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		<updated>2020-01-29T11:27:24Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Quality|Fine|05:10, 17 May 2015 (UTC)}}&lt;br /&gt;
[[Category:Game development]]&lt;br /&gt;
{{av}}&lt;br /&gt;
[[Main:Toady|Tarn Adams]] assigns a '''version number''' for every [[Main:Dwarf Fortress|Dwarf Fortress]] release. Recent version numbers contain three number sections defining the release information. The older format contained four - see the older versions of this page for more information.&lt;br /&gt;
&lt;br /&gt;
# The first number is how many hundreds of core components have been completed.&lt;br /&gt;
# The second number is the total number of [http://www.bay12games.com/dwarves/dev.html core] components completed.&lt;br /&gt;
# The third number is increased by one for each &amp;quot;minor&amp;quot; release (one that does not advance the core components completed, usually a bug-fix release) of a version.&lt;br /&gt;
&lt;br /&gt;
==Example==&lt;br /&gt;
{{#vardefine:minor-version|{{#strsplit:{{current/version/ns}}|.|2}}}}{{#vardefine:patch-version|{{#strsplit:{{current/version/ns}}|.|3}}}}&lt;br /&gt;
v{{current/version/ns}}, the {{ordinal|{{#var:patch-version}}}} minor release of the version of Dwarf Fortress with {{#var:minor-version}} core components complete.&lt;br /&gt;
{| style='width: 25em; margin: 1em auto; border-spacing: 0; text-align: center'&lt;br /&gt;
|-&lt;br /&gt;
| colspan='3' |&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #999; background: #eeeeee' | 0&lt;br /&gt;
| colspan='1' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #9df; background: #eef5ff' | {{#var:minor-version}}&lt;br /&gt;
| colspan='1' style='font-size: 200%; padding: 0' | .&lt;br /&gt;
| colspan='2' style='font-size: 200%; padding: 0.2em; border-bottom: 3px solid #db8; background: #fff5ee' | {{#var:patch-version}}&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
|-&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
| colspan='2' style='border-bottom: 1px solid #999' |&lt;br /&gt;
| style='border-right: 1px solid #999; border-bottom: 1px solid #999' |&lt;br /&gt;
| style='border-left: 1px solid #999' |&lt;br /&gt;
| |&lt;br /&gt;
| style='border-right: 1px solid #9df' |&lt;br /&gt;
| style='border-left: 1px solid #9df' |&lt;br /&gt;
| |&lt;br /&gt;
| style='border-right: 1px solid #db8' |&lt;br /&gt;
| style='border-left: 1px solid #db8; border-bottom: 1px solid #db8' |&lt;br /&gt;
| colspan='2' style='border-bottom: 1px solid #db8' |&lt;br /&gt;
| style='height: 1em' |&lt;br /&gt;
|-&lt;br /&gt;
| style='border-right: 1px solid #999; height: 1em' |&lt;br /&gt;
| style='border-left: 1px solid #999; border-top: 1px solid #999' |&lt;br /&gt;
| colspan='2' style='border-top: 1px solid #999' |&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
| style='border-right: 1px solid #9df; height: 1em' |&lt;br /&gt;
| style='border-left: 1px solid #9df' |&lt;br /&gt;
| colspan='2' |&lt;br /&gt;
| colspan='2' style='border-top: 1px solid #db8' |&lt;br /&gt;
| style='border-right: 1px solid #db8; border-top: 1px solid #db8' |&lt;br /&gt;
| style='border-left: 1px solid #db8; height: 1em' |&lt;br /&gt;
|-&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #999; background: #eeeeee' | Fewer than 100 '''core''' components complete&lt;br /&gt;
| width='2em' |&amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='8' style='padding: 0.25em; border: 2px solid #9df; background: #eef5ff' | {{#var:minor-version}} '''core''' components completed&lt;br /&gt;
| width='2em' |&amp;lt;div style='width: 1.5em'&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
| colspan='2' style='padding: 0.25em; border: 2px solid #db8; background: #fff5ee' | {{ordinal|{{#var:patch-version}}}} '''minor''' release&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
= The core components list =&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;4&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
! #&lt;br /&gt;
! Name of Core&lt;br /&gt;
! Status&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
|Core1&lt;br /&gt;
|WRESTLING&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Introduce close combat with various manuevers.&lt;br /&gt;
|-&lt;br /&gt;
|Core2&lt;br /&gt;
|ADVENTURER EATING AND DRINKING&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Start the adventurer with food and allow them to eat and drink.&lt;br /&gt;
|-&lt;br /&gt;
|Core3&lt;br /&gt;
|CARAVANS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Use resource tracking and the adventurer travel infrastructure to set up groups of traders that go between sites. Make sure to respect the current flow of the dwarf game, though caravans will no longer be 'generated' when needed. Related to entity knowledge transfer if we are there by this time. The trading done by caravans would interface with the resource tracking system and thus be immediately available to adventurers. This includes items traded away by your dwarf fortress, although it's possible they could be abstracted a bit if they are too numerous. Requires Core38.&lt;br /&gt;
|-&lt;br /&gt;
|Core4&lt;br /&gt;
|GROUND INTERACTIONS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Introduce adventurer interacting with the environment.&lt;br /&gt;
|-&lt;br /&gt;
|Core5&lt;br /&gt;
|ADVENTURER TRAVEL&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Allow the adventurer and companions to travel between sites on the world map.&lt;br /&gt;
|-&lt;br /&gt;
|Core6&lt;br /&gt;
|BASIC ADVENTURER ENVIRONMENTAL EFFECTS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Things like rain, snow, temperature, sunlight. No temperature or local lighting effects yet.&lt;br /&gt;
|-&lt;br /&gt;
|Core7&lt;br /&gt;
|CONVERSATIONS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Add the ability to talk to other creatures in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core8&lt;br /&gt;
|ADVENTURER SHOPS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Basic buying and selling of objects in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core9&lt;br /&gt;
|TOWNS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Add basic town maps to adventure mode, making use of the Z coordinate to do basements and second stories.&lt;br /&gt;
|-&lt;br /&gt;
|Core10&lt;br /&gt;
|OO CODE UPDATE&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Update all of the major code objects to C++.&lt;br /&gt;
|-&lt;br /&gt;
|Core11&lt;br /&gt;
|ENEMY PETS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Can give the leaders creatures depending on their personal likes, race, the entity definition and the local available wilderness populations. These pets can have names and profiles like regular creatures. Can co-opt some of the behavior from dwarven pet owners.&lt;br /&gt;
|-&lt;br /&gt;
|Core12&lt;br /&gt;
|END GAME&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Handled dwarf mode end game.&lt;br /&gt;
|-&lt;br /&gt;
|Core13&lt;br /&gt;
|BEAST ATTACKS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Have the larger beasts that live in the caves attack your fortress during dwarf mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core14&lt;br /&gt;
|FIRE&lt;br /&gt;
|'''v0.23'''&lt;br /&gt;
|Have items catch on fire. Fire spreads. Trees outside can catch fire. Creatures catch on fire when appropriate. Items become damaged. Very hot metal objects can melt, and they can melt over characters carrying them, using the same &amp;quot;contaminant&amp;quot; system that currently handles poison injections.&lt;br /&gt;
|-&lt;br /&gt;
|Core15&lt;br /&gt;
|PRESENTATION OF ENEMY LEADERS AND OTHER IMPORTANT FIGURES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Enemy leaders play an important part in creating a story around otherwise by-the-numbers conflicts that can occur, so the leaders can afford to be presented in such a way that you as the player can learn something about their background, motivations and appearance without digging around in the legends screen. There can be a variety of mechanisms for this. Diplomats and others that visit your fortress could be afforded the same treatment, as well as the people you talk to and about in adventure mode conversations, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Core16&lt;br /&gt;
|END GAME 2&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Additional dwarf mode end game.&lt;br /&gt;
|-&lt;br /&gt;
|Core17&lt;br /&gt;
|LEGENDS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Introduce the legends screen, historical events and historical figures.&lt;br /&gt;
|-&lt;br /&gt;
|Core18&lt;br /&gt;
|INTERFACE KEYS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Put the interface keys in editable files.&lt;br /&gt;
|-&lt;br /&gt;
|Core19&lt;br /&gt;
|TUTORIALS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Set up small tutorial files that you can load up. These would have text instructions and little activities for you to do so you can learn how to play more easily.&lt;br /&gt;
|-&lt;br /&gt;
|Core20&lt;br /&gt;
|TITLE MOVIES&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Do the intro movies with sound.&lt;br /&gt;
|-&lt;br /&gt;
|Core21&lt;br /&gt;
|SOUND&lt;br /&gt;
|(Future)&lt;br /&gt;
|Make all music/sounds optional, in groups. More songs (possibly seasonal), incidental music (like spotting the first kobold in a cave, etc.), various combat type sounds and ambient sounds, pleasing interface clicks.&lt;br /&gt;
|-&lt;br /&gt;
|Core22&lt;br /&gt;
|ADVISORS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Either some kind of abstract advisors, or the actual dwarves that are living there. They can look over the state of the fortress and come up with some suggestions to help you survive and advance up the noble chain.&lt;br /&gt;
|-&lt;br /&gt;
|Core23&lt;br /&gt;
|THE MANUAL&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Do all of the sections of a basic manual to be viewed in-game.&lt;br /&gt;
|-&lt;br /&gt;
|Core24&lt;br /&gt;
|ADVENTURER PARTIES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Create up to, say, 6 characters at once. These are controlled as with the dwarven raiding parties. If the scenarios are in, it can generate historical connections that explain why they are together. Could give your group a name, like the dwarf squads, and non-players could be admitted, as in the standard adventure mode 'join' option. Related to Core61.&lt;br /&gt;
|-&lt;br /&gt;
|Core25&lt;br /&gt;
|PLOT CLEANUP&lt;br /&gt;
|'''v0.27'''&lt;br /&gt;
|The dwarf mode used to have some fixed plot events, like an attack by an undead army and so on. These were excised, but there's a lot of associated cleanup needed. Once this is established, the game will be ready for armies.&lt;br /&gt;
|-&lt;br /&gt;
|Core26&lt;br /&gt;
|OVERLAND ARMIES ATTACKS&lt;br /&gt;
|(Future)&lt;br /&gt;
|The invasions by various creatures should no longer generate soldiers, but should use overland armies instead. There should be some AI limits in place to stop early dwarven outposts from being overwhelmed (at least as a default). Requires Core25 and Core45.&lt;br /&gt;
|-&lt;br /&gt;
|Core27&lt;br /&gt;
|ARMIES OF DWARVES&lt;br /&gt;
|(Future)&lt;br /&gt;
|You should be able to send patrols (and, as you get more dwarves, armies) out over the world map. They could attack smaller nearby threats, such as a kobold cave, or let you know about incoming invasions. Requires Core26.&lt;br /&gt;
|-&lt;br /&gt;
|Core28&lt;br /&gt;
|CONTROL OF TERRITORY AND EXTERNAL LOCATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|As your fortress expands into a barony, county and duchy, these words should attain some meaning with regards to the surrounding lands. Additional outposts/villages/work camps might be founded under your control, but out of the playable view, providing local trade and a further population pool for warfare and other endeavors. The scope is undecided, but this might include typical mountainside outposts, dwarf/human/mixed villages nearby in other biomes, or deeper sites that you found in tunnels that you carve via the next core item. Related to Core29 and Bloat172.&lt;br /&gt;
|-&lt;br /&gt;
|Core29&lt;br /&gt;
|EXTERNAL CONSTRUCTIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|World map roads, bridges, walls and tunnels shouldn't just be products of world generation. You should be able to dispatch dwarves and materials to accomplish these tasks (though the amount of material used in a typical world generation road would virtually prohibit doing this as it currently stands, so something has to change). Requires Core28.&lt;br /&gt;
|-&lt;br /&gt;
|Core30&lt;br /&gt;
|KINGDOM&lt;br /&gt;
|(Future)&lt;br /&gt;
