambusher&amp;diff=92949"/>
		<updated>2010-04-15T01:13:02Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* Weapons and Tactics */ See talk page for the research&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{elven}}&lt;br /&gt;
{{av}}&lt;br /&gt;
{{buggy|bugsection=Bugs}}&lt;br /&gt;
{{Skill&lt;br /&gt;
| color      = rgb(0,128,0)&lt;br /&gt;
| skill      = Ambusher&lt;br /&gt;
| speciality = {{L|Hunter}}&lt;br /&gt;
| profession = {{L|Ranger}}&lt;br /&gt;
| job name   = Hunting&lt;br /&gt;
| tasks      =&lt;br /&gt;
* Hunt&lt;br /&gt;
}}&lt;br /&gt;
{{L|Dwarves}} with the '''hunting''' {{L|labor}} enabled automatically use the '''ambusher''' skill while hunting outside of the fortress, which allows them to sneak up on their prey. The ambusher skill is listed among the 'misc' skills. Dwarves using the ambush skill move more {{L|speed|slowly}}, but, if successful, cannot be seen by enemies. Once close enough, the ambusher skill is no longer relevant, and the hunter will engage in standard {{L|combat}} with their prey using their crossbow.&lt;br /&gt;
&lt;br /&gt;
==Caveats==&lt;br /&gt;
A dwarf with the hunting labour enabled will sleep outside and drink water{{verify}}, causing unhappy thoughts{{verify}}. It may thus be necessary to watch the mood of a full-time hunter and take him off the job in time.&lt;br /&gt;
&lt;br /&gt;
Animals will appear randomly on the edge of a map, especially once the map is cleared of all wildlife. This can result in your {{L|rabbit}} hunter suddenly having an unpleasant chitchat with an {{L|elephant}}, {{L|sasquatch}}, or worse.&lt;br /&gt;
&lt;br /&gt;
==Adventurer mode {{verify}} ==&lt;br /&gt;
In {{L|adventurer mode}}, ambusher skill is gained by moving around while {{key|S}}neaking.  This will greatly reduce your {{L|speed}} just as it does in dwarf mode, but will cause hostile {{L|creatures}} to not attack you.  Until you un{{key|S}}neak or someone spots you, you will gain a small amount of {{L|experience}} in ambushing with every step.  Presently, smashing a creature's skull in with your bare hands does not count as being spotted, so the best way to tell if you're still sneaking is to check your speed in the bottom right of the screen.  Ambusher also helps prevent encounters from enemies while travelling on the world map{{verify}}.&lt;br /&gt;
&lt;br /&gt;
== Hunting ==&lt;br /&gt;
A hunter picks a mark at random, which he then pursues, ignoring other animals and enemies{{verify}}. Hunters seem to switch marks under certain circumstances. As an ambusher gets closer to his prey, there is a greater and greater chance he or she will be spotted by the animal and stop ambushing.  Higher skill allows dwarves to get closer before being spotted, and also increases the speed at which a dwarf can move while sneaking.&lt;br /&gt;
&lt;br /&gt;
Generally, though not always(?), when the dwarf is within shooting range she will move to engage. From there, the ambusher skill has no effect, and only combat skills are used.&lt;br /&gt;
&lt;br /&gt;
Upon killing the prey, a hunter will usually, though not always, carry it home{{verify}} to the {{L|butcher's shop}}{{verify}}. A hunter may kill other {{L|creatures}} that are closer to them than the fleeing mark he is intent on catching{{verify}}. They will ignore the accidental carcass and only bring home a carcass they have marked beforehand{{verify}}. This means that sometimes multiple dead critters per hunt will be lying about and start rotting around the map if you do not set the refuse orders to 'gather refuse from outside' ({{L|corpse}}s count as refuse). If you do this and have a good system of {{L|stockpile}}s, available dwarf haulers and a map free of menacing critters (like with calm {{L|surroundings}}), then you should have the outside of your fort just as tidy as the inside, and will be able to salvage the corpses. If you do that on the wrong map, you will see some dwarf carcasses added instead.&lt;br /&gt;
&lt;br /&gt;
==Postprocessing==&lt;br /&gt;
The same caution is advised to the slaughtering process. Hunters will drop carcasses directly into the butchery{{verify}}, which will make it cluttered very fast. Animals upon being butchered explode into many many parts, and the clutter will make the {{L|butcher}} work many times slower. {{L|Stockpiles}} and {{L|haulers}} are required, or your animal corpses will rot even while in the butchery and you will lose the {{L|skin}}, {{L|meat}}, {{L|fat}} and ({{L|food}}). Bones and skulls can be salvaged even from rotting corpses{{verify}}. It can also happen that your butcher is not fast enough and some hauler takes a corpse from the butchery and puts it on a refuse pile{{verify}}. Usually this shouldn't be a problem as your butcher will pick it up from there - if the refuse pile is close by.&lt;br /&gt;
&lt;br /&gt;
If you don't have a good stocking and hauling system, you will not get all of the kill, and the {{L|craftsdwarf}} unfortunate enough to need the bones from the rotted critters will have to go out alone several times to get them every time which places a huge strain on production speed and safety.&lt;br /&gt;
&lt;br /&gt;
==Dogs==&lt;br /&gt;
You can assign {{L|Dog#Hunting_Dogs|hunting dog}}s to your {{L|hunter|hunter}}s, which can sneak alongside their masters and attack the hunter's prey. You can also assign {{L|Dog#War_Dogs|War dog}}s, which are much stronger and can help take down bigger game, but cannot sneak and may rush into combat early.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Tactics ==&lt;br /&gt;
You should consider training hunters in wrestling in order for them to defend themselves.  Wrestling will help them to break the jaw-grips that the enemy critter places on him, and will help the dwarf wrestle on his own and even place his own jaw grips if both of his hands are incapacitated, and is the only option if a weapon is dropped or stuck in the animal. You should also consider training them in the {{L|Weapon skill|hammerdwarf}} skill, as a crossbow is used with this skill if an animal engages in melee against a marksdwarf, and hunters will fight to the death even if they run out of {{L|bolt}}s{{verify}}.  Without bolts, he must fight with the butt of the crossbow which functions very similar to a {{L|Dwarven_weapon#War_hammer|hammer}}.&lt;br /&gt;
&lt;br /&gt;
Using your military to hunt can be safer and more efficient than using hunters, particularly if they are agile enough to simply outrun the creatures.&lt;br /&gt;
&lt;br /&gt;
Be warned that hunters will not stop their current hunt if you disable their hunting labor; hence, your dwarf may end up hunting whatever creatures spawn next, with potentially suicidal results.  This may be avoidable by disabling the labor while hunting or returning the kill.&lt;br /&gt;
&lt;br /&gt;
== Free equipment ==&lt;br /&gt;
Any dwarf given ambusher skill at Novice level or better before embarking will get a free set of leather armor (leather armor, leather leggings, leather low or high boots, and leather helm or steel cap){{verify}}; a crossbow (made of copper, bronze, bismuth bronze, iron, or steel){{verify}}; and a quiver with 30-40 steel bolts{{verify}}.  All of these items will be of ordinary {{L|quality|quality}}.&lt;br /&gt;
&lt;br /&gt;
This equipment will only be given if ambusher is the dwarf's highest skill{{verify}}; a Proficient Ambusher/Proficient Cook will have {{L|farmer}} as a profession, and will not receive any equipment.  However, ambushers with other {{L|ranger}} skills, even ones higher than their ambusher skill, will still receive this equipment{{verify}}, as will ambushers with {{L|military}} skills at any level{{verify}}.  (Separately, military skills will not influence what equipment is given: speardwarves will arrive at the site carrying nothing, and speardwarf/ambushers will arrive with the crossbow given to all ambushers.  {{L|Armor user|Armor user}} and {{L|shield user|shield user}} have no effect either.)&lt;br /&gt;
&lt;br /&gt;
You can also get the freebies by giving a social/administration skilled dwarf a point in ambusher{{verify}}.&lt;br /&gt;
&lt;br /&gt;
Any {{L|immigration|immigrating}} hunters will receive a full set of proper equipment.&lt;br /&gt;
&lt;br /&gt;
A hunter armed with a {{L|crossbow}} will increase both his {{L|Marksman|marksdwarf}} and ambusher {{L|skill}}s. &lt;br /&gt;
&lt;br /&gt;
==Bugs==&lt;br /&gt;
As of 31.01 there are several severe bugs logged in the bug tracker associated with the hunting labor.&lt;br /&gt;
* Hunters refuse to wear armor [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}}&lt;br /&gt;
* When hunters run out of ammo, they will not re-equip. The hunting labor must be turned off and back on for them to do so  [http://bay12games.com/dwarves/mantisbt/view.php?id=76] {{verify}} &lt;br /&gt;
* Migrant hunters sometimes arrive with the hunting labor turned off, causing them to drop their equipment at the edge of the map [http://bay12games.com/dwarves/mantisbt/view.php?id=110] {{verify}}&lt;br /&gt;
&lt;br /&gt;
{{Skills}}&lt;br /&gt;
[[Category:Skills]]&lt;br /&gt;
[[Category:Jobs]]&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=92947</id>
		<title>v0.31:Creature token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=92947"/>
		<updated>2010-04-15T01:11:23Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* C */ Spelling - VEPERTINE -&amp;gt; VESPERTINE&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Tentative at best in some cases. Legacy stuff unlisted.&lt;br /&gt;
&lt;br /&gt;
__NOTOC__&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==A==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| ALCOHOL_DEPENDENT &lt;br /&gt;
|  &lt;br /&gt;
| Creature needs alcohol to get through the working day.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALL_ACTIVE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day, night, and twilight. Seems to be a separate value from DIURNAL/NOCTURNAL/CREPUSCULAR, rather than implying them. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ALTTILE &lt;br /&gt;
|  &lt;br /&gt;
| If set, the creature will blink between its [TILE] and its [ALTTILE]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMBUSHPREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Makes the creature start out hidden. Used by giant cave spiders. May make webs hidden too&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AMPHIBIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe with or without water. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| APP_MOD_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Determines how important the appearance modifier is, for determining whether it shows up in the creature description.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the appearance and whether it is singular or plural&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APP_MOD_RATE &lt;br /&gt;
| &lt;br /&gt;
*Rate (integer)&lt;br /&gt;
*Scale (DAILY,  YEARLY)&lt;br /&gt;
*min:max  of growth&lt;br /&gt;
*start year:end year &lt;br /&gt;
| setting the growth rate of the modifier&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CREATURE_VARIATION &lt;br /&gt;
| &lt;br /&gt;
*CV TEMPLATE NAME &lt;br /&gt;
| Loads the [[Creature Variation]] Template specified.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| APPLY_CURRENT_CREATURE_VARIATION &lt;br /&gt;
|  &lt;br /&gt;
| Applies loaded [[Creature Variation]]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| AQUATIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to breathe underwater, but causes it to &amp;quot;drown&amp;quot; out of water. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ARENA_RESTRICTED &lt;br /&gt;
|  &lt;br /&gt;
| Does not appear in arena mode list&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK &lt;br /&gt;
| &lt;br /&gt;
*token&lt;br /&gt;
*bodypart&lt;br /&gt;
*selection criteria&lt;br /&gt;
*location &lt;br /&gt;
| Defines the attack name, and the body part used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_CONTACT_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| amount of available tissue used in attack&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_CANLATCH &lt;br /&gt;
|  &lt;br /&gt;
| amount of material that makes contact when attack is made.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_EDGE &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_FLAG_WITH &lt;br /&gt;
|  &lt;br /&gt;
| attack type&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PENETRATION_PERC &lt;br /&gt;
| &lt;br /&gt;
*% value &lt;br /&gt;
| probably amount of material that makes contact when penetration is done&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_PRIORITY &lt;br /&gt;
| &lt;br /&gt;
*MAIN or SECOND &lt;br /&gt;
| use of the attack in combat. Second attacks only used if main impossible.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_SKILL &lt;br /&gt;
| &lt;br /&gt;
*skill used ({{L|Skill tokens}})&lt;br /&gt;
| defines the attack skill used&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_TRIGGER &lt;br /&gt;
| min:median:max{{verify}}&lt;br /&gt;
| Probably stages when a dragon will attack a site&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ATTACK_VERB &lt;br /&gt;
| 2nd person:3rd person &lt;br /&gt;
| descriptive text for the attack&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==B==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| BABY &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered a child&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BABYNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BEACH_FREQUENCY &lt;br /&gt;
|  &lt;br /&gt;
| Whales and jellyfish have this. Controls the beaching frequency of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BENIGN &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;tame&amp;quot; maps (includes elephants), which will generally avoid dwarves, although they may chase and/or attack them if they get too close). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BIOME &lt;br /&gt;
| &lt;br /&gt;
* biome token&lt;br /&gt;
| Select a {{L|Biome}} the creature may appear in. See {{L|Biome Tokens}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BLOOD, PUS, OTHER MATERIAL state definition &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*matter state (LIQUID, GAS, ALL_SOLID) | Controls bleeding behaviour&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY &lt;br /&gt;
| body parts &lt;br /&gt;
| Draws body parts from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | These body modifiers give individual dwarves different characteristics.  In the case of HEIGHT, BROADNESS and LENGTH, the modifier is also a percentage change to the BODY_SIZE of the individual creature.  The seven numbers afterward give a distribution of ranges.  Each interval has an equal chance of occurring.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_DETAIL_PLAN &lt;br /&gt;
| PlanName, PlanName:type:type:type:etc &lt;br /&gt;
| loads a plan listed OBJECT:BODY_DETAIL_PLAN files, such as b_detail_plan_default.txt. Mass applies USE_MATERIAL_TEMPLATE, mass alters RELSIZE, alters body part positions, and will allow tissue layers to be defined. Tissue layers are defined in order of skin to bone here.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODY_SIZE&lt;br /&gt;
| years:days:size &lt;br /&gt;
| sets up size at a given time. Size is roughly equal to the creature's average weight in grams.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BODYGLOSS &lt;br /&gt;
| gloss &lt;br /&gt;
| Substitutes body part text with replacement text. Draws gloss information from OBJECT:BODY files (such as body_default.txt)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BONECARN &lt;br /&gt;
|  &lt;br /&gt;
| Creature 'eats' bones. Eating bones makes their happiness go up, but can cause death (suffocation). This tag implies CARNIVORE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BP_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets up the breadth of possibilities for appearance qualities for a selected BP group. EG. Eyes (CLOSE_SET, DEEP_SET, ROUND_VS_NARROW, LARGE_IRIS),Lips (THICKNESS), Nose (BROADNESS, LENGTH, UPTURNED, CONVEX), Ear (SPLAYED_OUT, HANGING_LOBES, BROADNESS, HEIGHT), Tooth (GAPS), Skull (HIGH_CHEEKBONES, BROAD_CHIN, JUTTING CHIN, SQUARE_CHIN), Neck (DEEP_VOICE, RASPY_VOICE), Head (BROADNESS, HEIGHT)&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| BUILDINGDESTROYER &lt;br /&gt;
| 1 or 2 &lt;br /&gt;
| Allows a creature to destroy furniture and buildings. Value [1] targets mostly doors, hatches, furniture and the like. Value [2] targets anything not made with the b + C commands. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==C==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
|  &lt;br /&gt;
| CAN_LEARN &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAN_SPEAK &lt;br /&gt;
|  &lt;br /&gt;
| Can talk. Note that it is not necessary for a creature to gain social skills. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANNOT_UNDEAD &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be turned into a zombie or skeletal undead&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CANOPENDOORS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to open doors. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CARNIVORE &lt;br /&gt;
|  &lt;br /&gt;
| Creature eats meat&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE &lt;br /&gt;
| &lt;br /&gt;
*name &lt;br /&gt;
| defines a caste&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_ALTTILE&lt;br /&gt;
|&lt;br /&gt;
*tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific alttile. Expects CASTE_TILE&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_COLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| Creature tile color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWCOLOR&lt;br /&gt;
|&lt;br /&gt;
*fg&lt;br /&gt;
*bg&lt;br /&gt;
*brightness&lt;br /&gt;
| GLOWTILE color of the caste.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_GLOWTILE&lt;br /&gt;
|&lt;br /&gt;
*tile value or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific glowtile&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| The name of the caste of the creature in the game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession, caste-specific&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CASTE_SPEECH&lt;br /&gt;