|If you manage to get the monarch of the dwarves to arrive, you should obtain at least indirect control over the entire corresponding dwarven civilization. This includes the movement of all dwarven armies on the map and the ability to make the most important diplomatic decisions. Requires Core28.&lt;br /&gt;
|-&lt;br /&gt;
|Core31&lt;br /&gt;
|MAPS FOR SITES&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Caves and goblin fortress maps.&lt;br /&gt;
|-&lt;br /&gt;
|Core32&lt;br /&gt;
|STARTING QUESTS&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Set up asking about surroundings, basic quests and town defense.&lt;br /&gt;
|-&lt;br /&gt;
|Core33&lt;br /&gt;
|SERVING YOUR MONARCH&lt;br /&gt;
|(Future)&lt;br /&gt;
|Once you have an outside village (or even before), you could receive orders from the dwarven leader to serve up some of your population as troops. If the soldier is one of your familiar fortress units, you could control them in any future army fights later in that game, or you might control an entire squad if more of your soldiers were drafted.&lt;br /&gt;
|-&lt;br /&gt;
|Core34&lt;br /&gt;
|ABANDONMENT&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Preserved dwarves when you abandon a game in an 'army' for later use.&lt;br /&gt;
|-&lt;br /&gt;
|Core35&lt;br /&gt;
|DWARF RAIDS&lt;br /&gt;
|(Future)&lt;br /&gt;
|If you send one of your patrols to attack a site, and it is small enough, you should be able to control the units individually, as in adventure mode. If your group is large, then you could either control one squad as a party, and have the others on AI, or you could let the whole thing run real-time as in dwarf mode. Requires Core27.&lt;br /&gt;
|-&lt;br /&gt;
|Core36&lt;br /&gt;
|BURROWS&lt;br /&gt;
|(Future)&lt;br /&gt;
|You should be able to associate buildings and dwarves to areas called burrows. A dwarf would only work on jobs at its burrow, and could not haul between burrows unless specifically designated to do so. Miners, outside workers, engravers and so on would be exempt while doing those jobs. Burrows could have general goals for the amount of objects, such as bins, that they need to have, and you could order transfers between burrows with the manager. Manager work orders could specify burrows. Once your fortress is large, having such a system to reduce the amount of hauling is very important. Coupled with some of the other ideas, large fortresses should become easier to manage.&lt;br /&gt;
|-&lt;br /&gt;
|Core37&lt;br /&gt;
|RETIREMENT&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Add the ability to retire (or rest) your adventurer in any town.&lt;br /&gt;
|-&lt;br /&gt;
|Core38&lt;br /&gt;
|SITE RESOURCES&lt;br /&gt;
|(Future)&lt;br /&gt;
|The objects at a site need to be tracked in an abstract form so that the world can use them without loading up the site files. The different profession holders working at a town in world-gen and then during play should be able to produce and use resources based on these stockpiles and local map propertioes. Any changes could be applied to existing site files retroactively when they are loaded. Stores should restock their inventories. The objects need to be separated based on the entity that owns them, since several entities can potentially operate at one site.&lt;br /&gt;
|-&lt;br /&gt;
|Core39&lt;br /&gt;
|END GAME 3&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|Additional handling of dwarf mode end game.&lt;br /&gt;
|-&lt;br /&gt;
|Core40&lt;br /&gt;
|MONSTERS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Dragon attacks need to be more righteous. Their flying needs to be more of a benefit. Snatching and dropping people should be possible. Would also be good to get the wizards and undead armies from the old fixed-plot stuff back into the mix. There was a time when the dead dwarves and pets would suddenly rise in your fortress, due to a plot event. That might have to wait for magic.&lt;br /&gt;
|-&lt;br /&gt;
|Core41&lt;br /&gt;
|TOWN, HOME AND SCHEDULES&lt;br /&gt;
|'''v0.22'''&lt;br /&gt;
|People in towns should have families and they should live in locations together. People should have a rough idea of where they should be over the course of the day. The peasants should need to eat and sleep, but for now they'll be well provided for. Many of the armed people in the town should be guards that won't join you.&lt;br /&gt;
|-&lt;br /&gt;
|Core42&lt;br /&gt;
|TOWN&lt;br /&gt;
|ITEMS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Basic items all around the town, including differentiations between the homes of various people. Keys. Clothes, outfits, uniforms and symbols. Workshops/etc. in towns related to professions, trade and resources.&lt;br /&gt;
|-&lt;br /&gt;
|Core43&lt;br /&gt;
|TOWN&lt;br /&gt;
|IMPORTANT LOCATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Make the important people stay in relevant locations. Make the keep in the capital more interesting. Interesting adornments. Add a bit more culture to the mead hall where the mayor and drunks stay. Requires Core42.&lt;br /&gt;
|-&lt;br /&gt;
|Core44&lt;br /&gt;
|OVERLAND TOWN MIGRANTS&lt;br /&gt;
|'''v0.27'''&lt;br /&gt;
|If towns become depopulated (by an adventurer perhaps!), migrants can appear on map edges or seashores from seas adjacent to map edges. These groups can enter towns and join with existing towns (possibly at a low allegiance level). You can meet these groups in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core45&lt;br /&gt;
|CIVILIZATIONS AT WAR&lt;br /&gt;
|(Future)&lt;br /&gt;
|Civilizations (for example, goblins or expansionist humans) should be able to declare war on each other and raise armies. They can send messengers to outlying towns or gather soldiers as they march from town to town toward their destinations. Requires Core44.&lt;br /&gt;
|-&lt;br /&gt;
|Core46&lt;br /&gt;
|ARMY BATTLES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Hostile armies that meet each other should be able to fight and take losses. Armies should be able to attack towns, take captive historical figures, and switch towns to new allegiances over time. Does not include protracted sieges, tactics or strategy -- just the basics. An adventurer at the site of an army battle can observe it. Requires Core45.&lt;br /&gt;
|-&lt;br /&gt;
|Core47&lt;br /&gt;
|CLEANING HISTORY&lt;br /&gt;
|'''v0.28'''&lt;br /&gt;
|Unimportant dead historical figures should be abstracted away to save space.&lt;br /&gt;
|-&lt;br /&gt;
|Core48&lt;br /&gt;
|SEAMLESS MAP&lt;br /&gt;
|'''v0.27'''&lt;br /&gt;
|The adventurer should be able to move between areas of the map from the local view without having to leave from an edge. Current sites should respect this.&lt;br /&gt;
|-&lt;br /&gt;
|Core49&lt;br /&gt;
|FULL Z AXIS&lt;br /&gt;
|'''v0.27'''&lt;br /&gt;
|The Z-axis should be supported in dwarf mode and elevations should be respected in adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core50&lt;br /&gt;
|TILESET SUPPORT&lt;br /&gt;
|(Future)&lt;br /&gt;
|Allow graphical tiles to be used for all game objects.&lt;br /&gt;
|-&lt;br /&gt;
|Core51&lt;br /&gt;
|SIZEABLE GAME WINDOW&lt;br /&gt;
|(Future)&lt;br /&gt;
|Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.&lt;br /&gt;
|-&lt;br /&gt;
|Core52&lt;br /&gt;
|INTERFACE OVERHAUL&lt;br /&gt;
|(Future)&lt;br /&gt;
|A coherent interface, additional options and mouse support.&lt;br /&gt;
|-&lt;br /&gt;
|Core53&lt;br /&gt;
|MORE RAW FILES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Everything should be moved out of the code and into the raw folders, insofar as the processor will allow it. There needs to be a generalized framework for things like plant and animal related materials and products. Not all of the building types will make it out, but workshop and furnace types are certainly good candidates.&lt;br /&gt;
|-&lt;br /&gt;
|Core54&lt;br /&gt;
|TRANSLATION SUPPORT&lt;br /&gt;
|(Future)&lt;br /&gt;
|Announcements and other interface text needs to come out of the game and be placed in an editable format to support any potential translators, though current font implementations restrict this process at the moment if non-ASCII characters are to be involved.&lt;br /&gt;
|-&lt;br /&gt;
|Core55&lt;br /&gt;
|LIGHTING&lt;br /&gt;
|(Future)&lt;br /&gt;
|This is essentially the old lighting dev item, upgraded, since it's important that proper lighting, vision, torches, etc. are recognized. The most necessary parts are making vision depending on the lighting of the location in question rather than where you are standing and adding some means of producing light (torches, candles, etc). Related to Req96.&lt;br /&gt;
|-&lt;br /&gt;
|Core56&lt;br /&gt;
|IMPROVED FORTRESS TRANSPORTATION&lt;br /&gt;
|(Future)&lt;br /&gt;
|Though there's always going to be room for improvement here, some basics are needed in the first version. Work animals, carts or wheelbarrows, perhaps some more mechanical options, and the ability to organize stockpiles, workshops and other elements of the fortress so that transport of items can be done with less pain.&lt;br /&gt;
|-&lt;br /&gt;
|Core57&lt;br /&gt;
|IMPROVED FORTRESS AUTOMATION AND WORKSHOP HANDLING&lt;br /&gt;
|(Future)&lt;br /&gt;
|As with transportation, the goal itself is pretty open-ended, but certain basics goals need to be reached for v1. Ability to use specific materials more easily, job priorities, better automatic job creation via manager triggers etc., and whatever else is deemed essential.&lt;br /&gt;
|-&lt;br /&gt;
|Core58&lt;br /&gt;
|DOCUMENTATION&lt;br /&gt;
|(Future)&lt;br /&gt;
|The in-game documentation is dire -- not quite like the Dire Wolf of the Pleistocene, but more like a &amp;quot;dire economic forecast&amp;quot;. Any of manual improvements, context-based help with the mouse, or an in-game encyclopedia might make the game more accessible, along with tutorials and more graphical options.&lt;br /&gt;
|-&lt;br /&gt;
|Core59&lt;br /&gt;
|LOVE AND ROMANCE&lt;br /&gt;
|(Future)&lt;br /&gt;
|Though some of the dialog is likely to be an entertaining trainwreck, especially if coupled with a random poem generator (yes, that's a threat), love of all sorts is very important for driving stories and situations and needs to come in all over the place -- world generation, the world during play, dwarf mode and adventure mode.&lt;br /&gt;
|-&lt;br /&gt;
|Core60&lt;br /&gt;
|HEIRS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Having playable heirs in adventure mode would be fun. Dwarves should also do a bit more for their children than sometimes running to pick them up when they are crawling toward the magma vent as infants, and the notion of the family in general could afford to have more impact on the game.&lt;br /&gt;
|-&lt;br /&gt;
|Core61&lt;br /&gt;
|ADVENTURER ENTITIES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Your adventuring group deserves entity status, as it's quite possibly one of the most important groups in all of history. This will activate all of the entity vs. entity and individual vs. entity mechanics in the game and allow you to establish your place in the world as army/entity changes allow you to delegate orders to subordinates and so on. It would be possible for the group to persist between games and adventurers, perhaps even harassing a new fortress when bandits are put in. Related to Core24.&lt;br /&gt;
|-&lt;br /&gt;
|Core62&lt;br /&gt;
|FURTHER DIPLOMACY&lt;br /&gt;
|(Future)&lt;br /&gt;
|Diplomacy in dwarf mode could afford a lot of changes. Aside from trade agreements that are more interesting, fun to uphold and related to the state of the world, all sorts of relationships could be established with both neighboring civilizations and the parent civilization. Though we'll leave quite a bit of work for later versions, the system should be satisfying for version 1 as it merges with the caravan arc, wars, tribute and succession conflicts described in other v1 dev items.&lt;br /&gt;
Core63, SUCCESSION, ASSOCIATED CONFLICTS AND SCHISMS, (Future): First of all, succession for positions needs to occur in play, so that dead liaisons are replaced, as well as dead monarchs. Then the process needs to be made messier all around. Wars over succession, schisms over religious disagreements, etc., starting from world gen and coming into regular play. In dwarf mode, you might be involved on one side or the other, directly or indirectly, relying on more involved diplomacy and army code than we currently have, and adventure mode can also gain a lot from such conflicts.&lt;br /&gt;
|-&lt;br /&gt;
|Core64&lt;br /&gt;