| speech file?&lt;br /&gt;
| Possibly a caste-specific instance of the SPEECH token&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CASTE_TILE&lt;br /&gt;
|&lt;br /&gt;
* tile number or &amp;quot;letter&amp;quot;&lt;br /&gt;
| Caste-specific creature tile.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CAVE_ADAPT &lt;br /&gt;
|  &lt;br /&gt;
| Gives the creature a bonus in caves. Also causes [[Cave adaptation]]. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CE_X &lt;br /&gt;
| &lt;br /&gt;
*SEV:&amp;lt;value&amp;gt;  (severity, higher is worse)&lt;br /&gt;
*PROB:&amp;lt;value(1-100)&amp;gt; (probability)&lt;br /&gt;
*RESISTABLE (optional) allows resistance&lt;br /&gt;
*SIZE_DILUTES (optional) lessens effect based on size &lt;br /&gt;
Place effected:&lt;br /&gt;
*LOCALIZED (optional)&lt;br /&gt;
*VASCULAR_ONLY (optional)&lt;br /&gt;
*MUSCULAR_ONLY (optional)&lt;br /&gt;
*BP:(select BY_CATEGORY, BY_TYPE, or BY_TOKEN):category, type or token:tissues affected (specific or ALL) (optional)&lt;br /&gt;
Timeline:&lt;br /&gt;
*Start:effect start time&lt;br /&gt;
*Peak:effect peak time&lt;br /&gt;
*End:effect end time&lt;br /&gt;
| Specifies the way that a syndrome affects a creature - more detail can be found on the [[Syndrome#Creature effect tokens|Syndromes page]]&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| CHANGE_BODY_SIZE_PERC&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD &lt;br /&gt;
| integer &lt;br /&gt;
| age at which creature is considered an adult&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILD_BODYPART_GROUP &lt;br /&gt;
| &lt;br /&gt;
*master selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*master location&lt;br /&gt;
*specific selection, BY_CATEGORY, BY_TYPE, BY_TOKEN.&lt;br /&gt;
*specific location &lt;br /&gt;
| selects all parts of a group to be used.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CHILDNAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at caste level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CLUSTER_NUMBER &lt;br /&gt;
|&lt;br /&gt;
*min&lt;br /&gt;
*max&lt;br /&gt;
| The minimum/maximum numbers of how many creatures per spawned cluster. Certain vermin fish use this token in combination with temperate ocean and river biome tokens to perform seasonal migrations.&lt;br /&gt;
e.g. [CLUSTER_NUMBER:1:3] &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLDDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The minimum temperature limit before the creature starts taking damage from freezing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COLOR &lt;br /&gt;
| foreground:background:brightness &lt;br /&gt;
| Color  of the creature's tile. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COMMON_DOMESTIC &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be brought with immigrants and when creating a new fortress, as long as the creature also includes at least one of the following tokens: PET, PACK_ANIMAL, WAGON_PULLER, MOUNT.  In addition, the creature must be NATURAL rather than FANCIFUL&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COOKABLE_LIVE &lt;br /&gt;
|  &lt;br /&gt;
| Set this to allow the creature to be cooked in meals without first being cleaned.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| COPY_TAGS_FROM &lt;br /&gt;
| &lt;br /&gt;
*CREATURE NAME&lt;br /&gt;
| Copies tags from another specified creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE &lt;br /&gt;
| name &lt;br /&gt;
| What the game looks for when generating creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_CLASS &lt;br /&gt;
|&lt;br /&gt;
*classname&lt;br /&gt;
| Creature class. Can be anything, but only existing use is GENERAL_POISON. Appears to only be used for Syndromes. Supposedly can also be used for entity positions.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREATURE_TILE &lt;br /&gt;
| 'character' or tile number &lt;br /&gt;
| The symbol of the creature in ASCII mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CREPUSCULAR &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in twilight. This tag functions as a combination of the two tags VESPERTINE and MATUTINAL. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_EATER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal and eat edible items from you. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_GUZZLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to (very quickly) drink your alcohol. Also affects undead versions of the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CURIOUSBEAST_ITEM &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to steal things (apparently the highest value it can find). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_ADD_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Adds a tag. Used in conjunction with creature variation templates.  &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| CV_REMOVE_TAG &lt;br /&gt;
| &lt;br /&gt;
*TAG NAME &lt;br /&gt;
| Removes a tag. Used in conjunction with creature variation templates. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==D==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DESCRIPTION &lt;br /&gt;
| text &lt;br /&gt;
| A brief description of the creature type.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIFFICULTY &lt;br /&gt;
| integer &lt;br /&gt;
| Toady: &amp;quot;Difficulty determines how deep it places them in adventure mode/reclaim caves, and the chance that they are wounded the first few river attacks.&amp;quot; Also increases experience gain during adventure mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DIURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in day. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DOES_NOT_EXIST &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not actually exist; used for fanciful creatures.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| DRAGONFIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| Creature breathes fire in a cone. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==E==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| EQUIPMENT_WAGON &lt;br /&gt;
|  &lt;br /&gt;
| Implies two unknown flags, NOSTUN, NONAUSEA, NOBLEED, NOEMOTION, NOSTUCKINS, SEVERONBREAKS, NOSKULL, NOSKIN, NOBONES, NOMEAT, PARALYZEIMMUNE, NOFEAR, NOSMELLYROT, NOTHOUGHT, NO_GENDER. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EQUIPS &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to wear or wield items.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EVIL &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;evil&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| EXTRAVISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature can see regardless of whether it has working eyes. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==F==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| FANCIFUL &lt;br /&gt;
|  &lt;br /&gt;
| Makes every civilization know about the creature. The creature won't occur in regular material preference lists. The tag also adds some art value modifiers. Used for things like dragons and other legendary creatures. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| FEATURE_ATTACK_GROUP&lt;br /&gt;
|&lt;br /&gt;
| Found on subterranean animalmen.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FEMALE &lt;br /&gt;
|  &lt;br /&gt;
| all female&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREBREATH &lt;br /&gt;
|  &lt;br /&gt;
| The creature breathes fire projectiles (as opposed to DRAGONFIREBREATH, which is in a cone).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| As of versionv0.28.181.40d, the FIREIMMUNE token had no effect on a creature's resistance to flame or heat. However, it did affect ability to swim in magma in adventure mode, as well as display of &amp;quot;You are caught in a pool of magma!&amp;quot; warning messages.  It is unknown if these effects persist in DF 2010.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIREIMMUNE_SUPER &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to DRAGONFIREBREATH. AI acts as if FIREIMMUNE. May or may not imply FIREIMMUNE. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FISHITEM &lt;br /&gt;
|  &lt;br /&gt;
| Needs to be cleaned at a fishery&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FIXED_TEMP &lt;br /&gt;
| temperature &lt;br /&gt;
| The natural heat generated by the creature.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLEEQUICK &lt;br /&gt;
|  &lt;br /&gt;
| Determines how soon a creature flees in a losing battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FLIER &lt;br /&gt;
|  &lt;br /&gt;
| Allows a creature to fly. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| FREQUENCY &lt;br /&gt;
|&lt;br /&gt;
*number, max 100&lt;br /&gt;
| Determines the time between creature spawns in Fortress Mode. Higher is more occurrences per time unit. Creatures without a frequency statement default to 50. Almost all others have either [FREQUENCY:5] or [FREQUENCY:100].&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==G==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_BABY_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GENERAL_CHILD_NAME &lt;br /&gt;