|INDIVIDUAL AFFILIATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|People in towns should be more distinct, and almost all of them should have goals that the player can help them out with. These might be based on likes and dislikes, relationships with other people in town or farther away, etc., and though they'll start in world gen it's imperative that new goals, etc. be formed as well, especially as the Life Cycles Arc comes in. Individual goals are vital to break up the AI brain-death caused by homogeneous entity affiliations and to create tension within entities that can serve to spontaneously create complicated situations. These provide useful material for adventure mode (possibly the bulk of it), and any changes beyond what already exists in dwarf mode can be adopted for your dwarves as well.&lt;br /&gt;
|-&lt;br /&gt;
|Core65&lt;br /&gt;
|ADVENTURER SITE AFFILIATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|When you perform a task for an entity, you currently can an affiliation with it, but that's all. This needs to be expanded greatly. Not only should you be given various positions of responsibility, but you should also become accepted by the group in question and given some way of obtaining living space, equipment, pay, etc. as appropriate. It would also be good for tasks to be appropriate for the goals of the entity, and where possible, to soften the notion of a task -- if you do something that benefits a group, even if the group didn't explicitly ask for it, this should raise your standing with them in general (to the extent that the action/benefit is detectable from a technical standpoint), and a person at an appropriate position within a group should in some circumstances be able to act under their own power with entity subordinates. The primary target entities/positions here for version 1 are soldiers (either proper ones or loosely defined mead hall groups), caravan guards, bandits and religious groups.&lt;br /&gt;
|-&lt;br /&gt;
|Core66&lt;br /&gt;
|HIDDEN FUN STUFF&lt;br /&gt;
|(Future)&lt;br /&gt;
|No game is complete without it!&lt;br /&gt;
|-&lt;br /&gt;
|Core67&lt;br /&gt;
|RUINS&lt;br /&gt;
|(Future)&lt;br /&gt;
|There used to be ruins with skeletons and zombies with architecture not found elsewhere in the world. This can be recovered in various ways, the most prominent of which is just having civilizations with different architectures bury their dead and those they die out can have proper ruins. Lost and buried ruins, as in those found at dig sites, are possible with some work. Whether or not the dead rise or there are just traps or nothing at all can also depend on all sorts of things, mainly the civilization in question and what happened to ruin it in the first place. Related to Core68.&lt;br /&gt;
|-&lt;br /&gt;
|Core68&lt;br /&gt;
|GRAVEYARDS AND TOMBS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Right now the dead are so dead they don't exist outside of the fantastic memories of the people that have heard of them. There should be various methods of disposal, some adventure-full ones being graveyards and tombs, including large and elaborate tombs with all sorts of treasure and traps appropriate for the civilization that created them. Related to Core67.&lt;br /&gt;
|-&lt;br /&gt;
|Core69&lt;br /&gt;
|OLD BATTLEFIELDS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Battlefields are currently referenced by their general coordinates on the world map during legends, but they don't actually exist as places. Though not all battles would leave traces, especially after a long time has passed, others would, and since this is a fantasy game, it's important to take this in various directions. The first target would be world gen battlefields, but battlefields that occur once armies are fighting need to be handled as well, whether you are present as an adventurer or dwarven army or not.&lt;br /&gt;
Core70, FORTRESS RUINS, PRODUCTION TRACKING AND HISTORY TRIGGERS, (Future): Right now, an abandoned fortress is basically a scattered mass of crap. If any item is moved, there should at least be a plausible reason for it to happen. Additionally, since tracking too many items in fortress mode can lead to problems, one early idea was to add additional items after abandonment that would flesh out the fortress, such as production logs and diaries. These would have to be squared with reclaim, however. Depending on how that works out, the items themselves might occur during standard play instead or not at all. In any case, various facts about production and prominent (and other) artisans need to be tracked and available after sufficient poking around (or earlier should the parameters call for it, as with historical events).&lt;br /&gt;
|-&lt;br /&gt;
|Core71&lt;br /&gt;
|BANDITS AND CULTS&lt;br /&gt;
|(Future)&lt;br /&gt;
|It's important to have groups acting on their own or generally causing trouble without necessarily belonging to an entirely different civilization. Bandits and cults are good choices to start. Bandits could harass or make demands of an early fortress, cults could spring up in a later one, and the adventurer could end up a member or an adversary.&lt;br /&gt;
|-&lt;br /&gt;
|Core72&lt;br /&gt;
|ROBUST ATTRIBUTE SYSTEM&lt;br /&gt;
|(Future)&lt;br /&gt;
|Attributes are a sad, sad placeholder right now. There should be more attributes, say those from Armok 1, and their development, to the extent that they change, should depend on use rather than random assignment. They should degrade slowly over time if left completely unused.&lt;br /&gt;
|-&lt;br /&gt;
|Core73&lt;br /&gt;
|COMBAT OVERHAUL&lt;br /&gt;
|(Future)&lt;br /&gt;
|This one is a bit vague, mostly because the Combat Arc consists of so many small changes rather than a few sweeping additions. Aside from obvious changes to projectiles and the wrestling interface, skills could afford to overlap, attributes need to be associated to skills properly, skills could become rusty and ultimately degrade as in Armok 1, new general combat related skills can be added, styles/techniques for weapon/weaponless fighting roughly along the path Armok 1 had started, etc. As a dev item, this'll be done when combat more or less makes sense.&lt;br /&gt;
|-&lt;br /&gt;
|Core74&lt;br /&gt;
|WOUND HANDLING&lt;br /&gt;
|(Future)&lt;br /&gt;
|Wounds are dull right now and lead to at least one major problem (extreme and long-lasting phantom limb pain). Proper descriptions, scarring, infections and so on are in order here.&lt;br /&gt;
|-&lt;br /&gt;
|Core75&lt;br /&gt;
|ADVENTURER GENERATION AND SCENARIOS&lt;br /&gt;
|(Future)&lt;br /&gt;
|&amp;quot;The adventurer&amp;quot; is quite a nebulous object at this point. There are a variety of angles that can be taken here, from weaving the adventurer fully into their starting location's history, actually playing an existing creature in the world, creating starting scenarios that at least make sense of the adventurer's existence and/or mysterious arrival, etc.&lt;br /&gt;
|-&lt;br /&gt;
|Core76&lt;br /&gt;
|EMBARK SCENARIOS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Embarking in dwarf mode is one of the more sterile, gameish parts of the... game, and it can afford to be spruced up. Though a full take-your-wagons-from-here-to-there style embark is probably beyond the scope of version 1, at least giving the backstory for the journey and adding various game effects and alterations to starting conditions based on it would help with immersion.&lt;br /&gt;
|-&lt;br /&gt;
|Core77&lt;br /&gt;
|AGE AND POPULATION TRACKING FOR ENTITIES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Once world gen terminates, age-related deaths only occur locally and people never have children again. This needs to be corrected, especially as armies and migrants start being pulled from actual populations rather than being generated on the spot.&lt;br /&gt;
|-&lt;br /&gt;
|Core78&lt;br /&gt;
|WILDERNESS POPULATION TRACKING&lt;br /&gt;
|(Future)&lt;br /&gt;
|Wilderness population is quite limited, and worse in a few ways than it was back before the Z coordinate. This should be fixed in world gen and in regular play in all modes for all categories of wilderness or subterranean creature.&lt;br /&gt;
|-&lt;br /&gt;
|Core79&lt;br /&gt;
|COLLECTORS AND FINDING BUYERS&lt;br /&gt;
|(Future)&lt;br /&gt;
|As an extension of the dwarf mode system of likes and dislikes, you should be able to find people that are collecting objects, starting with simple objects like coins and bugs. It should also be an adventure unto itself to find a buyer for many valuable objects, if you want to get more than a local merchant would be able to provide, and news of your acquisition should keep your life interesting.&lt;br /&gt;
|-&lt;br /&gt;
|Core80&lt;br /&gt;
|ARTIFACT MAGIC&lt;br /&gt;
|(Future)&lt;br /&gt;
|An early angle on magic that should find its way into the game. Although ultimately influenced by world parameters, stock DF will likely focus on rare, unique, somewhat mysterious effects without tables, to the extent that that's possible. Some cliches are probably unavoidable, he he he. The artifact process is likely to be changed somewhat to align with this, and artifacts should be created in world-generation and elsewhere during play, though a good player artifact should still have high importance.&lt;br /&gt;
|-&lt;br /&gt;
|Core81&lt;br /&gt;
|TRIBUTE&lt;br /&gt;
|(Future)&lt;br /&gt;
|The tribute relationships established during world generation should be fleshed out there and then brought into regular play with tribute being transported across the map. These could also occur as part of dwarf mode diplomacy and dwarf mode world map play.&lt;br /&gt;
|-&lt;br /&gt;
|Core82&lt;br /&gt;
|THIEF AND SUPPORTING CAST&lt;br /&gt;
|(Future)&lt;br /&gt;
|Aside from the issues dealt with in the next dev item, a thief in adventure mode can only sell their items all the way over at the next civilization and is immediately considered a criminal throughout the original civilization, causing subsequent thefts there to be more the acts of a crazed bandit than a thief. There are lots of ways in which this should be fixed. Crimes should not immediately be tied to the adventurer, and in large enough cities, there should be enough of an underbelly to be a successful criminal without even leaving town, at least for a while. None of the existing cities are really large enough for this right now, though the most populous cities of large empires should be after the relevant dev items are complete. Whether general criminal behavior will be extended to dwarf mode, beyond what's there now, is an open question.&lt;br /&gt;
|-&lt;br /&gt;
|Core83&lt;br /&gt;
|ARREST AND PUNISHMENT&lt;br /&gt;
|(Future)&lt;br /&gt;
|The guards shouldn't just kill you. You have rights, sort of. It's important that there are jails and dungeons and executions, anyway. The guards will need to arrest you to put you into the system, and once you've been arrested, there are various delicate steps that need to be performed properly for everything to work out. Whatever happens in adventure mode should be tied back in to dwarf mode. If this includes beard-shaving, well, you'd better just obey the law.&lt;br /&gt;
|-&lt;br /&gt;
|Core84&lt;br /&gt;
|HUNTING AND GATHERING&lt;br /&gt;
|(Future)&lt;br /&gt;
|You need to be able to obtain food from the wilderness and perform other tasks related to processing a hunted creature's body, trading with the a town perhaps but able to survive in the wilds. More abstract hunting on the travel view needs to be roughly equivalent to hunting only on the local view. You should be able to find signs of animals to help you out, and you should be able to gather any plants you find.&lt;br /&gt;
Core85, CHOP, DIG, BUILD!, (Future): As an adventurer, chop down trees, dig channels, mine into a cliff face, build whatever structure you have the patience for. Your efforts should be saved as a proper site or at least some similar notion (whatever inns and so on along roads end up using), and the contents should remain relatively undisturbed with proper precautions.&lt;br /&gt;
|-&lt;br /&gt;
|Core86&lt;br /&gt;
|ADVANCED ADVENTURER SKILLS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Virtually every job available in dwarf mode should be available to you as an adventurer, though it might rely on town infrastructure, especially at first.&lt;br /&gt;
|-&lt;br /&gt;
|Core87&lt;br /&gt;
|PROPER DWARVES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Dwarves are, of course, proper when they are played in dwarf mode, but their sites in adventure mode are completely lacking and their society isn't really realized anywhere outside of dwarf mode play. They need to be brought up to standards throughout the world and in adventure mode. Also note, for this and the following three core items, there will be some emphasis not on just building up the stock universe, but extending modding/random possibilities for all civilizations by providing these as fleshed-out and somewhat diverse examples.&lt;br /&gt;