| singular:plural &lt;br /&gt;
| name at creature level&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GETS_INFECTIONS_FROM_ROT &lt;br /&gt;
|  &lt;br /&gt;
| can be infected by rot&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GETS_WOUND_INFECTIONS &lt;br /&gt;
|  &lt;br /&gt;
| can be infected from wounds&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWCOLOR &lt;br /&gt;
| &lt;br /&gt;
*foreground&lt;br /&gt;
*background&lt;br /&gt;
*brightness &lt;br /&gt;
| The colour of the GLOWTILE of the creature &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GLOWTILE &lt;br /&gt;
| ascii character &lt;br /&gt;
| If present, the being glows in the dark (generally used for Adventure Mode). The tile is what replaces the being's current tile when it is obscured from your sight by darkness. The default setting for kobolds (a yellow quotation mark) provides a nice &amp;quot;glowing eyes&amp;quot; effect. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GNAWER &lt;br /&gt;
| verb (gnawed) &lt;br /&gt;
| The creature chews on food storage containers. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_END &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GO_TO_START &lt;br /&gt;
|  &lt;br /&gt;
| uncertain use, definitely refers to Creature Variants template&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GOOD &lt;br /&gt;
|  &lt;br /&gt;
| Determines whether creature can show up on &amp;quot;good&amp;quot; maps&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| GRASSTRAMPLE &lt;br /&gt;
| value &lt;br /&gt;
| Determines the percentage chance of trampling and killing grass when a creature steps on it. Set [GRASSTRAMPLE:0] to make grass never trampled by the creature.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| GRAVITATE_BODY_SIZE&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==H==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| HAS_NERVES &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature susceptible to severed nerves when muscles are torn in limb, grasp and stance parts.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HEATDAM_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The maximum temperature limit before the creature will start recieving damage from heat.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| HOMEOTHERM &lt;br /&gt;
|  &lt;br /&gt;
| Default 'NONE'. The creature's normal body temperature&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==I==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_BOILING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature boils into goo.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IF_EXISTS_SET_MELTING_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will melt into goo. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IGNITE_POINT &lt;br /&gt;
| value &lt;br /&gt;
| The temperature at which the creature will burst into flames&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOBILE_LAND &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immobile while on land &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| IMMOLATE &lt;br /&gt;
|  &lt;br /&gt;
| Will ignite, and potentially completely destroy, items the creature is standing on. Keep booze away from critters with this tag. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INSULATION &lt;br /&gt;
| value &lt;br /&gt;
| increases the insulation of a selected material&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| INTELLIGENT &lt;br /&gt;
|  &lt;br /&gt;
| Implies CAN_CIV, CAN_SPEAK, CAN_LEARN.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE &lt;br /&gt;
|     &lt;br /&gt;
* Item token&lt;br /&gt;
    * subtype &lt;br /&gt;
NO_SUBTYPE&lt;br /&gt;
    * matgloss token&lt;br /&gt;
    * NO_RACEGLOSS &lt;br /&gt;
USE_RACEGLOSS USE_SHARPSTONE &lt;br /&gt;
| Determines if the creature leaves behind a non-standard corpse (i.e. wood, statue, bars, etc). The first parameter determines the item type; the second parameter is the subtype indicated in the raw file (such as WEAPON_WHIP); the third indicates the material type if the item type takes a specific material (e.g. &amp;quot;&amp;quot;IRON&amp;quot;&amp;quot; if the corpse type is &amp;quot;&amp;quot;STATUE&amp;quot;&amp;quot;). USE_RACEGLOSS applies if the creature has a material glossary assigned by the &amp;quot;&amp;quot;HAS_RACEGLOSS:&amp;quot;&amp;quot; flag and will select neccesary adjectives and material from that glossary.&lt;br /&gt;
As of 31_01, RACEGLOSS may no longer be in the game.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| ITEMCORPSE_QUALITY &lt;br /&gt;
|  &lt;br /&gt;
| The quality of an item-type corpse left behind; 5 is masterpiece-level. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==L==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_PREDATOR &lt;br /&gt;
|  &lt;br /&gt;
| Will attack things that are smaller than it (like dwarves). Only one group of &amp;quot;large predators&amp;quot; will appear on any given map (possibly two groups on &amp;quot;savage&amp;quot; maps). In adventure mode, large predators will try to ambush and attack you (and your party will attack them back). Also, they can be mentioned in the intro paragraph when starting a fortress e.g. &amp;quot;ere the wolves get hungry.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LARGE_ROAMING &lt;br /&gt;
|  &lt;br /&gt;
| In Fortress Mode, spawns outdoors and is not a vermin creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGAMENTS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected material&lt;br /&gt;
*healing rate &lt;br /&gt;
| defines the qualities of ligaments&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIGHT_GEN &lt;br /&gt;
|  &lt;br /&gt;
| The creature will generate light, such as in adventurer mode at night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LIKES_FIGHTING &lt;br /&gt;
|  &lt;br /&gt;
| The creature will attack enemies rather than flee from them. This tag has the same effect on player-controlled creatures - included modded dwarves. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LISP &lt;br /&gt;
|  &lt;br /&gt;
| Creature multiplies 'S' when talking. Ex: &amp;quot;My name isss Recisssiz.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOCKPICKER &lt;br /&gt;
|  &lt;br /&gt;
| Lets a creature open doors that are set to forbidden in Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| LOOSE_CLUSTERS &lt;br /&gt;
|  &lt;br /&gt;
| The creatures will scatter if they have this tag, or form tight packs if they don't. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==M==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAGMA_VISION &lt;br /&gt;
|  &lt;br /&gt;
| Creature's able to see while covered in magma. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MALE &lt;br /&gt;
|  &lt;br /&gt;
| all male&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MANNERISM_?? &lt;br /&gt;
| &lt;br /&gt;
*occassionally body part &lt;br /&gt;
| Adds a possible mannerism to the creature's profile.&lt;br /&gt;
Refer to {{L|Creature Token Mannerisms|Mannerisms}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*material id&lt;br /&gt;
| Begins defining a new material.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MATERIAL_BREATH_ATTACK &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL TYPE (TISSUE, INORGANIC)&lt;br /&gt;
*MATERIAL NAME&lt;br /&gt;
*MATERIAL STATE (TRAILING_DUST_FLOW, TRAILING_VAPOR_FLOW, TRAILING_GAS_FLOW, SOLID_GLOB, LIQUID_GLOB, UNDIRECTED_GAS, UNDIRECTED_VAPOR, UNDIRECTED_DUST) &lt;br /&gt;
| Creates an attack referencing a material, using a given type of breath attack.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MAXAGE &lt;br /&gt;
| min:max &lt;br /&gt;
| range of time in which death from old age may occur&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEANDERER &lt;br /&gt;
|  &lt;br /&gt;
| Gives a creature random movement. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MEGABEAST &lt;br /&gt;
|  &lt;br /&gt;
| Appears on fortress territory in Fortress Mode occasionally. Implies SEMIMEGABEAST. Also can be worshipped&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|MENT_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest | sets up a mental attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MENT_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MILKABLE &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT:MILK:amount &lt;br /&gt;
| Allows the creature to be milked. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MISCHIEVIOUS &lt;br /&gt;
|  &lt;br /&gt;
| Will pull any levers it comes across (requires confirmation). &amp;quot;They go on little missions to mess with various fortress buildings, not just levers.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT &lt;br /&gt;
|  &lt;br /&gt;
| Creature may be used as a mount&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MOUNT_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need the Dungeon master noble to mount the creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLE_LITTER_RARE &lt;br /&gt;