|-&lt;br /&gt;
|Core88&lt;br /&gt;
|PROPER ELVES&lt;br /&gt;
|(Future)&lt;br /&gt;
|As with the dwarves, the current elves, especially their sites, suffer from a lack of almost everything. Multi-tile trees, how the druids and the regional forces interact, their relationship with animals and the animal people, their dining habits in-game rather than just in world generation...&lt;br /&gt;
|-&lt;br /&gt;
|Core89&lt;br /&gt;
|PROPER GOBLINS&lt;br /&gt;
|(Future)&lt;br /&gt;
|At the very least, the role of baby-snatching needs to be further sorted, and their demonic leaders should have proper world-spanning aspirations. Many of the elements of their might-makes-right ethical framework need to be fleshed out and used in actual play.&lt;br /&gt;
|-&lt;br /&gt;
|Core90&lt;br /&gt;
|PROPER KOBOLDS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Of course, this means different things to different people. To us, a proper kobold is neither a chihuahua man nor a mini-draconian, but instead sort of a small mammaloreptilian humanoid with pointy ears and yellow eyes with a penchant for trickery and mischief, context-based sublanguage, poisonous critter collection, traps and kleptomaniacal hoarding.&lt;br /&gt;
|-&lt;br /&gt;
|Core91&lt;br /&gt;
|PROPER UNDERGROUND/MAP FEATURES&lt;br /&gt;
|(Future)&lt;br /&gt;
|Underground is currently where the stone and boring stuff and occasionally something else is. There needs to be more something else and less boring and stone, though stone might be bored. This project includes areas outside the mountains, as well as some interesting natural features in the mostly featureless above ground areas.&lt;br /&gt;
|-&lt;br /&gt;
|Core92&lt;br /&gt;
|APPEARANCE VARIABLES/DESCRIPTIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|This is especially relevant for individualizing civilized critters you meet, but important elsewhere as well, and will be the springboard for randomly-generated beasties and other stuffs.&lt;br /&gt;
|-&lt;br /&gt;
|Core93&lt;br /&gt;
|RANDOMIZED MEGABEASTS AND POWERS&lt;br /&gt;
|(Future)&lt;br /&gt;
|(Semi)megabeasts and powers can be randomly generated, in accordance with existing local belief structures or regional sphere alignments when that goes in. The degree of randomization should depend on world parameters so that stock creatures can still be used. Requires Core92.&lt;br /&gt;
|-&lt;br /&gt;
|Core94&lt;br /&gt;
|RANDOMIZED REGIONS AND THEIR FLORA/FAUNA&lt;br /&gt;
|(Future)&lt;br /&gt;
|The current good/evil regions should be scrapped and replaced by a system that aligns a region to varying degrees with a set of spheres. In this way you could end up with a desert where the stones sing or a forest where the trees bleed, with all sorts of randomly generated creatures and plants that are appropriate to the sphere settings. It's important that randomly generated objects be introduced to the player carefully during play rather than just being thrown one after another to allow for immersion, though there's also something to be said for cold dumping the player in a world with completely random settings, provided they can access enough information by looking/listening and having conversations, etc. Requires Core92.&lt;br /&gt;
|-&lt;br /&gt;
|Core95&lt;br /&gt;
|RANDOMIZED ENTITIES AND CIVILIZED CREATURES&lt;br /&gt;
|(Future)&lt;br /&gt;
|As a further project of random generation, an entire entity definition complete with creature definitions, items, etc. could be generated and introduced into the world. As with other random settings, the degree to which this process is used would depend on world generation parameters, and the generation procedures would be accessible through raw objects. Requires Core93 and Core94.&lt;br /&gt;
|-&lt;br /&gt;
|Core96&lt;br /&gt;
|GENERALIZED CURSES AND OTHER ALTERATIONS&lt;br /&gt;
|(Future)&lt;br /&gt;
|&amp;quot;Zombie&amp;quot; and &amp;quot;Skeleton&amp;quot; modified creatures aren't really satisfying right now, since zombies, ghosts, and so on gain some of their interest from the details surrounding the transformation and the particulars of the creature so transformed. Generalized curses and sphere-based alterations could vary from world to world and involve all sorts of changes to creatures (and other objects). Requires Core92.&lt;br /&gt;
|-&lt;br /&gt;
|Core97&lt;br /&gt;
|IMPROVED PHRASE STORAGE&lt;br /&gt;
|(Future)&lt;br /&gt;
|The current system of storing names is not very extendable, so it needs to be altered to support later changes.&lt;br /&gt;
|-&lt;br /&gt;
|Core98&lt;br /&gt;
|BASIC GRAMMAR&lt;br /&gt;
|(Future)&lt;br /&gt;
|The abstract phrases can be realized by each of the in-game languages in vastly different ways, and a framework for this needs to be realized in the raw files. Requires Core97.&lt;br /&gt;
|-&lt;br /&gt;
|Core99&lt;br /&gt;
|WRITING&lt;br /&gt;
|(Future)&lt;br /&gt;
|Existing objects (such as wall engravings and blades) need to be able to support writing in any of the in-game languages, and there can be associated skills/professions for this. Requires Core98.&lt;br /&gt;
|-&lt;br /&gt;
|Core100&lt;br /&gt;
|NEW LANGUAGE ITEMS&lt;br /&gt;
|(Future)&lt;br /&gt;
|Parchment, vellum and their buddies then books, songs, poems... all for your entertainment (and horror, if there are random poems). Requires Core99.&lt;br /&gt;
|}&lt;br /&gt;
[[ru:Version number]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=91894</id>
		<title>v0.31:Known bugs and issues</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Known_bugs_and_issues&amp;diff=91894"/>
		<updated>2010-04-13T03:13:41Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Creature Data */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{AV}}&lt;br /&gt;
{{elven}}&lt;br /&gt;
'''PLEASE SUBMIT BUGS TO THE OFFICIAL BUG TRACKER - THEY WON'T GET FIXED IF THEY ARE ONLY LISTED HERE.'''&amp;lt;br /&amp;gt;&lt;br /&gt;
'''[http://bay12games.com/dwarves/mantisbt/ Dwarf Fortress Bug Tracker]'''&lt;br /&gt;
&lt;br /&gt;
As the version is new, and we're still discovering what bugs are, obviously a lot of unverifiable information is going to get added to this thread.  Recommend that new entries be added with &amp;quot;'''(confirmation needed)'''&amp;quot;, and that people can document each bug on the discussion page.  Once we have 2+ instances of a bug with some specific description of what's occurring, we can remove the parenthetical, or alternately, we can discuss removing unconfirmed bugs if there are issues in recreating them.  People can also link relevant posts and threads from the forums here to help document the bugs. --[[User:Squirrelloid|Squirrelloid]] 08:58, 3 April 2010 (UTC)&lt;br /&gt;
:Please also read the 'Not Actually Bugs' section before adding bug reports! --[[User:Squirrelloid|Squirrelloid]] 09:00, 3 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==Not Actually Bugs==&lt;br /&gt;
*As megabeasts no longer die during world creation, the standard world creation will run until 1050 (Dwarf-Rapture) unless stopped. -- Andrei901, 2 April 2010, someone else check this please&lt;br /&gt;
::Not a bug.  World creation is *supposed* to run until 1050... --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::If you 'create world with parameters', one of the parameters which can be altered is the end year; you could lower the value to have world generation run more quickly, though the resulting world will potentially be less rich with history, legends and trappings of civilisation. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:10, 8 April 2010 (UTC)&lt;br /&gt;
*Tilesets in png format don't work?  Just a black display.&lt;br /&gt;
::Tilesets must be in .bmp format, as they always have had to be.  The .png format only works for the d# series. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
:::A d## merge is in progress, .png will be supported soon.--[[User:Ar-Pharazon|Ar-Pharazon]] 01:32, 4 April 2010 (UTC)&lt;br /&gt;
*When choosing material for a squad item(cloak in this case) there are hundreds of &amp;quot;forgotten beast leather&amp;quot; to choose from.&lt;br /&gt;
::That's because there are lots of different forgotten beasts.  Somewhat annoying?  Yes.  Working exactly like every other source creature for leather?  Yes. --[[User:Squirrelloid|Squirrelloid]] 08:50, 3 April 2010 (UTC)&lt;br /&gt;
*Making a adamantine cloak -sometimes- results in &amp;quot;Urist McArmorer, Armorer cancels Forge adamantine cloak: Needs 10000 adamantine cloth.&amp;quot; Also needed 15000 strands to make wafers.  Update: this happens if you don't have enough cloths, I had 4 adamantine cloths in this case. If you have enough it works nicely. (The actual required number is much less than 15,000.  It's closer to something like 10 adamantine strands.  This is probably due to the fact that cloth can be consumed &amp;quot;in pieces&amp;quot; now for medical purposes).&lt;br /&gt;
*&amp;quot;Clothier canceled construct silk bag: needs 1000 cloth&amp;quot;: http://www.bay12games.com/forum/index.php?topic=51953.msg1123552#msg1123552&lt;br /&gt;
::This is working as intended.  Cloth is now measured in smaller units than individual pieces.  If anything, the bug is that the game isn't telling you how much cloth each cloth item represents. --[[User:Squirrelloid|Squirrelloid]] 08:52, 3 April 2010 (UTC)&lt;br /&gt;
*Cats and Dogs - Including kittens, puppies, and War/Hunting variants - are similarly listed twice.&lt;br /&gt;
::They're listed twice because they separately list males and females.  WAD. --[[User:Squirrelloid|Squirrelloid]] 09:05, 3 April 2010 (UTC)&lt;br /&gt;
*Weird red C in top left corner - &amp;quot;&amp;lt;span style=&amp;quot;color:#FF0000; background:#B22222&amp;quot;&amp;gt;''' C '''&amp;lt;/span&amp;gt;&amp;quot; means new combat report, &amp;quot;&amp;lt;span style=&amp;quot;color:#00FF00; background:#008000&amp;quot;&amp;gt;''' H '''&amp;lt;/span&amp;gt;&amp;quot; means new hunting message, &amp;quot;&amp;lt;span style=&amp;quot;color:#48D1CC; background:#008080&amp;quot;&amp;gt;''' S '''&amp;lt;/span&amp;gt;&amp;quot; means new sparring message. Feature, not bug: http://www.bay12games.com/forum/index.php?topic=52514.0&lt;br /&gt;
*No option for magma in the finder, this is because [[magma]] is guaranteed everywhere now.&lt;br /&gt;
*Corpses sitting in refuse piles turn into skeletons rather than piles of bones, in fact in the 2+ years I started my fort I haven't seen a single bone or shell in my refuse stockpile and yes, we've been eating fish too.  I think bones are gone or something.  Haven't tried butchering animals yet, though, so confirmation please...&lt;br /&gt;
::Arena Mode allows skeletons to be butchered into bones and a skull. Fortress Mode should be the same&lt;br /&gt;
::Dwarves automatically take skeletons, partial skeletons and limbs from the refuse stockpile and butcher them to produce only bones and skulls. (confirmation needed)&lt;br /&gt;
::They don't, while a few dwarfs have nothing but butchery enabled.&lt;br /&gt;
&lt;br /&gt;
== Embarking ==&lt;br /&gt;
&lt;br /&gt;
*You can embark with some rather unrealistic prepared foods (such as the aforementioned fly brains, which in real life go at about 900 thousand brains to the pound). This may be related to further issues involving vermin's organs.&lt;br /&gt;
*All fish are mentioned 2x.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
*I find that I am unable to add items or skill points to my dwarves on the embarking screen.  I'm using Mayday's graphics pack.  I'm not sure what the cause of this is or if I'm just missing something obvious. (Explanation/Confirmation needed) ((signing your posts helps, and it just means you need to free up expedition points (cancel an item)))[[User:Kenji 03|Kenji 03]] 11:32, 5 April 2010 (UTC).&lt;br /&gt;
::I thought it might be that I needed to free up points too, but the counter shows that I have points-a-plenty.  I'm also unable to subtract items from my embarkation list.--[[Special:Contributions/67.166.145.39|67.166.145.39]] 02:51, 6 April 2010 (UTC)&lt;br /&gt;
::I can confirm this. It happens in vanilla too apparently.  Hit &amp;quot;esc&amp;quot; and go to you custom binds and rest your + and - keys.  Do the same for the */ keys.&lt;br /&gt;
:::I use an external NumPad with my laptop, and toggling NumLock on it can change the behaviour of keys like these. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:::: What are you guys talking about? I've had no problems, nor have I seen any complaints about this on the bug tracker which I have been watching actively. [[User:Doctorzuber|Doctorzuber]] 16:29, 11 April 2010 (UTC)&lt;br /&gt;