|  &lt;br /&gt;
| Makes litters with more than one offspring rare. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MULTIPLY_VALUE &lt;br /&gt;
| &lt;br /&gt;
*Multiplier &lt;br /&gt;
| multiplies value of materials&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| MUNDANE &lt;br /&gt;
|  &lt;br /&gt;
| Marks if the creature is an actual real-life creature. Only used for age-names at present. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==N==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| NAME &lt;br /&gt;
| singular:plural:adjective &lt;br /&gt;
| What the creature is actually called in game.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NATURAL &lt;br /&gt;
|  &lt;br /&gt;
| Animal is considered to be natural.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_AUTUMN  &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DIZZINESS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot become dizzy&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_DRINK &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to drink. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_EAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to eat. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_FEVERS &lt;br /&gt;
|  &lt;br /&gt;
| Creature cannot suffer fevers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SLEEP &lt;br /&gt;
|  &lt;br /&gt;
| Creature does not need to sleep. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SPRING &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_SUMMER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_THOUGHT_CENTER_FOR_MOVEMENT &lt;br /&gt;
|  &lt;br /&gt;
| Probably shorthand for movement being unaffected by damage in general.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NO_WINTER &lt;br /&gt;
|  &lt;br /&gt;
| does not appear this season.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBONES &lt;br /&gt;
|  &lt;br /&gt;
| Creature has no bones.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOBREATHE &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't need to breathe or have [BREATHE] parts in body. Cannot drown or be strangled. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOCTURNAL &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in night. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEMOTION &lt;br /&gt;
|  &lt;br /&gt;
| The creature has no emotions, and does not rage.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOEXERT &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't become tired or over-exerted. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOFEAR &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel fear and will never run away from battle. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOMEAT &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop meat on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NONAUSEA &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't vomit.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOPAIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't feel pain. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKIN &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skin on butcher. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSKULL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will not drop skull on butcher, rot, or decay of severed head. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSMELLYROT &lt;br /&gt;
|  &lt;br /&gt;
| Does not produce miasma when rotting&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUCKINS &lt;br /&gt;
|  &lt;br /&gt;
| Weapons can't be stuck in creature. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOSTUN &lt;br /&gt;
|  &lt;br /&gt;
| Creature can't be stunned. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOT_BUTCHERABLE &lt;br /&gt;
|  &lt;br /&gt;
| Cannot be butchered&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| NOTHOUGHT &lt;br /&gt;
|  &lt;br /&gt;
| Creature doesn't think, or doesn't require a [BRAIN] body part. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==P==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| PACK_ANIMAL &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be used as a pack animal. Currently only used by merchants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PARALYZEIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to all paralyzing special attacks.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PATTERNFLIER&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PEARL &lt;br /&gt;
|  &lt;br /&gt;
| Creature will generate pearls. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PENETRATEPOWER &lt;br /&gt;
| value &lt;br /&gt;
| Controls the ability of vermin to find a way into containers when they are eating food from your stockpiles. Wood and cloth objects roll a 0-9 and if it greater than the penetrate power, their contents escape for the time being. Other objects roll a 0-99. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PERSONALITY &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest:median:highest &lt;br /&gt;
| Determines chance of personality traits. Standard is 0:50:100. See Personality traits  for more info.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to be tamed. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PET_EXOTIC &lt;br /&gt;
|  &lt;br /&gt;
| You need a Dungeon master noble in your fortress for the creature to be tamable (but any Animal trainer can do the taming). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PETVALUE &lt;br /&gt;
| value &lt;br /&gt;
| How valuable a tamed animal/pet is. Actual cost in points in the embarking screen is (PETVALUE/2)+1 for an untrained animal, PETVALUE+1 for a trained(War or Hunting) one. Note that for an animal to be selectable in this screen, it must have the COMMON_DOMESTIC token. &lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|PHYS_ATT_CAP_PERC&lt;br /&gt;
|&lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*Cap %&lt;br /&gt;
|Default is 200.  This means you can increase your attribute to 200% of its starting value (or the average value + your starting value if that is higher).&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RANGE &lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE&lt;br /&gt;
*lowest&lt;br /&gt;
*lower&lt;br /&gt;
*low&lt;br /&gt;
*median&lt;br /&gt;
*high&lt;br /&gt;
*higher&lt;br /&gt;
*highest &lt;br /&gt;
| sets up a physical attribute's range of values. Max of 5000.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PHYS_ATT_RATES&lt;br /&gt;
| &lt;br /&gt;
*ATTRIBUTE Token&lt;br /&gt;
*cost to improve&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Attribute gain/decay rates. Defaults for are 500:2:3:2, except for RECUPERATION and DISEASE_RESISTANCE that don't have change rates. The last three slots may be replaced by NONE.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| PLUS_BP_GROUP&lt;br /&gt;
|&lt;br /&gt;
*BY_TYPE, BY_CATEGORY, or BY_TOKEN&lt;br /&gt;
*body type, category, or token&lt;br /&gt;
| Adds a body part group to selected body part group.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_MATERIAL&lt;br /&gt;
| &lt;br /&gt;
*material&lt;br /&gt;
| Adds a material to selected materials.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token &lt;br /&gt;
| Adds a tissue to those selected&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PLUS_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| continues a selection of tissue layers&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POP_RATIO &lt;br /&gt;
|  &lt;br /&gt;
| Weighted population of caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| POPULATION_NUMBER &lt;br /&gt;
| min:max &lt;br /&gt;
| The minimum/maximum numbers of how many of these creatures can show up on a map per year.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|POWER&lt;br /&gt;
|&lt;br /&gt;
|Allows the being to represent itself as a deity. Requires CAN_SPEAK to actually do anything more than settle at a location.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PREFSTRING &lt;br /&gt;
| string&lt;br /&gt;
| Sets what other creatures like about this creature. &amp;quot;Blarghh likes dwarves for their beards.&amp;quot; Multiple entries will be chosen from at random&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| PROFESSION_NAME &lt;br /&gt;
| &lt;br /&gt;
*Profession&lt;br /&gt;
*singular&lt;br /&gt;
*plural &lt;br /&gt;
| alters the name of the given profession&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==R==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| RELSIZE &lt;br /&gt;
| &lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*body category, type, or token&lt;br /&gt;
*Relsize &lt;br /&gt;
| Specifies a new relative size for a part than what is stated in the body plan. For example, Dwarves have larger livers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_COLOR&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMAINS_UNDETERMINED&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| REMOVE_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*material token &lt;br /&gt;