*After embarking with items that was listed two times in list game crashes.{{verify}}&lt;br /&gt;
:Unconfirmed, though people on [[DF2010 Talk:Embark]] say that this is false. [[User:Garanis|Garanis]] 23:30, 9 April 2010 (UTC)&lt;br /&gt;
:I believe this one to be false, they are probably crashing for a different reason. [[User:Doctorzuber|Doctorzuber]] 16:25, 11 April 2010 (UTC)&lt;br /&gt;
*Cannot seem to quit from embark screen.  Esc. does nothing, is this a bug?  Also, had to hunt down process to quit.  [[Special:Contributions/72.152.246.212|72.152.246.212]] 14:48, 7 April 2010 (UTC)&lt;br /&gt;
:Possibly the menu key has become bound to something other than Esc? [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:14, 8 April 2010 (UTC)&lt;br /&gt;
:Confirmed, You cannot quit once you press &amp;quot;Dwarf forteress&amp;quot; until you've actually embarked. [[Guest]] 8 April 2010&lt;br /&gt;
:This is accurate. Much as I hate this one, it could be argued that this is a design choice. [[User:Doctorzuber|Doctorzuber]] 16:27, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Sites ==&lt;br /&gt;
&lt;br /&gt;
*Magma pipes in volcanoes extend to the top of the map, past the mountain itself.&lt;br /&gt;
*Magma tubes remain the same shape and size the whole way down and may be square. See http://www.bay12games.com/forum/index.php?topic=52412.0 (for the above as well)&lt;br /&gt;
&lt;br /&gt;
== Buildings and Zones ==&lt;br /&gt;
&lt;br /&gt;
*Can't farm on dry soil. See http://www.bay12games.com/forum/index.php?topic=51951.msg1123336#msg1123336&lt;br /&gt;
*Construction and/or deconstruction can occasionally force some dwarves to idle.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123250#msg1123250&lt;br /&gt;
*Dwarves raid elf (all?) caravans for cloth (maybe thread as well) for the hospital zone. (confirmed. Won't happen if your hospital zone has no room in it's containers for the items, though).&lt;br /&gt;
** They also try to eat elf food at the Depot, but realize their mistake halfway and stop... then try again... you can see where this is going.&lt;br /&gt;
*Emptied murky ponds refill much faster than they used to. A decent sized pond that's been mined into can now flood your fortress if it starts raining (confirmation required)&lt;br /&gt;
**I believe that this is because rain will now fall at different rates, or so I've observed. Meaning you'll either get a downpour or a light sprinkle, or somewhere in between, and It will fill pools accordingly.&lt;br /&gt;
*There are currently no (or occasionally very few) fish. This includes brooks, rivers, oceans, ponds, lakes (underground and otherwise). You may get a few turtles sometimes. No known workaround: http://www.bay12games.com/forum/index.php?topic=52217.0&lt;br /&gt;
&lt;br /&gt;
== Combat ==&lt;br /&gt;
&lt;br /&gt;
*Some combat maneuvers have no effect.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123104#msg1123104&lt;br /&gt;
**Attempting to grab a bodypart with a weapon leads to &amp;quot;you grab *** by *** with your *weapon* but nothing is grabbed&lt;br /&gt;
**Attempting to &amp;quot;pinch&amp;quot; various body parts shows &amp;quot;you adjust you grip on***&amp;quot; and nothing else.&lt;br /&gt;
*Alligators can wear armor (same post as above)&lt;br /&gt;
*Non-alive creatures (like bronze colossuses, zombies and blizzard men) cannot be destroyed (possibly because they can't bleed to death nor have their brain destroyed).  However arena testing has revealed that [[dragonfire]] can melt bronze colossuses.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123220#msg1123220&lt;br /&gt;
:: I had the same problem with skeletal animals. Even a skeletal groundhog fought on without nearly every limb or organ. But they can be killed: A 16 z-level drop does do the trick. --[[User:Doub|Doub]] 11:13, 6 April 2010 (UTC)&lt;br /&gt;
*Shield-bashing has no effect with a wooden shield: http://www.bay12games.com/forum/index.php?topic=51953.msg1123499#msg1123499&lt;br /&gt;
*The default settings are such that your military dwarfs will train, train, train, and possibly starve in the process. See {{L|Military/Guide}}, &amp;quot;Getting your squad to do something&amp;quot;, for details.&lt;br /&gt;
*Dwarves will continue to train in barracks even after being removed from a squad. (Because they are completing the task they started before they will move on to something else, changing your alert helps here as well).&lt;br /&gt;
*{{L|Wrestling}} will take much longer than combat using any kind of Weapon (unlike in 40d), this is due to the fact that a wrestler will have a very hard time making an opponent either bleed to death or have their brain destroyed.  A single wrestler, completely untrained, can take on a pack of 5 Crawls in about 20 minute (at 50fps) if Urist McWrestler goes into a martial state.  But a Dwarf with an Adamantine battle axe, even if completely untrained, can cut through 5 Crawls in about 5 minutes (at 50fps).&lt;br /&gt;
*[[Thirsty]] and [[Hungry]] tags are guaranteed to appear for any soldier (as they are when a dwarf does anything else in this release) because Dwarves will now try to complete a task before they eat/drink.  (While I have yet to have a wrestler pass out due to not eating/drinking, they will be wrestling in combat until they kill their target)[[User:Kenji 03|Kenji 03]] 11:44, 5 April 2010 (UTC).&lt;br /&gt;
&lt;br /&gt;
== Labors ==&lt;br /&gt;
&lt;br /&gt;
*Hunting Issues.  See: http://www.bay12games.com/forum/index.php?topic=51953.msg1123228#msg1123228&lt;br /&gt;
*Miners now cancel mining designations when they can't reach them: http://www.bay12games.com/forum/index.php?topic=51953.msg1123272#msg1123272&lt;br /&gt;
*Metal goblets are always iron, regardless of input: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533 (Not true; I've made tons of copper goblets using copper bars)&lt;br /&gt;
*Manager screen doesn't show you materials for traction benches: http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*Workers are too dedicated, dehydrate themselves: http://www.bay12games.com/forum/index.php?topic=51953.msg1123599#msg1123599&lt;br /&gt;
*Cooking with alcohol is buggy: http://www.bay12games.com/forum/index.php?topic=51953.msg1123702#msg1123702&lt;br /&gt;
*When crafting shell crafts, craftsdwarves never actually produce a shell craft, but instead sit forever with the same shell, with their skills increasing. (confirmation required)&lt;br /&gt;
*Dwarves take orders to prepare meals with liquid ingredients like dwarven syrup, wine, and rum, but almost never do it and instead dump the liquid inside the kitchen where it sits cluttering it up and can't be moved...  Because it's liquid.&lt;br /&gt;
::Using dwarven syrup works just fine for me, but my cook always grabs at least one solid ingredient.  Ie, 3 stacks of syrup + one stack of cheese -&amp;gt; finished and edible meal. --[[User:Squirrelloid|Squirrelloid]] 17:54, 5 April 2010 (UTC)&lt;br /&gt;
*Making Rock Short Sword results in a wooden short sword. Especially annoying when making an adamantine sword! (multiple reports)&lt;br /&gt;
::Is this before or after setting the rock to be allowed for non-economic use in the 'z' screen?&lt;br /&gt;
*Wood cutter.  Tried to upgrade his axe to a steel one, never cut another tree in his life after being forced to dump his copper battle axe.  It's like wood cutting had a seperate profile and he was the only one excluded;  Sure enough, turned one of my jewelers into wood cutter and it worked fine for him.&lt;br /&gt;
*Woodcutters can chop down trees with (wooden) training axes.&lt;br /&gt;
*Immigrants arrive with only peasant labors enabled, even if they are legendary jewelers or whatever. They may sometimes have weird labors enabled. (Stonecrafting master lye makers) No known workaround, manually check each immigrants labors.&lt;br /&gt;
*In the {{k|o}}rders menu, there are options (in {{k|W}}orkshops) for auto {{k|b}}utcher, auto {{k|k}}itchen and auto {{k|f}}ishery. All three of these respond to {{k|b}} only, {{k|k}} and {{k|f}} do nothing.&lt;br /&gt;
*Parties never end, sometimes eating up half the labor force.&lt;br /&gt;
::You ever waited for parties to actually end in .40d?  Just undesignate the statue garden or whatever and the party ends =)&lt;br /&gt;
::That's the workaround I took, except I had to get rid of the dining room.  In any case, it's still a bug.&lt;br /&gt;
* Soap-making seems to be broken big time. You can build a soap-maker's shop, but you can't assign tasks to it. Issuing work order through the manager does work, &amp;lt;s&amp;gt;but the soap is never taken to any stockpiles or hospitals and stays forever in the workshop&amp;lt;/s&amp;gt; (soap is/might be taken if there is storage.)&lt;br /&gt;
* Making waterskin in leather works results in a weird item called &amp;quot;flask&amp;quot; (simply that, no mention of leather or whatever) that is never used and stays forever in the workshop. Those don't seem to cause clutter in the workshop either.  (A metal variant (Ex. Iron) is now capable of being created at a metal smith, probably causing this bug.  Soldiers will carry an Metal Flask).&lt;br /&gt;
Miners will sometimes dig into underground seas with no &amp;quot;Damp Stone&amp;quot; notification prior to that.&lt;br /&gt;
*Dwarves will occasionally go exceptionally out of their way to get a material while a giant stockpile is sitting beside them (I saw my carpenter travel half the map to get a log while there was a stockpile of 20 logs beside him)&lt;br /&gt;
:This will happen if the stockpiled items are already reserved for another task (sometimes happens en masse if you're designating constructions from the material). If this still functions as it did in 40d, dwarves will count the number of tiles to an item 'as the crow flies' rather than checking the actual pathfinding distance, meaning that they regard items above or below their workshop as being very nearby even if the travel distance to reach them is substantial. [[User:Oddtwang of Dork|Oddtwang of Dork]] 16:20, 8 April 2010 (UTC)&lt;br /&gt;
:True, but I wasn't using wood for anything, only had 2 carpenters active and the wood was on the same Z plane as my workshops. The usual explanation doesn't fly for the one event I saw.&lt;br /&gt;
*Cancelling a job at the metalsmith can jam the shop if the item was being actively produced at that time (cancelled job to stop untrained armorer from working on an adamantium plate armor, shop jammed and no other orders ever went through. Ordered deconstruction and then halted deconstruction to clear this up).&lt;br /&gt;
*Adamantne plate armor takes only a single waifer to make and is worth considerably less than an adamantine battle axe at par crafting value. This is despite claiming to need 3 material to produce 1 plate armor.&lt;br /&gt;
&lt;br /&gt;
== Moods ==&lt;br /&gt;
&lt;br /&gt;
*Fey moods can request body parts (!!!): http://www.bay12games.com/forum/index.php?topic=51953.msg1123573#msg1123573&lt;br /&gt;
**Animal bones satisfies the body parts request. &lt;br /&gt;
**Animal parts (Remains, &amp;quot;body parts&amp;quot;, &amp;amp; corpses) that appear in the stock menu will NOT satisfy this request.  Skulls &amp;amp; &amp;quot;Bones&amp;quot; found via the {{k|k}} menu will also NOT satisfy this request. (See save file on [[User:Kenji_03|my userpage]] page)&lt;br /&gt;
**This can mean bones OR shells, possibly more.&lt;br /&gt;
*Fey moods can request &amp;quot;rock bars.&amp;quot;  Upon further review, this means &amp;quot;metal bars&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== Creature Data ==&lt;br /&gt;
&lt;br /&gt;
*Descriptions sometimes take strange objects ('She likes to consume she'): http://www.bay12games.com/forum/index.php?topic=51953.msg1123533#msg1123533&lt;br /&gt;
*When iron men and Bronze Colossuses die, the statues that make up their corpses adopt images of creatures (I.e: Statue of a dwarf 1) and events. - feature; the molten metal falling from them will make statues out of any corpses below where they died (tested and confirmed)&lt;br /&gt;
** In addition, the statues are quite tiny compared to the colossus itself - about the size of their noses.&lt;br /&gt;
*Giants and giantesses are mapped to the wrong gender.&lt;br /&gt;
*Unicorns give birth to elk fawns.&lt;br /&gt;
*Mountain goat fawns are called &amp;quot;Stray Horse foal&amp;quot;, although having all the features of a mountain goat.&lt;br /&gt;