| Removes a material from a creature&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| REMOVE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*material token&lt;br /&gt;
| Removes a tissue from a creature.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==S==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| SAVAGE &lt;br /&gt;
|  &lt;br /&gt;
| Allows creature to show up on (and limits it to) &amp;quot;savage&amp;quot; maps.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SECRETION &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL REF (eg LOCAL_CREATURE_MAT&lt;br /&gt;
*Material name&lt;br /&gt;
*Material State&lt;br /&gt;
*location secreted from (by_type, by_category, by_token)&lt;br /&gt;
*body part &lt;br /&gt;
*tissue layer &lt;br /&gt;
| creates a secreted material on given tissue on a given part of the body.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_ADDITIONAL_CASTE&lt;br /&gt;
| &lt;br /&gt;
*caste name&lt;br /&gt;
| adds an additional previously defined caste to the selection&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_CASTE &lt;br /&gt;
| &lt;br /&gt;
*caste name, or ALL &lt;br /&gt;
| selects a previously defined caste&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_MATERIAL &lt;br /&gt;
| &lt;br /&gt;
*MATERIAL NAME &lt;br /&gt;
| Selects the material. Can be ALL.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SELECT_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*tissue token&lt;br /&gt;
| Selects a tissue for editing.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SELECT_TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token | Selects a tissue at a location&lt;br /&gt;
* (optional) FRONT, BACK, LEFT, RIGHT, TOP, BOTTOM, AROUND.&lt;br /&gt;
| Selects a tissue layer for descriptor and cosmetic purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SEMIMEGABEAST &lt;br /&gt;
| &lt;br /&gt;
| Appears as boss creature in quests. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_BP_GROUP &lt;br /&gt;
| &lt;br /&gt;
*selection criteria BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*category, type, or token &lt;br /&gt;
| selection token&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SET_TL_GROUP &lt;br /&gt;
| &lt;br /&gt;
*TISSUE&lt;br /&gt;
*BY_CATEGORY, BY_TYPE, BY_TOKEN&lt;br /&gt;
*Location - category, type, or token&lt;br /&gt;
*tissue &lt;br /&gt;
| begins a selection of tissue laters&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SKILL_RATES&lt;br /&gt;
|  &lt;br /&gt;
*% of improvement points you get&lt;br /&gt;
*unused counter rate&lt;br /&gt;
*rust counter rate&lt;br /&gt;
*demotion counter rate&lt;br /&gt;
| Affects skill gain and decay. Lower numbers in the last three slots make decay occur faster ([SKILL_RATES:100:1:1:1] would cause rapid decay). These slots may also be replaced with NONE. Cannot yet be applied to individual skills.&lt;br /&gt;
Default is [SKILL_RATES:100:8:8:16].   [SLOW_LEARNER] changes the 100 to a 50.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SLOW_LEARNER &lt;br /&gt;
|  &lt;br /&gt;
| Similar to [CAN_LEARN], but slower; skills are gained at a fraction of the rate. Present in the entries for ogres and giants; can be applied to civ or player races. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SMALL_REMAINS &lt;br /&gt;
|  &lt;br /&gt;
| If a creature has this token, it'll leave a small corpse that only rots once, and without miasma.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEC_HEAT &lt;br /&gt;
| value &lt;br /&gt;
| Amount of energy required for the creature to heat up or cool down. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPECIALATTACK_INJECT_EXTRACT &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL eg.POISON&lt;br /&gt;
*MATTERSTATE (ALL_SOLID, LIQUID, GAS)&lt;br /&gt;
*min:max&lt;br /&gt;
| attack type addition that injects a material into the victim.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
| min:max&lt;br /&gt;
| Successful attack draws out an amount of blood randomised between the min and max value.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEECH &lt;br /&gt;
| speech file &lt;br /&gt;
| Boasting speeches relating to killing this creature. Examples include dwarf.txt and elf.txt in the Speech folder in Data.u&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPEED &lt;br /&gt;
| value &lt;br /&gt;
| Sets the creatures' movement and work speed, 1000/[100 + SPEED X] is the resulting effect on creatures movement and work rates from default. See Speed  for more information.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SPHERE &lt;br /&gt;
| &lt;br /&gt;
*sphere name &lt;br /&gt;
| Sets what religious spheres the creature is aligned to, for purposes of being worshipped via the [POWER] token. Also affects the layout of hidden fun stuff, and the creature's name.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIM_SPEED &lt;br /&gt;
| &lt;br /&gt;
*speed &lt;br /&gt;
| How fast the creature swims. Typically 2500 (0.38 times the default speed). &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_INNATE &lt;br /&gt;
|  &lt;br /&gt;
| The creature naturally knows how to swim, as opposed to [SWIMS_LEARNED] below. Currently, an AI bug prevents this from being useful on PC races in fortress mode. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SWIMS_LEARNED &lt;br /&gt;
|  &lt;br /&gt;
| The creature must learn to swim. Requires [CAN_LEARN], obviously. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CLASS &lt;br /&gt;
|  &lt;br /&gt;
| adds a class of creatures to those affected, such as CREATURE_CLASS:GENERAL_POISON&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_AFFECTED_CREATURE &lt;br /&gt;
| Creature Name &lt;br /&gt;
| adds a specific creature to those affected.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_CONTACT &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted on contact&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_IMMUNE_CREATURE &lt;br /&gt;
|  &lt;br /&gt;
| creates an exception for the creature so that it not affected by the syndrome.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INHALED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by inhaled.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_INJECTED &lt;br /&gt;
|  &lt;br /&gt;
| syndrome can be contracted by injection.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYN_NAME &lt;br /&gt;
| text &lt;br /&gt;
| defines the name of the syndrome&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| SYNDROME &lt;br /&gt;
|  &lt;br /&gt;
| begins definition of a Syndrome for poison use&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==T==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| TENDONS &lt;br /&gt;
| &lt;br /&gt;
*selection criteria. Often LOCAL_CREATURE_MAT, although other selection criteria may work too.&lt;br /&gt;
*selected tissue&lt;br /&gt;
*healing rate &lt;br /&gt;
| Defines the qualities of tendons&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| THICKWEB &lt;br /&gt;
|  &lt;br /&gt;
| The creature's webs can catch larger creatures. May imply [AMBUSHPREDATOR]&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE &lt;br /&gt;
| name &lt;br /&gt;
| Begins defining a tissue in the creature file.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER &lt;br /&gt;
| &lt;br /&gt;
*BY_TYPE, BY_CATEGORY, BY_TOKEN&lt;br /&gt;
*TYPE,CATEGORY, or TOKEN&lt;br /&gt;
*TISSUE&lt;br /&gt;
*LOCATION &lt;br /&gt;
| Adds the tissue layer to wherever it is required.&lt;br /&gt;
Non-argument Locations can be FRONT, RIGHT, LEFT, TOP, BOTTOM. Argument locations are AROUND and CLEANS, requiring a further body part and a % of coverage/cleansing&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_LAYER_APPEARANCE_MODIFIER &lt;br /&gt;
| &lt;br /&gt;
*QUALITY&lt;br /&gt;
*lowest:lower:low:median:high:higher:highest &lt;br /&gt;
| sets the range of qualities, including LENGTH, DENSE, HIGH_POSITION, CURLY, GREASY, WRINKLY&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TISSUE_STYLE_UNIT &lt;br /&gt;
| &lt;br /&gt;
*tissue&lt;br /&gt;
*shaping &lt;br /&gt;
| sets tissue to be in a certain shape&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_COLOR_MODIFIER &lt;br /&gt;
| COLOR:freq:COLOR:freq etc &lt;br /&gt;
| Creates a list of color patterns, giving each a frequency. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TL_MAJOR_ARTERIES &lt;br /&gt;
|  &lt;br /&gt;
| Gives Major Artery attribute to selected layers.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_GENETIC_MODEL&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| TLCM_IMPORTANCE&lt;br /&gt;
|&lt;br /&gt;
*number&lt;br /&gt;
| Modifies the importance of the tissue layer color modifier, for description purposes.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_NOUN &lt;br /&gt;
| &lt;br /&gt;
*name&lt;br /&gt;
*SINGULAR or PLURAL&lt;br /&gt;
| names the tissue layer color modifier, and determines the noun&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TLCM_TIMING &lt;br /&gt;
| &lt;br /&gt;
*ROOT&lt;br /&gt;
*start change window years:days:end change window years:days | determines the point in the creature's life where the color change begins&amp;quot;&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRADE_CAPACITY &lt;br /&gt;
|  &lt;br /&gt;
| How much the creature can carry when used by merchants. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE &lt;br /&gt;
|  &lt;br /&gt;
| Allows a tame creature to be trained into a &amp;quot;War&amp;quot; or &amp;quot;Hunting&amp;quot; variation by way of Kennels. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_HUNTING &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as hunting beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAINABLE_WAR &lt;br /&gt;
|  &lt;br /&gt;
| Can be trained as war beasts by way of kennels&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRANCES &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to go into martial trances.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRAPAVOID &lt;br /&gt;
|  &lt;br /&gt;
| The creature is immune to traps. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TRIGGERABLE_GROUP &lt;br /&gt;
| min:max &lt;br /&gt;
| A large swarm of vermin can be disturbed, usually in Adventure mode.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| TSU_NOUN &lt;br /&gt;
| &lt;br /&gt;
*noun&lt;br /&gt;
*SINGULAR or PLURAL &lt;br /&gt;
| creates a noun for the tissue used and whether it is singular or plural&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==U==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| UNDERGROUND_DEPTH &lt;br /&gt;
|&lt;br /&gt;
*mindepth&lt;br /&gt;
*maxdepth &lt;br /&gt;
| Depth the creature appears underground. Numbers can be from 1 to 5. Only magma creatures use 4 or 5 in the default raws. A single argument may be used instead of min and max.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UNDERSWIM &lt;br /&gt;
|  &lt;br /&gt;
| Creature swims under the water and can't be seen.{{verify}}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_CASTE&lt;br /&gt;
|&lt;br /&gt;
*caste token&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_MATERIAL&lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*old material id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_MATERIAL_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new material token&lt;br /&gt;
*material template &lt;br /&gt;
| Loads a material, and gives it a shortname for later reference&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| USE_TISSUE&lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*old tissue id&lt;br /&gt;
| Uses a local creature mat to define a new material?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| USE_TISSUE_TEMPLATE &lt;br /&gt;
|&lt;br /&gt;
*new tissue token&lt;br /&gt;
*tissue template&lt;br /&gt;
| Loads a tissue template listed in OBJECT:TISSUE_TEMPLATE files, such as tissue_template_default.txt. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| UTTERANCES &lt;br /&gt;
|  &lt;br /&gt;
| Changes the language of the creature into an unintelligible mess.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==V==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| VEGETATION &lt;br /&gt;
|  &lt;br /&gt;
| unknown&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VIEWRANGE&lt;br /&gt;
| value&lt;br /&gt;
| Value should determine how close you have to get to a critter before it attacks (or prevents adv mode travel etc.)  Default is 20.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_BITE &lt;br /&gt;
| &lt;br /&gt;
*amount&lt;br /&gt;
*verb (bitten, stung)&lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL &lt;br /&gt;
| vermin bites, and injects something.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| VERMIN_EATER&lt;br /&gt;
|&lt;br /&gt;
| Vermin can nibble food?{{verify}}&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_FISH &lt;br /&gt;
|  &lt;br /&gt;
| Acts like a fish&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_GROUNDER &lt;br /&gt;
|  &lt;br /&gt;
| The creature can be picked up if you stand over it. (Requires confirmation)&lt;br /&gt;
'I think this is a habitat flag like VERMIN_SOIL, VERMIN_CHASM, etc. It seems to appear on creatures that don't otherwise have one. – Peristarkawan 17:27, 24 May 2007 (EDT)'&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_HATEABLE &lt;br /&gt;
|  &lt;br /&gt;
| Some dwarves will hate the creature and get unhappy thoughts when around it. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_MICRO &lt;br /&gt;
|  &lt;br /&gt;
| This makes the creature move in a swarm of creatures of the same race as it. I.E. Swarm of flies, swarm of ants, etc. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOFISH &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by fishing. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOROAM &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not be observed randomly roaming about the map. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_NOTRAP &lt;br /&gt;
|  &lt;br /&gt;
| The creature cannot be caught by trappers or animal traps. However, this may not work in all cases, as both dragonflies and fairies can be caught by trappers. This is possibly overridden by the VERMIN_GROUNDER token, allowing trappers set to Catch a Live Land Animal to pick up and thus trap the animal. (speculation by Flippantelf  04:45, 15 June 2009 (UTC)) &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_ROTTER &lt;br /&gt;
|  &lt;br /&gt;
| Present on flies, knuckle worms, acorn flies, and blood gnats. Probably means either the creature is attracted to rot, the creature speeds rotting, or both. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL &lt;br /&gt;
|  &lt;br /&gt;
| The creature randomly appears near dirt or mud. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMIN_SOIL_COLONY &lt;br /&gt;
|  &lt;br /&gt;
| The vermin will appear in a single tile cluster of many vermin, such as a colony of ants.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VERMINHUNTER &lt;br /&gt;
|  &lt;br /&gt;
| A creature with this tag will hunt down vermin and kill them. Sometimes they will eat the vermin, but most of the time they will bring it to their owner. This tag also makes impossible to assign an owner to the animal. The animal chooses it's own owner instead (like a cat). If assigned to a playable race, members of that race will ONLY be able to eat vermin. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| VESPERTINE &lt;br /&gt;
|  &lt;br /&gt;
| Sets if the creature is active in evening.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==W==&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|- bgcolor=&amp;quot;#ddd&amp;quot;&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Token&lt;br /&gt;
! width=&amp;quot;20%&amp;quot; | Arguments&lt;br /&gt;
! width=&amp;quot;60%&amp;quot; | Description&lt;br /&gt;
|- &lt;br /&gt;
| WAGON_PULLER &lt;br /&gt;
|  &lt;br /&gt;
| Allows the creature to pull caravan wagons. &lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBBER &lt;br /&gt;
| &lt;br /&gt;
*LOCAL_CREATURE_MAT&lt;br /&gt;
*MATERIAL (eg SILK)&lt;br /&gt;
| allows the creature to web, and defines what the webs are made of.&lt;br /&gt;
&lt;br /&gt;
|- &lt;br /&gt;
| WEBIMMUNE &lt;br /&gt;
|  &lt;br /&gt;
| The creature will not get caught in webs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=92765</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=92765"/>
		<updated>2010-04-14T17:40:27Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* Weapons and Tactics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
* So I fought 26 untrained dwarves against wolves; half of the dwarves had steel crossbows without ammo, the other half steel warhammers. In the end, 9 dwarves using each weapon survived, and 4 perished. Two dead hammerdwarves did enough damage for their wolves to die very shortly after them, and one crossbowdwarf did the same. A while later, two further wolves died from sustained wounds, one from each weapon. Extra note - mortal wounds (that weren't happening fast) were discovered on two additional wolves, one on each side. This leaves one wolf that could survive, who killed a crossbowdwarf.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:46, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=92756</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=92756"/>
		<updated>2010-04-14T16:46:25Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* Weapons and Tactics */ Further information on hammers vs crossbows&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
* So I fought 26 untrained dwarves against wolves; half of the dwarves had steel crossbows without ammo, the other half steel warhammers. In the end, 9 dwarves using each weapon survived, and 4 perished. Two dead hammerdwarves did enough damage for their wolves to die very shortly after them, and one crossbowdwarf did the same. A while later, two further wolves died from sustained wounds, one from each weapon.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:46, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=92740</id>
		<title>v0.31 Talk:Ambusher</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Ambusher&amp;diff=92740"/>