** Confirmed, this is due to what is assumed to be a copy/paste error in the raws - The raws list &amp;quot;Mountain goat kid&amp;quot; as well as &amp;lt;b&amp;gt;&amp;quot;Horse foal&amp;quot;&amp;lt;/b&amp;gt; as possible child names, so it randomly picks one.&lt;br /&gt;
*in BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS both eye lids are around the right eye and clean the left eye&lt;br /&gt;
*not so much a bug as a quibble. Prepared monarch butterfly brains were being sold by a local human caravan to me. Does this strike anyone else as... a tad unfulfilling?&lt;br /&gt;
&lt;br /&gt;
== Stockpiles ==&lt;br /&gt;
*Problems with categorization.  See http://www.bay12games.com/forum/index.php?topic=51953.msg1123178#msg1123178&lt;br /&gt;
*Custom stockpile options don't seem to always work: http://www.bay12games.com/forum/index.php?topic=51953.msg1123474#msg1123474&lt;br /&gt;
*Dead vermin never seem to rot: http://www.bay12games.com/forum/index.php?topic=51953.msg1123731#msg1123731&lt;br /&gt;
**Dead anything for that matter...&lt;br /&gt;
*&amp;quot;Take from stockpile&amp;quot; is broken: http://www.bay12games.com/forum/index.php?topic=52126.0&lt;br /&gt;
&lt;br /&gt;
== Arena ==&lt;br /&gt;
*Graphics mode does not work with arena.&lt;br /&gt;
&lt;br /&gt;
== Military ==&lt;br /&gt;
*Copying an empty order causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=83 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Going to the schedule grid of the inactive group causes an immediate crash. See http://www.bay12games.com/dwarves/mantisbt/view.php?id=156 -- '''Fixed''' {{version|0.31.03}}&lt;br /&gt;
*Dwarves who are assigned to squads seem to be permanently affixed to the soldier life - changing schedules, training options, switching out dwarves, disbanding the squad: nothing works. All they do is eat, drink, sleep, Individual Combat Drill and take Kill orders. (multiple reports, bug incidence somewhat inconsistent, deconstructing assigned barracks sometimes helps)&lt;br /&gt;
*Similarly to the issue above, squads can also get into a &amp;quot;permanent civilian life&amp;quot; and will never go into &amp;quot;recruit mode&amp;quot; unless ordered to &amp;quot;station&amp;quot; or &amp;quot;Kill a target&amp;quot;, upon canceling this order they will go back to civilian mode.  (Although they will perform individual combat drills, but in civilian garbs unless you replaced their equipment)((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:54, 5 April 2010 (UTC).&lt;br /&gt;
:I've had this happen aswell. --[[User:DUMBELLS|dUMBELLS]] 22:13, 8 April 2010 (UTC)&lt;br /&gt;
:You mean they're supposed to not be civilians while training? Oh... yeah maybe that is a bug, never seen anything else personally - foarl 10:19, 09 April, 2010&lt;br /&gt;
*Bolts assign to a squad that is then disbanded do not free up for use by other squads automatically.&lt;br /&gt;
&lt;br /&gt;
== Injuries ==&lt;br /&gt;
*Dwarf with compound fracture and mangling on his toe's nail and skin never recovered, surgeons performed &amp;quot;surgery&amp;quot; on said dwarf for years but nothing ever healed. (confirmation required)&lt;br /&gt;
**Confirmed. Red-coloured third finger of the left hand was operated on several times, up to about a month. After that, the surgeon wandered off to see to his needs, or the patient was given sustenance, thus breaking the operation.&lt;br /&gt;
*Surgeon provided constant &amp;quot;suturing,&amp;quot; each time using up thread.  May be related to above problem.&lt;br /&gt;
*blood that never seems to dry. I have a small spattering of blood from combat that happened in my first year that has turned the entrance of my fortress into a nearly constantly spreading wave of blood (high traffic area, keeps getting smeared). Also, killed a giant scorpion in year 2, as of year 4 I got unlazy and told my dwarves to dump it down my trash shoot leading 155z levels down into a lava pit. Even after 2 years of not being touched, I found scorpion ichor on the walls of my trash shoot.&lt;br /&gt;
**Confirmed. My hunters were chasing some aligators the first season I've embarked, now it's year 5 and there's blood all over the map. Same goes for goblins/trolls/whatever. On one tile in front of my fort, I have over 80 blood spatterings ;D [[User:Fuco|Fuco]] 15:32, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
== Items ==&lt;br /&gt;
&lt;br /&gt;
*Eating a masterwork meal will cause the cook to suffer art defacement.&lt;br /&gt;
&lt;br /&gt;
*Quarry bush leaves do not appear in the kitchen menu and the Dwarves will not cook them, rendering them useless except for trading. (Resolved as of 0.31.02)&lt;br /&gt;
&lt;br /&gt;
*Obsidian does not appear in the accounting stone menu&lt;br /&gt;
&lt;br /&gt;
==Nobles==&lt;br /&gt;
*My dwarves had a bit too much [[fun]], dying down to the last 4 dwarves, my nobles were killed and so on. This resulted in the Nobles-list to be emptied of noble-slots except for military nobles.. only happened once, but I had to abandon the fortress since the list stayed empty after the population growing to 30+ without a possibilty to appoint brokers or managers.&lt;br /&gt;
&lt;br /&gt;
::Confirmed. With my starting party, the expedition leader became stark raving mad, from this point the leaders noble positions disappeared from the noble screen (bookkeeping, manager, leader, etc), only military and health-related stuff remained. After he died from starvation/dehydratation, nothing changed. [[User:Jj|Jj]] 16:47, 4 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Second that. Mayor/broker died, and the positions became unavailable along with still vacant sheriff slot. Manager, bookkeeper and medical/military positions remained as they were, though. --[[User:Ashmore|Ashmore]] 02:26, 5 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
::Thirded. I've had this happen too. --[[User:Talkir|Talkir]] 11:20, 11 April 2010 (GMT)&lt;br /&gt;
&lt;br /&gt;
::Don't be too quick to abandon.  Once your Dwarfs elect a new mayor, the ability to appoint the other Nobles will reappear, even if every Noble position had previously disappeared. --[[User:TeDDD|TeDDD]] 11:20, 12 April 2010 (GMT&lt;br /&gt;
&lt;br /&gt;
*My old Mayors (who have been voted out and replaced) are continuing to demand accomodations befitting a mayor and making mandates.  I can check their mandates by going to that specific dwarf's thoughts, but is this intended?&lt;br /&gt;
:I've also noticed mayors not getting demoted. My new mayor wanted his bedroom and such, but when I went to reassign the rooms I noticed that the old mayor was still referred to as a mayor in the room assignment screen.&lt;br /&gt;
&lt;br /&gt;
== Graphics ==&lt;br /&gt;
*Arena does not work for graphics mode.&lt;br /&gt;
*After generating a world and embarking, you may notice missing tiles. Restart DF to fix.&lt;br /&gt;
*In the 'z'-status menu, there is no image for my nobles/administrators. Instead, there is an empty space where the purple dwarf should be.&lt;br /&gt;
&lt;br /&gt;
-------&lt;br /&gt;
Currently updated through post 77 of the .31.01 bug thread, except for Arena bugs&lt;br /&gt;
&lt;br /&gt;
== Saves ==&lt;br /&gt;
*Renaming a save (ex. &amp;quot;Region2-spr-1050&amp;quot; to &amp;quot;Region2&amp;quot;) will invalidate the save, even if you give the save it's original name back.  If you must back-up a save manually, putting it into a zip/rar file seems to preserve it's ability to be reloaded. ((Confirmation needed))[[User:Kenji 03|Kenji 03]] 11:56, 5 April 2010 (UTC)&lt;br /&gt;
:I've been renaming saves at will, both manual saves ({{k|Exc}}, &amp;quot;Save&amp;quot;) and auto-seasonal saves -  never a problem. Because the files are larger and the game more &amp;quot;cumbersome&amp;quot;, the process of saving is taking longer - betcha a dwarfbuck it's the equiv of the old Nemesis Unit crash, as described here: [http://www.bay12games.com/forum/index.php?topic=34936.0]. When saving, do NOT rename or move or delete any file involved in the save (the source or target) ''until you are sure the save is 100% complete'' - then, knock yourself out. However,iirc, there was also a problem if the file that was ''opened'' for a game is then deleted or renamed - the game doesn't re-save the entire thing, but will &amp;quot;recreate&amp;quot; the same folder name as it opened, giving ''the appearance'' of a proper save. Migtht have changed since 40d, but might not. (Read forum discussion for complete explanation). --[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
:+1 Copying and renaming of save folders should only be done when you are out of the game. Nowadays (though already in 40d too) the game somewhat continuously reads and writes from the folder. I have copied and renamed save folders with no prob. Because I am paranoid i also move them out of the [save] folder, but I doubt its really necessary. The zip/rar part is nonsense. --[[Special:Contributions/92.202.121.225|92.202.121.225]] 21:23, 9 April 2010 (UTC)&lt;br /&gt;
:Never had a problem and I rename saves all the time. I always completely close the game before renaming a save. [[User:Doctorzuber|Doctorzuber]] 18:30, 11 April 2010 (UTC)&lt;br /&gt;
&lt;br /&gt;
==forging Breastplate &amp;amp; Chainmail==&lt;br /&gt;
A metal breastplate currently only requires 1 bar of a metal to forge; however, when out of bars, the [[announcement]] seen reads &lt;br /&gt;
:''&amp;quot;Urist McArmorsmith cancels forge &amp;lt;x-metal&amp;gt; breastplate: needs 3 &amp;lt;x-metal&amp;gt; bars.&amp;quot;'' &lt;br /&gt;
A similar situation exists with chainmail ([[40d:chain armor]]), but with an announcement re &amp;quot;2 bars&amp;quot;.  Since in 40d a breastplate ([[40d:plate armor]]) required 3 bars and chain required 2, it's a good bet that this can be viewed as a bug. Tried mulitple times with copper, bronze and bis-bronze (not w/ steel or adamantine). (Conf needed, I suppose)--[[User:Albedo|Albedo]] 00:07, 9 April 2010 (UTC)&lt;br /&gt;
: I can confirm this. And it appears to apply to all metals, and all metal items. An iron breastplate only needed 1 bar (I checked, there was only 1 bar in the workshop when he started working) and the job was only cancelled when (checking the stocks screen) there were no bars left, but I still got the &amp;quot;needs 3 bars&amp;quot; message. Same with greaves, except it said &amp;quot;needs 2 bars&amp;quot;. It also seems to need only one adamantine wafer to produce anything, which is particularly jarring. I'm currently drowning in metal crap. Definitely a bug. --[[User:Mr Frog|Mr Frog]] 20:25, 9 April 2010 (UTC)&lt;br /&gt;
: Can confirm this happens with metal bins as well, needing only one bar but mentioning 3 when you don't have any.  It's possible that this does *not* happen for metal barrels.  Possibly connected to some jobs being titled &amp;quot;forge&amp;quot; and some &amp;quot;construct&amp;quot;? -- Narmio&lt;br /&gt;
:Just an interesting note on mechanics I noticed because of this bug. It bases the value of an item off the number of bars in it, so my adamantium breast plates are worth less than an adamantium axe (multipliers involved I'm sure) for any level of crafting. -Foarl&lt;br /&gt;
&lt;br /&gt;
==Trading and Depot==&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;Traders stay a long time. So long that an elven caravan didn't move and another human caravan already came before they had a chance to do anything like LEAVE (stupid hippies with their vast number of useless items on warthogs, seems to slow them down a lot). Never saw this in the first version.&amp;lt;/s&amp;gt; -foarl&lt;br /&gt;
: Turns out the elves are just bugged. The human caravan came and went but the elves are still just sitting there a full season later. I'm contemplating killing them with my military to see how the adamantium platemail holds up with the new combat system.&lt;br /&gt;
: (Probably reproducible, but I have not done thorough testing) If a depot is assigned for dismantling while caravan arrives, a diplomat leaves unhappy. While this might be pretty normal, the diplomat will continue leaving unhappy every year regardless of the depot.&lt;br /&gt;
:: This behavior is believed to be caused by a bug in the wealth calculation. In some cases it will &amp;quot;find&amp;quot; a large amount of stuff down in the underground areas adding a very large number to your wealth which results in traders coming with truly absurd amounts of trade goods. [[User:Doctorzuber|Doctorzuber]] 18:32, 11 April 2010 (UTC)&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=90099</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=90099"/>
		<updated>2010-04-12T01:49:47Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* B */&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 VEPERTINE 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 [[DF2010: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>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:String_dump&amp;diff=86568</id>
		<title>v0.31:String dump</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:String_dump&amp;diff=86568"/>
		<updated>2010-04-08T02:06:30Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Section */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
&lt;br /&gt;
Second pass on the string dump - this one's been processed by hand, and is divided into sections based on apparent divisions in the layout within the exe. Some uninteresting strings (C++ runtime stuff etc not related to DF) has been cut out.&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TRANS_NAME&lt;br /&gt;
FIRST_NAME&lt;br /&gt;
PRO_POS&lt;br /&gt;
PRO_OBJ&lt;br /&gt;
PRO_SUB&lt;br /&gt;
PRO_REF&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Combat Training Activity Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Activity&lt;br /&gt;
Training Session&lt;br /&gt;
Activity Event&lt;br /&gt;
  LD&lt;br /&gt;
  CAN'T MOVE&lt;br /&gt;
Go to Combat Training&lt;br /&gt;
Organize Combat Training&lt;br /&gt;
Lead Combat Training&lt;br /&gt;
Wait for Combat Training&lt;br /&gt;
Go to &lt;br /&gt;
 Demonstration&lt;br /&gt;
Organize &lt;br /&gt;
Lead &lt;br /&gt;
Wait for &lt;br /&gt;
Watch &lt;br /&gt;
Individual Combat Drill&lt;br /&gt;
Go to Sparring Match&lt;br /&gt;
Spar&lt;br /&gt;
Go to Sparring Practice&lt;br /&gt;
Watch Sparring Practice&lt;br /&gt;
Archery Practice&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Combat Attack and Engraving Description Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
x&lt;br /&gt;
You&lt;br /&gt;
The &lt;br /&gt;
Your&lt;br /&gt;
's&lt;br /&gt;
spinning &lt;br /&gt;
flying &lt;br /&gt;
its&lt;br /&gt;
It&lt;br /&gt;
 &lt;br /&gt;
 by the &lt;br /&gt;
 in the &lt;br /&gt;
 from behind&lt;br /&gt;
 from the side&lt;br /&gt;
 with &lt;br /&gt;
, but the attack is deflected by &lt;br /&gt;
!&lt;br /&gt;
, but the attack has no force!&lt;br /&gt;
, but the attack passes right through!&lt;br /&gt;
, but the attack glances away!&lt;br /&gt;
 and the severed part sails off in an arc!&lt;br /&gt;
 and &lt;br /&gt;
, &lt;br /&gt;
passing through a hole in the &lt;br /&gt;
's &lt;br /&gt;
main part&lt;br /&gt;
jamming the&lt;br /&gt;
 part&lt;br /&gt;
out of the wound&lt;br /&gt;
through the &lt;br /&gt;
tearing&lt;br /&gt;
tearing apart&lt;br /&gt;
shattering&lt;br /&gt;
fracturing&lt;br /&gt;
denting&lt;br /&gt;
bruising&lt;br /&gt;
 the &lt;br /&gt;
 it&lt;br /&gt;
 apart&lt;br /&gt;
 and&lt;br /&gt;
 tearing apart&lt;br /&gt;
 shattering&lt;br /&gt;
 tearing&lt;br /&gt;
 fracturing&lt;br /&gt;
 denting&lt;br /&gt;
 bruising&lt;br /&gt;
breaking away&lt;br /&gt;
 most of&lt;br /&gt;
 half of&lt;br /&gt;
 a piece of&lt;br /&gt;
 the rest of&lt;br /&gt;
 through a hole in the &lt;br /&gt;
 through the &lt;br /&gt;
a major artery&lt;br /&gt;
an artery&lt;br /&gt;
 has been opened by the strike&lt;br /&gt;
many nerves&lt;br /&gt;
a motor nerve&lt;br /&gt;
a sensory nerve&lt;br /&gt;
have&lt;br /&gt;
has&lt;br /&gt;
 been severed&lt;br /&gt;
a ligament&lt;br /&gt;
 has been &lt;br /&gt;
torn&lt;br /&gt;
sprained&lt;br /&gt;
bruised&lt;br /&gt;
a tendon&lt;br /&gt;
strained&lt;br /&gt;
 have&lt;br /&gt;
 has&lt;br /&gt;
 become enraged!&lt;br /&gt;
 has lodged firmly in the wound!&lt;br /&gt;
 latch on firmly&lt;br /&gt;
 latches on firmly&lt;br /&gt;
 to &lt;br /&gt;
 latch on firmly!&lt;br /&gt;
 latches on firmly!&lt;br /&gt;
 are&lt;br /&gt;
 is&lt;br /&gt;
 propelled away by the force of the blow!&lt;br /&gt;
 been knocked unconscious!&lt;br /&gt;
 been stunned again!&lt;br /&gt;
 been stunned!&lt;br /&gt;
 having more trouble breathing!&lt;br /&gt;
 having trouble breathing!&lt;br /&gt;
 feel&lt;br /&gt;
 looks&lt;br /&gt;
 even more sick!&lt;br /&gt;
 sick!&lt;br /&gt;
 pops out of the wound!&lt;br /&gt;
 is injected into the &lt;br /&gt;
 crumbles over the &lt;br /&gt;
 splatters over the &lt;br /&gt;
 flows over the &lt;br /&gt;
 pours over the &lt;br /&gt;
 is sucked out of the wound!&lt;br /&gt;
A group of &lt;br /&gt;
migrants, &lt;br /&gt;
, has arrived.&lt;br /&gt;
migrants has arrived.&lt;br /&gt;
ios_base::badbit set&lt;br /&gt;
ios_base::failbit set&lt;br /&gt;
ios_base::eofbit set&lt;br /&gt;
data&lt;br /&gt;
data/save&lt;br /&gt;
data/save/current&lt;br /&gt;
data/save/current/art_image-&lt;br /&gt;
.dat&lt;br /&gt;
art_image-&lt;br /&gt;
data/save/current/&lt;br /&gt;
/&lt;br /&gt;
data/save/&lt;br /&gt;
 is &lt;br /&gt;
 are &lt;br /&gt;
 prostrating &lt;br /&gt;
themselves&lt;br /&gt;
 before &lt;br /&gt;
 torturing &lt;br /&gt;
 committing a depraved act upon &lt;br /&gt;
 devouring &lt;br /&gt;
 admiring &lt;br /&gt;
 burning &lt;br /&gt;
 shooting &lt;br /&gt;
 surrounded by &lt;br /&gt;
 massacring &lt;br /&gt;
 fighting with &lt;br /&gt;
 greeting &lt;br /&gt;
 refusing &lt;br /&gt;
 speaking with &lt;br /&gt;
 embracing &lt;br /&gt;
 striking down &lt;br /&gt;
 raising &lt;br /&gt;
 hiding &lt;br /&gt;
 praying to &lt;br /&gt;
 contemplating &lt;br /&gt;
 cooking &lt;br /&gt;
 engraving &lt;br /&gt;
 impaled on &lt;br /&gt;
 being flayed by &lt;br /&gt;
 hanging from &lt;br /&gt;
 being mutilated by &lt;br /&gt;
.  &lt;br /&gt;
 praying&lt;br /&gt;
 weeping&lt;br /&gt;
 cringing&lt;br /&gt;
 screaming&lt;br /&gt;
 being tortured&lt;br /&gt;
 committing a depraved act&lt;br /&gt;
 making a submissive gesture&lt;br /&gt;
 in a fetal position&lt;br /&gt;
 smeared out into a spiral&lt;br /&gt;
 falling&lt;br /&gt;
 dead&lt;br /&gt;
 laughing&lt;br /&gt;
 being shot&lt;br /&gt;
 making a plaintive gesture&lt;br /&gt;
 melting&lt;br /&gt;
 burning&lt;br /&gt;
looks&lt;br /&gt;
look&lt;br /&gt;
 dejected&lt;br /&gt;
 terrified&lt;br /&gt;
 offended&lt;br /&gt;
 confused&lt;br /&gt;
 suffering&lt;br /&gt;
 withering away&lt;br /&gt;
 striking a menacing pose&lt;br /&gt;
 striking a triumphant pose&lt;br /&gt;
 laboring&lt;br /&gt;
 traveling&lt;br /&gt;
 contemplating&lt;br /&gt;
 cooking&lt;br /&gt;
 engraving&lt;br /&gt;
 unnaturally contorted&lt;br /&gt;
 being flayed&lt;br /&gt;
 being mutilated&lt;br /&gt;
the &lt;br /&gt;
a &lt;br /&gt;
two &lt;br /&gt;
three &lt;br /&gt;
four &lt;br /&gt;
five &lt;br /&gt;
 the deity of &lt;br /&gt;
, depicted as a &lt;br /&gt;
female &lt;br /&gt;
male &lt;br /&gt;
bad cast&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
false&lt;br /&gt;
true&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Material States ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SOLID&lt;br /&gt;
LIQUID&lt;br /&gt;
GAS&lt;br /&gt;
POWDER&lt;br /&gt;
SOLID_POWDER&lt;br /&gt;
ALL_SOLID&lt;br /&gt;
ALL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Breath Attacks ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
TRAILING_DUST_FLOW&lt;br /&gt;
TRAILING_VAPOR_FLOW&lt;br /&gt;
TRAILING_GAS_FLOW&lt;br /&gt;
SOLID_GLOB&lt;br /&gt;
LIQUID_GLOB&lt;br /&gt;
UNDIRECTED_GAS&lt;br /&gt;
UNDIRECTED_VAPOR&lt;br /&gt;
UNDIRECTED_DUST&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Position Responsibilities ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
LAW_MAKING&lt;br /&gt;
LAW_ENFORCEMENT&lt;br /&gt;
RECEIVE_DIPLOMATS&lt;br /&gt;
MEET_WORKERS&lt;br /&gt;
MANAGE_PRODUCTION&lt;br /&gt;
TRADE&lt;br /&gt;
ACCOUNTING&lt;br /&gt;
ESTABLISH_COLONY_TRADE_AGREEMENTS&lt;br /&gt;
MAKE_INTRODUCTIONS&lt;br /&gt;
MAKE_PEACE_AGREEMENTS&lt;br /&gt;
MAKE_TOPIC_AGREEMENTS&lt;br /&gt;
COLLECT_TAXES&lt;br /&gt;
ESCORT_TAX_COLLECTOR&lt;br /&gt;
EXECUTIONS&lt;br /&gt;
TAME_EXOTICS&lt;br /&gt;
RELIGION&lt;br /&gt;
ATTACK_ENEMIES&lt;br /&gt;
PATROL_TERRITORY&lt;br /&gt;
MILITARY_GOALS&lt;br /&gt;
MILITARY_STRATEGY&lt;br /&gt;
UPGRADE_SQUAD_EQUIPMENT&lt;br /&gt;
EQUIPMENT_MANIFESTS&lt;br /&gt;
SORT_AMMUNITION&lt;br /&gt;
BUILD_MORALE&lt;br /&gt;
HEALTH_MANAGEMENT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Ethic Actions ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
KILL_ENTITY_MEMBER&lt;br /&gt;
KILL_NEUTRAL&lt;br /&gt;
KILL_ENEMY&lt;br /&gt;
KILL_ANIMAL&lt;br /&gt;
EAT_SAPIENT_OTHER&lt;br /&gt;
EAT_SAPIENT_KILL&lt;br /&gt;
MAKE_TROPHY_SAME_RACE&lt;br /&gt;
MAKE_TROPHY_SAPIENT&lt;br /&gt;
MAKE_TROPHY_ANIMAL&lt;br /&gt;
KILL_PLANT&lt;br /&gt;
TORTURE_AS_EXAMPLE&lt;br /&gt;
TORTURE_FOR_INFORMATION&lt;br /&gt;
TORTURE_FOR_FUN&lt;br /&gt;
TORTURE_ANIMALS&lt;br /&gt;
TREASON&lt;br /&gt;
OATH_BREAKING&lt;br /&gt;
LYING&lt;br /&gt;
VANDALISM&lt;br /&gt;
TRESPASSING&lt;br /&gt;
THEFT&lt;br /&gt;
ASSAULT&lt;br /&gt;
SLAVERY&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Ethic Responses ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NOT_APPLICABLE&lt;br /&gt;
ACCEPTABLE&lt;br /&gt;
PERSONAL_MATTER&lt;br /&gt;
JUSTIFIED_IF_NO_REPERCUSSIONS&lt;br /&gt;
JUSTIFIED_IF_GOOD_REASON&lt;br /&gt;
JUSTIFIED_IF_EXTREME_REASON&lt;br /&gt;
JUSTIFIED_IF_SELF_DEFENSE&lt;br /&gt;
ONLY_IF_SANCTIONED&lt;br /&gt;
MISGUIDED&lt;br /&gt;
SHUN&lt;br /&gt;
APPALLING&lt;br /&gt;
PUNISH_REPRIMAND&lt;br /&gt;
PUNISH_SERIOUS&lt;br /&gt;
PUNISH_EXILE&lt;br /&gt;
PUNISH_CAPITAL&lt;br /&gt;
UNTHINKABLE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== World Constructions ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ROAD&lt;br /&gt;
TUNNEL&lt;br /&gt;
BRIDGE&lt;br /&gt;
WALL&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Religions ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PANTHEON&lt;br /&gt;
REGIONAL_FORCE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Seasons ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SPRING&lt;br /&gt;
SUMMER&lt;br /&gt;
AUTUMN&lt;br /&gt;
WINTER&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Spheres ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AGRICULTURE&lt;br /&gt;
ANIMALS&lt;br /&gt;
ART&lt;br /&gt;
BALANCE&lt;br /&gt;
BEAUTY&lt;br /&gt;
BIRTH&lt;br /&gt;
BLIGHT&lt;br /&gt;
BOUNDARIES&lt;br /&gt;
CAVERNS&lt;br /&gt;
CHAOS&lt;br /&gt;
CHARITY&lt;br /&gt;
CHILDREN&lt;br /&gt;
COASTS&lt;br /&gt;
CONSOLATION&lt;br /&gt;
COURAGE&lt;br /&gt;
CRAFTS&lt;br /&gt;
CREATION&lt;br /&gt;
DANCE&lt;br /&gt;
DARKNESS&lt;br /&gt;
DAWN&lt;br /&gt;
DAY&lt;br /&gt;
DEATH&lt;br /&gt;
DEFORMITY&lt;br /&gt;
DEPRAVITY&lt;br /&gt;
DISCIPLINE&lt;br /&gt;
DISEASE&lt;br /&gt;
DREAMS&lt;br /&gt;
DUSK&lt;br /&gt;
DUTY&lt;br /&gt;
EARTH&lt;br /&gt;
FAMILY&lt;br /&gt;
FAME&lt;br /&gt;
FATE&lt;br /&gt;
FERTILITY&lt;br /&gt;
FESTIVALS&lt;br /&gt;
FIRE&lt;br /&gt;
FISH&lt;br /&gt;
FISHING&lt;br /&gt;
FOOD&lt;br /&gt;
FORGIVENESS&lt;br /&gt;
FORTRESSES&lt;br /&gt;
FREEDOM&lt;br /&gt;
GAMBLING&lt;br /&gt;
GAMES&lt;br /&gt;
GENEROSITY&lt;br /&gt;
HAPPINESS&lt;br /&gt;
HEALING&lt;br /&gt;
HOSPITALITY&lt;br /&gt;
HUNTING&lt;br /&gt;
INSPIRATION&lt;br /&gt;
JEALOUSY&lt;br /&gt;
JEWELS&lt;br /&gt;
JUSTICE&lt;br /&gt;
LABOR&lt;br /&gt;
LAKES&lt;br /&gt;
LAWS&lt;br /&gt;
LIES&lt;br /&gt;
LIGHT&lt;br /&gt;
LIGHTNING&lt;br /&gt;
LONGEVITY&lt;br /&gt;
LOVE&lt;br /&gt;
LOYALTY&lt;br /&gt;
LUCK&lt;br /&gt;
LUST&lt;br /&gt;
MARRIAGE&lt;br /&gt;
MERCY&lt;br /&gt;
METALS&lt;br /&gt;
MINERALS&lt;br /&gt;
MISERY&lt;br /&gt;
MIST&lt;br /&gt;
MOON&lt;br /&gt;
MOUNTAINS&lt;br /&gt;
MUCK&lt;br /&gt;
MURDER&lt;br /&gt;
MUSIC&lt;br /&gt;
NATURE&lt;br /&gt;
NIGHT&lt;br /&gt;
NIGHTMARES&lt;br /&gt;
OATHS&lt;br /&gt;
OCEANS&lt;br /&gt;
ORDER&lt;br /&gt;
PAINTING&lt;br /&gt;
PEACE&lt;br /&gt;
PERSUASION&lt;br /&gt;
PLANTS&lt;br /&gt;
POETRY&lt;br /&gt;
PREGNANCY&lt;br /&gt;
RAIN&lt;br /&gt;
RAINBOWS&lt;br /&gt;
REBIRTH&lt;br /&gt;
REVELRY&lt;br /&gt;
REVENGE&lt;br /&gt;
RIVERS&lt;br /&gt;
RULERSHIP&lt;br /&gt;
RUMORS&lt;br /&gt;
SACRIFICE&lt;br /&gt;
SALT&lt;br /&gt;
SCHOLARSHIP&lt;br /&gt;
SEASONS&lt;br /&gt;
SILENCE&lt;br /&gt;
SKY&lt;br /&gt;
SONG&lt;br /&gt;
SPEECH&lt;br /&gt;
STARS&lt;br /&gt;
STORMS&lt;br /&gt;
STRENGTH&lt;br /&gt;
SUICIDE&lt;br /&gt;
SUN&lt;br /&gt;
THRALLDOM&lt;br /&gt;
THUNDER&lt;br /&gt;
TORTURE&lt;br /&gt;
TRAVELERS&lt;br /&gt;
TREACHERY&lt;br /&gt;
TREES&lt;br /&gt;
TRICKERY&lt;br /&gt;
TRUTH&lt;br /&gt;
TWILIGHT&lt;br /&gt;
VALOR&lt;br /&gt;
VICTORY&lt;br /&gt;
VOLCANOS&lt;br /&gt;
WAR&lt;br /&gt;
WATER&lt;br /&gt;
WEALTH&lt;br /&gt;
WEATHER&lt;br /&gt;
WIND&lt;br /&gt;
WISDOM&lt;br /&gt;
WRITING&lt;br /&gt;
YOUTH&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Art Facets ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
OWN_RACE&lt;br /&gt;
FANCIFUL&lt;br /&gt;
EVIL&lt;br /&gt;
GOOD&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Art Image Elements ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CREATURE&lt;br /&gt;
PLANT&lt;br /&gt;
TREE&lt;br /&gt;