		<updated>2010-04-14T16:25:06Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Is a crossbow a less-effective hammer in melee? Not so sure&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Weapons and Tactics==&lt;br /&gt;
With regards to whether or not the crossbow is considered a weak hammer, I lava-forged 64 chambers in arena mode and pitted dwarves against each other - no skills, no armour, but of each pair of dwarves, one had a crossbow (without ammo) and the other had a warhammer of the same material. The first 25 trials were done with steel, the remaining 39 with iron.&lt;br /&gt;
Of the steel trials, 11 hammerdwarves killed their partner, and 14 crossbowdwarves bludgeoned their opponents to death (though one died shortly after).&lt;br /&gt;
Of the iron trials, 22 hammerers emerged victorious, while only 17 of those hirsute little crossbow-wielders could claim the same. And when I say 'emerged victorious', I mean I flooded each chamber with lava after the battle to sanitise the arena.&lt;br /&gt;
So we have, for the hammers vs crossbows - 33 vs 31. In other words, inconclusive.&lt;br /&gt;
It seems that, at least for the moment, beating things down with a crossbow is roughly as effective as with a warhammer.&lt;br /&gt;
I'll be testing hammers and crossbows each vs various kinds of monsters at some point, and I'll write up my results here.&lt;br /&gt;
--[[User:Samthere|Samthere]] 16:25, 14 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Broken== &lt;br /&gt;
Isn't hunting currently somewhat broken? I'm going to add a warning to the top and a bugs section to the bottom. [[User:Garanis|Garanis]] 14:07, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Factual Changes==&lt;br /&gt;
There are some things that need to happen in the military screen to make hunting work now. I haven't played with hunting enough to know what they are. Can someone write a guide section for this? [[User:Garanis|Garanis]] 14:30, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
They need quivers as they cannot hold bolts in their hand any more. Also you need to assign them ammo from the military screen : m &amp;gt; f &amp;gt; hunters &amp;gt; c &amp;gt; bolts (or whatever)&lt;br /&gt;
Also they don't seem to start hunting most of the time but I have noticed that assigning a hunting dog helps. &lt;br /&gt;
Speed&lt;br /&gt;
&lt;br /&gt;
==Old Information==&lt;br /&gt;
Hunting seems to have changed drastically, though it might be an effect of the bugs cursing the labor for the time being. So, I suggest not claiming that the old things havn't changed.&lt;br /&gt;
Those things that I have experienced (and can remember now) that this article might be incorrect in the article (Please confirm my experience, or the article) are as follows:&lt;br /&gt;
*Hunters seem to only use crossbows and bolts, they do not go at it with assigned weapons as in 40d, since weapons can only be assigned weapons if they are in a squad. The only thing you can assign your hunters is ammunition.&lt;br /&gt;
*Hunters will cancel hunting if they run out of bolts, and will not proceed to wrestle (or hammer, with crossbow) its prey down.&lt;br /&gt;
*Waterskins/flasks might not be that detrimental to hunters anymore, as dwarves in the military can be allowed alcohol in their waterskins/flasks, I'm not sure whether the same can be done for hunters, or whether they even carry waterskins/flasks. (This bullet is speculation)&lt;br /&gt;
--[[User:Ramperkash|Ramperkash]] 18:03, 8 April 2010 (UTC)&lt;br /&gt;
:Agreed. A lot of the stuff from the 40d article should just be culled. [[User:Garanis|Garanis]] 18:08, 8 April 2010 (UTC)&lt;br /&gt;
::This article just generally sucks. [[Special:Contributions/207.114.92.10|207.114.92.10]] 00:55, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Samthere/monobook.js&amp;diff=92507</id>
		<title>User:Samthere/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Samthere/monobook.js&amp;diff=92507"/>
		<updated>2010-04-14T00:36:47Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Created page with 'importScript('User:Briess/hideAnnouncements.js');'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;importScript('User:Briess/hideAnnouncements.js');&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elephant&amp;diff=89978</id>
		<title>v0.31 Talk:Elephant</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Elephant&amp;diff=89978"/>
		<updated>2010-04-11T22:04:42Z</updated>

		<summary type="html">&lt;p&gt;Samthere: Created page with 'YES. YES! ELEPHANTS HAVE THE [TRAINABLE] TOKEN! --~~~~'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;YES. YES! ELEPHANTS HAVE THE [TRAINABLE] TOKEN! --[[User:Samthere|Samthere]] 22:04, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=89347</id>
		<title>v0.31 Talk:Cheating</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Cheating&amp;diff=89347"/>
		<updated>2010-04-11T01:30:56Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* Help */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Free Food==&lt;br /&gt;
Anyone know how to update my &amp;quot;Free Food&amp;quot; hack?--[[User:Aescula|Aescula]] 05:11, 8 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Relevance==&lt;br /&gt;
Does the site finder stuff still have relevance? If not, I don't think it has any business being here. [[User:Deimos56|Deimos]] 21:33, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Help== &lt;br /&gt;
Anyone know why the pre-made rawhacks available on this page don't work for me? I've created a new world, everything...&lt;br /&gt;
*I believe you have to add the reaction to the civilisation's entity definition now - look in entity_default.txt --[[User:Samthere|Samthere]] 01:30, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_texture_token&amp;diff=89303</id>
		<title>v0.31 Talk:Creature texture token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Creature_texture_token&amp;diff=89303"/>
		<updated>2010-04-10T23:46:41Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The graphics_example.txt didn't get updated, which confused me when I tried adapting Mayday's graphics for 2010.  This data is pulled from the executable:  I'm assuming LAW_ENFORCE and TAX_ESCORT replace GUARD and ROYALGUARD from previous versions, as it were. --DeathLemur&lt;br /&gt;
*It throws errors with regards to the old ones, so I guess so. I just met a dwarf surgeon (using Mayday's graphics) and it decided he should look like a purple skeleton. I fixed it by removing the [DEFAULT:DORFS:11:0:AS_IS:SKELETON] line, which seems to ignore the SKELETON PART and assume that any default should have ADD_COLOR. --[[User:Samthere|Samthere]] 23:46, 10 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=88095</id>
		<title>v0.31 Talk:Activity zone</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31_Talk:Activity_zone&amp;diff=88095"/>
		<updated>2010-04-09T14:22:36Z</updated>

		<summary type="html">&lt;p&gt;Samthere: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Dumping beds doesn't seem to work. The jobs are never generated in the que. The only thing I have successfully dumped is remains. You can mark things, but they won't be dumped. Could this be Toady's move against quantum dumping? I find it incredibly irritating to be unable to move my items to my elevator shaft and drop them down to the cavern! --[[User:The Architect|The Architect]] 03:42, 9 April 2010 (UTC)&lt;br /&gt;
* Does changing gather refuse from outside in orders make it work? I had dwarves refusing to dump a whole load of things from inside until I changed this. --[[User:Samthere|Samthere]] 14:22, 9 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Flow-stylee activity zones?==&lt;br /&gt;
Does anyone know what this comment in the 0.31.02 changelog at [http://www.bay12games.com/forum/index.php?topic=53505.0] means:&lt;br /&gt;
* fixed crash from doing a large flow-style activity zone&lt;br /&gt;
&lt;br /&gt;
What is a flow-style activity zone?&lt;br /&gt;
--[[User:Altaree|Altaree]] 14:12, 9 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=78179</id>
		<title>v0.31:Farming</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Farming&amp;diff=78179"/>
		<updated>2010-04-02T15:00:08Z</updated>

		<summary type="html">&lt;p&gt;Samthere: /* Underground Farming */ Slight Rephrasing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
&lt;br /&gt;
Farming is the action of growing crops for food, cloth or other uses. It is one of the main sources of food, especially in the late game, and it is critical to the clothing industry.&lt;br /&gt;
&lt;br /&gt;
== Underground Farming ==&lt;br /&gt;
&lt;br /&gt;
Underground farms are required to grow many plants, including the {{l|plump helmet}}. The only seeds available at embark are for underground crops.&lt;br /&gt;
&lt;br /&gt;
In order to create a {{l|farm plot}} underground you must first muddy the ground by temporarily covering it with water (or find a muddied area in a [[DF2010:caverns|cavern]]). Any underground surface can be used to create a farm plot provided you muddy it first. Due to a bug, this currently includes soil layers, which would normally not require muddying.{{version|0.31.01}}&lt;/div&gt;</summary>
		<author><name>Samthere</name></author>
	</entry>
</feed>