SHAPE&lt;br /&gt;
ITEM&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Item Improvements ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
ART_IMAGE&lt;br /&gt;
COVERED&lt;br /&gt;
RINGS_HANGING&lt;br /&gt;
BANDS&lt;br /&gt;
SPIKES&lt;br /&gt;
ITEMSPECIFIC&lt;br /&gt;
THREAD&lt;br /&gt;
CLOTH&lt;br /&gt;
SEWN_IMAGE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Sites ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PLAYER_FORTRESS&lt;br /&gt;
DARK_FORTRESS&lt;br /&gt;
CAVE&lt;br /&gt;
CAVE_DETAILED&lt;br /&gt;
TREE_CITY&lt;br /&gt;
CITY&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Creature Textures ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DEFAULT&lt;br /&gt;
LAW_ENFORCE&lt;br /&gt;
TAX_ESCORT&lt;br /&gt;
ZOMBIE&lt;br /&gt;
SKELETON&lt;br /&gt;
ADVENTURER&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Historical Figure Links ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOTHER&lt;br /&gt;
FATHER&lt;br /&gt;
SPOUSE&lt;br /&gt;
CHILD&lt;br /&gt;
DEITY&lt;br /&gt;
LOVER&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Labors/Professions ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MERCENARY&lt;br /&gt;
FORMER_MERCENARY&lt;br /&gt;
ENEMY&lt;br /&gt;
CRIMINAL&lt;br /&gt;
MEMBER&lt;br /&gt;
FORMER_MEMBER&lt;br /&gt;
SLAVE&lt;br /&gt;
FORMER_SLAVE&lt;br /&gt;
PRISONER&lt;br /&gt;
FORMER_PRISONER&lt;br /&gt;
SHOPKEEPER&lt;br /&gt;
MINER&lt;br /&gt;
WOODWORKER&lt;br /&gt;
CARPENTER&lt;br /&gt;
BOWYER&lt;br /&gt;
WOODCUTTER&lt;br /&gt;
STONEWORKER&lt;br /&gt;
ENGRAVER&lt;br /&gt;
MASON&lt;br /&gt;
RANGER&lt;br /&gt;
ANIMAL_CARETAKER&lt;br /&gt;
ANIMAL_TRAINER&lt;br /&gt;
HUNTER&lt;br /&gt;
TRAPPER&lt;br /&gt;
ANIMAL_DISSECTOR&lt;br /&gt;
METALSMITH&lt;br /&gt;
FURNACE_OPERATOR&lt;br /&gt;
WEAPONSMITH&lt;br /&gt;
ARMORER&lt;br /&gt;
BLACKSMITH&lt;br /&gt;
METALCRAFTER&lt;br /&gt;
JEWELER&lt;br /&gt;
GEM_CUTTER&lt;br /&gt;
GEM_SETTER&lt;br /&gt;
CRAFTSMAN&lt;br /&gt;
WOODCRAFTER&lt;br /&gt;
STONECRAFTER&lt;br /&gt;
LEATHERWORKER&lt;br /&gt;
BONE_CARVER&lt;br /&gt;
WEAVER&lt;br /&gt;
CLOTHIER&lt;br /&gt;
GLASSMAKER&lt;br /&gt;
STRAND_EXTRACTOR&lt;br /&gt;
FISHERY_WORKER&lt;br /&gt;
FISHERMAN&lt;br /&gt;
FISH_DISSECTOR&lt;br /&gt;
FISH_CLEANER&lt;br /&gt;
FARMER&lt;br /&gt;
CHEESE_MAKER&lt;br /&gt;
MILKER&lt;br /&gt;
COOK&lt;br /&gt;
THRESHER&lt;br /&gt;
MILLER&lt;br /&gt;
BUTCHER&lt;br /&gt;
TANNER&lt;br /&gt;
DYER&lt;br /&gt;
PLANTER&lt;br /&gt;
HERBALIST&lt;br /&gt;
BREWER&lt;br /&gt;
SOAP_MAKER&lt;br /&gt;
POTASH_MAKER&lt;br /&gt;
LYE_MAKER&lt;br /&gt;
WOOD_BURNER&lt;br /&gt;
ENGINEER&lt;br /&gt;
MECHANIC&lt;br /&gt;
SIEGE_ENGINEER&lt;br /&gt;
SIEGE_OPERATOR&lt;br /&gt;
PUMP_OPERATOR&lt;br /&gt;
CLERK&lt;br /&gt;
ARCHITECT&lt;br /&gt;
DOCTOR&lt;br /&gt;
DIAGNOSER&lt;br /&gt;
BONE_SETTER&lt;br /&gt;
SUTURER&lt;br /&gt;
SURGEON&lt;br /&gt;
ADMINISTRATOR&lt;br /&gt;
TRADER&lt;br /&gt;
ALCHEMIST&lt;br /&gt;
MERCHANT&lt;br /&gt;
HAMMERMAN&lt;br /&gt;
MASTER_HAMMERMAN&lt;br /&gt;
SPEARMAN&lt;br /&gt;
MASTER_SPEARMAN&lt;br /&gt;
CROSSBOWMAN&lt;br /&gt;
MASTER_CROSSBOWMAN&lt;br /&gt;
WRESTLER&lt;br /&gt;
MASTER_WRESTLER&lt;br /&gt;
AXEMAN&lt;br /&gt;
MASTER_AXEMAN&lt;br /&gt;
SWORDSMAN&lt;br /&gt;
MASTER_SWORDSMAN&lt;br /&gt;
MACEMAN&lt;br /&gt;
MASTER_MACEMAN&lt;br /&gt;
PIKEMAN&lt;br /&gt;
MASTER_PIKEMAN&lt;br /&gt;
BOWMAN&lt;br /&gt;
MASTER_BOWMAN&lt;br /&gt;
BLOWGUNMAN&lt;br /&gt;
MASTER_BLOWGUNMAN&lt;br /&gt;
RECRUIT&lt;br /&gt;
TRAINED_HUNTER&lt;br /&gt;
TRAINED_WAR&lt;br /&gt;
MASTER_THIEF&lt;br /&gt;
THIEF&lt;br /&gt;
STANDARD&lt;br /&gt;
BABY&lt;br /&gt;
DRUNK&lt;br /&gt;
LASHER&lt;br /&gt;
MASTER_LASHER&lt;br /&gt;
NONE&lt;br /&gt;
MINE&lt;br /&gt;
HAUL_STONE&lt;br /&gt;
HAUL_WOOD&lt;br /&gt;
HAUL_BODY&lt;br /&gt;
HAUL_FOOD&lt;br /&gt;
HAUL_REFUSE&lt;br /&gt;
HAUL_ITEM&lt;br /&gt;
HAUL_FURNITURE&lt;br /&gt;
HAUL_ANIMALS&lt;br /&gt;
CLEAN&lt;br /&gt;
CUTWOOD&lt;br /&gt;
DETAIL&lt;br /&gt;
ANIMALTRAIN&lt;br /&gt;
ANIMALCARE&lt;br /&gt;
DIAGNOSE&lt;br /&gt;
SURGERY&lt;br /&gt;
BONE_SETTING&lt;br /&gt;
SUTURING&lt;br /&gt;
DRESSING_WOUNDS&lt;br /&gt;
FEED_WATER_CIVILIANS&lt;br /&gt;
RECOVER_WOUNDED&lt;br /&gt;
DISSECT_VERMIN&lt;br /&gt;
LEATHER&lt;br /&gt;
CLOTHESMAKER&lt;br /&gt;
PROCESS_PLANT&lt;br /&gt;
MAKE_CHEESE&lt;br /&gt;
MILK&lt;br /&gt;
CLEAN_FISH&lt;br /&gt;
DISSECT_FISH&lt;br /&gt;
HUNT&lt;br /&gt;
SMELT&lt;br /&gt;
FORGE_WEAPON&lt;br /&gt;
FORGE_ARMOR&lt;br /&gt;
FORGE_FURNITURE&lt;br /&gt;
METAL_CRAFT&lt;br /&gt;
CUT_GEM&lt;br /&gt;
ENCRUST_GEM&lt;br /&gt;
WOOD_CRAFT&lt;br /&gt;
STONE_CRAFT&lt;br /&gt;
BONE_CARVE&lt;br /&gt;
EXTRACT_STRAND&lt;br /&gt;
SIEGECRAFT&lt;br /&gt;
SIEGEOPERATE&lt;br /&gt;
POTASH_MAKING&lt;br /&gt;
LYE_MAKING&lt;br /&gt;
BURN_WOOD&lt;br /&gt;
OPERATE_PUMP&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MINING&lt;br /&gt;
WOODCUTTING&lt;br /&gt;
CARPENTRY&lt;br /&gt;
DETAILSTONE&lt;br /&gt;
MASONRY&lt;br /&gt;
PROCESSFISH&lt;br /&gt;
TRAPPING&lt;br /&gt;
WEAVING&lt;br /&gt;
BREWING&lt;br /&gt;
ALCHEMY&lt;br /&gt;
CLOTHESMAKING&lt;br /&gt;
MILLING&lt;br /&gt;
PROCESSPLANTS&lt;br /&gt;
CHEESEMAKING&lt;br /&gt;
HERBALISM&lt;br /&gt;
CUTGEM&lt;br /&gt;
ENCRUSTGEM&lt;br /&gt;
WOODCRAFT&lt;br /&gt;
STONECRAFT&lt;br /&gt;
METALCRAFT&lt;br /&gt;
LEATHERWORK&lt;br /&gt;
BONECARVE&lt;br /&gt;
AXE&lt;br /&gt;
SWORD&lt;br /&gt;
MISC_WEAPON&lt;br /&gt;
DAGGER&lt;br /&gt;
MACE&lt;br /&gt;
HAMMER&lt;br /&gt;
SPEAR&lt;br /&gt;
CROSSBOW&lt;br /&gt;
SHIELD&lt;br /&gt;
ARMOR&lt;br /&gt;
PIKE&lt;br /&gt;
WHIP&lt;br /&gt;
BOW&lt;br /&gt;
BLOWGUN&lt;br /&gt;
THROW&lt;br /&gt;
MECHANICS&lt;br /&gt;
MAGIC_NATURE&lt;br /&gt;
SNEAK&lt;br /&gt;
DESIGNBUILDING&lt;br /&gt;
DRESS_WOUNDS&lt;br /&gt;
SET_BONE&lt;br /&gt;
SUTURE&lt;br /&gt;
CRUTCH_WALK&lt;br /&gt;
WOOD_BURNING&lt;br /&gt;
SOAP_MAKING&lt;br /&gt;
SWIMMING&lt;br /&gt;
NEGOTIATION&lt;br /&gt;
JUDGING_INTENT&lt;br /&gt;
APPRAISAL&lt;br /&gt;
ORGANIZATION&lt;br /&gt;
RECORD_KEEPING&lt;br /&gt;
INTIMIDATION&lt;br /&gt;
CONVERSATION&lt;br /&gt;
COMEDY&lt;br /&gt;
FLATTERY&lt;br /&gt;
CONSOLE&lt;br /&gt;
PACIFY&lt;br /&gt;
TRACKING&lt;br /&gt;
KNOWLEDGE_ACQUISITION&lt;br /&gt;
CONCENTRATION&lt;br /&gt;
SITUATIONAL_AWARENESS&lt;br /&gt;
PROSE&lt;br /&gt;
READING&lt;br /&gt;
SPEAKING&lt;br /&gt;
COORDINATION&lt;br /&gt;
LEADERSHIP&lt;br /&gt;
TEACHING&lt;br /&gt;
MELEE_COMBAT&lt;br /&gt;
RANGED_COMBAT&lt;br /&gt;
WRESTLING&lt;br /&gt;
BITE&lt;br /&gt;
GRASP_STRIKE&lt;br /&gt;
STANCE_STRIKE&lt;br /&gt;
DODGING&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Materials ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AMBER&lt;br /&gt;
CORAL&lt;br /&gt;
GLASS_GREEN&lt;br /&gt;
GLASS_CLEAR&lt;br /&gt;
GLASS_CRYSTAL&lt;br /&gt;
POTASH&lt;br /&gt;
ASH&lt;br /&gt;
PEARLASH&lt;br /&gt;
LYE&lt;br /&gt;
MUD&lt;br /&gt;
VOMIT&lt;br /&gt;
FILTH_B&lt;br /&gt;
FILTH_Y&lt;br /&gt;
UNKNOWN_SUBSTANCE&lt;br /&gt;
GRIME&lt;br /&gt;
STONE&lt;br /&gt;
METAL&lt;br /&gt;
INORGANIC&lt;br /&gt;
COAL&lt;br /&gt;
GET_MATERIAL_FROM_REAGENT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== ??? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FORCED&lt;br /&gt;
UNCOMMON&lt;br /&gt;
RARE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Items ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BAR&lt;br /&gt;
SMALLGEM&lt;br /&gt;
BLOCKS&lt;br /&gt;
ROUGH&lt;br /&gt;
BOULDER&lt;br /&gt;
WOOD&lt;br /&gt;
DOOR&lt;br /&gt;
FLOODGATE&lt;br /&gt;
HATCH_COVER&lt;br /&gt;
GRATE&lt;br /&gt;
BED&lt;br /&gt;
TRACTION_BENCH&lt;br /&gt;
CHAIR&lt;br /&gt;
CHAIN&lt;br /&gt;
FLASK&lt;br /&gt;
GOBLET&lt;br /&gt;
INSTRUMENT&lt;br /&gt;
TOY&lt;br /&gt;
WINDOW&lt;br /&gt;
CAGE&lt;br /&gt;
BARREL&lt;br /&gt;
BUCKET&lt;br /&gt;
ANIMALTRAP&lt;br /&gt;
TABLE&lt;br /&gt;
COFFIN&lt;br /&gt;
STATUE&lt;br /&gt;
QUERN&lt;br /&gt;
MILLSTONE&lt;br /&gt;
CORPSE&lt;br /&gt;
WEAPON&lt;br /&gt;
SHOES&lt;br /&gt;
HELM&lt;br /&gt;
GLOVES&lt;br /&gt;
BOX&lt;br /&gt;
BIN&lt;br /&gt;
ARMORSTAND&lt;br /&gt;
WEAPONRACK&lt;br /&gt;
CABINET&lt;br /&gt;
FIGURINE&lt;br /&gt;
AMULET&lt;br /&gt;
SCEPTER&lt;br /&gt;
AMMO&lt;br /&gt;
CROWN&lt;br /&gt;
RING&lt;br /&gt;
EARRING&lt;br /&gt;
BRACELET&lt;br /&gt;
GEM&lt;br /&gt;
ANVIL&lt;br /&gt;
CORPSEPIECE&lt;br /&gt;
REMAINS&lt;br /&gt;
MEAT&lt;br /&gt;
FISH_RAW&lt;br /&gt;
VERMIN&lt;br /&gt;
PET&lt;br /&gt;
SEEDS&lt;br /&gt;
SKIN_TANNED&lt;br /&gt;
LEAVES&lt;br /&gt;
TOTEM&lt;br /&gt;
PANTS&lt;br /&gt;
BACKPACK&lt;br /&gt;
QUIVER&lt;br /&gt;
SPLINT&lt;br /&gt;
ORTHOPEDIC_CAST&lt;br /&gt;
CRUTCH&lt;br /&gt;
CATAPULTPARTS&lt;br /&gt;
BALLISTAPARTS&lt;br /&gt;
SIEGEAMMO&lt;br /&gt;
BALLISTAARROWHEAD&lt;br /&gt;
TRAPPARTS&lt;br /&gt;
TRAPCOMP&lt;br /&gt;
DRINK&lt;br /&gt;
POWDER_MISC&lt;br /&gt;
CHEESE&lt;br /&gt;
LIQUID_MISC&lt;br /&gt;
COIN&lt;br /&gt;
GLOB&lt;br /&gt;
ROCK&lt;br /&gt;
PIPE_SECTION&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== ??? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CIV&lt;br /&gt;
SITE&lt;br /&gt;
VESSEL&lt;br /&gt;
MILITARY_UNIT&lt;br /&gt;
TEMPLE&lt;br /&gt;
BATTLE&lt;br /&gt;
SIEGE&lt;br /&gt;
errorlog.txt&lt;br /&gt;
map_rejection_log.txt&lt;br /&gt;
gamelog.txt&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Matgloss? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PLANT_MAT&lt;br /&gt;
CREATURE_MAT&lt;br /&gt;
COKE&lt;br /&gt;
CHARCOAL&lt;br /&gt;
USE_LAVA_STONE&lt;br /&gt;
NO_MATGLOSS&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Inclusion Types for Stone ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
VEIN&lt;br /&gt;
CLUSTER&lt;br /&gt;
CLUSTER_SMALL&lt;br /&gt;
CLUSTER_ONE&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Directions ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
NW&lt;br /&gt;
NE&lt;br /&gt;
SW&lt;br /&gt;
SE&lt;br /&gt;
West&lt;br /&gt;
East&lt;br /&gt;
North&lt;br /&gt;
South&lt;br /&gt;
Below&lt;br /&gt;
Above&lt;br /&gt;
Here&lt;br /&gt;
/Below&lt;br /&gt;
/Above&lt;br /&gt;
All&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Item Categories ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Leather&lt;br /&gt;
Cloth (Plant)&lt;br /&gt;
Cloth (Silk)&lt;br /&gt;
Crafts&lt;br /&gt;
Wood&lt;br /&gt;
Pets&lt;br /&gt;
Drinks&lt;br /&gt;
Cheeses&lt;br /&gt;
Powders&lt;br /&gt;
Extracts&lt;br /&gt;
Meat&lt;br /&gt;
Fish&lt;br /&gt;
Plants&lt;br /&gt;
Meat/Fish Recipes&lt;br /&gt;
Other Recipes&lt;br /&gt;
Metal Bars&lt;br /&gt;
Small Cut Gems&lt;br /&gt;
Large Cut Gems&lt;br /&gt;
Stone Blocks&lt;br /&gt;
Seeds&lt;br /&gt;
Anvils&lt;br /&gt;
Weapons&lt;br /&gt;
Training Weapons&lt;br /&gt;
Bodywear&lt;br /&gt;
Ammo&lt;br /&gt;
Trap Components&lt;br /&gt;
Digging Implements&lt;br /&gt;
Headwear&lt;br /&gt;
Handwear&lt;br /&gt;
Footwear&lt;br /&gt;
Legwear&lt;br /&gt;
Shields&lt;br /&gt;
Toys&lt;br /&gt;
Instruments&lt;br /&gt;
Stone&lt;br /&gt;
Sand&lt;br /&gt;
Glass&lt;br /&gt;
Cages&lt;br /&gt;
Bags (Leather)&lt;br /&gt;
Bags (Plant)&lt;br /&gt;
Bags (Silk)&lt;br /&gt;
Thread (Plant)&lt;br /&gt;
Thread (Silk)&lt;br /&gt;
Ropes (Plant)&lt;br /&gt;
Ropes (Silk)&lt;br /&gt;
Barrels&lt;br /&gt;
Miscellaneous&lt;br /&gt;
Flasks/Waterskins&lt;br /&gt;
Quivers&lt;br /&gt;
Backpacks&lt;br /&gt;
Buckets&lt;br /&gt;
Splints&lt;br /&gt;
Crutches&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Tasks? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
None&lt;br /&gt;
Dungeon Commander&lt;br /&gt;
Insane Mood&lt;br /&gt;
Undead Hunt&lt;br /&gt;
Sieger Patrol&lt;br /&gt;
Maraude Target&lt;br /&gt;
Sieger Basepoint&lt;br /&gt;
Sieger Mill&lt;br /&gt;
Ambush Patrol&lt;br /&gt;
Marauder Mill&lt;br /&gt;
Wilderness Curious Wander&lt;br /&gt;
Wilderness Curious Steal Target&lt;br /&gt;
Wilderness Roamer&lt;br /&gt;
Pattern Patrol&lt;br /&gt;
Inactive Marauder&lt;br /&gt;
Owner&lt;br /&gt;
Commander&lt;br /&gt;
Chained Animal&lt;br /&gt;
Meeting Location&lt;br /&gt;
Meeting Location Building&lt;br /&gt;
Depot&lt;br /&gt;
Vermin Hunting&lt;br /&gt;
Seek Commander&lt;br /&gt;
Return to Base&lt;br /&gt;
Mill Anywhere&lt;br /&gt;
Wagon&lt;br /&gt;
Mill Building&lt;br /&gt;
Head for Edge&lt;br /&gt;
Milling Flood&lt;br /&gt;
Milling Burrow&lt;br /&gt;
Squad Move&lt;br /&gt;
Squad Kill List&lt;br /&gt;
Squad Patrol&lt;br /&gt;
Squad Defend Burrow&lt;br /&gt;
Squad Defend Burrow From Target&lt;br /&gt;
Nonsense&lt;br /&gt;
Come to Job Building&lt;br /&gt;
Valid Pond Dump Unit&lt;br /&gt;
Valid Pond Dump&lt;br /&gt;
Conflict Defense&lt;br /&gt;
Adventure Move&lt;br /&gt;
Thief Target&lt;br /&gt;
Check Chest&lt;br /&gt;
Sleep Bed&lt;br /&gt;
Sleep Barracks&lt;br /&gt;
Sleep Ground&lt;br /&gt;
Leave Wall&lt;br /&gt;
Flee Terrain&lt;br /&gt;
Tax Room&lt;br /&gt;
Guard Taxes&lt;br /&gt;
Ransack Taxes&lt;br /&gt;
Get Empty Sand Bag&lt;br /&gt;
Sand Zone&lt;br /&gt;
Grab Cage&lt;br /&gt;
Uncage Animal&lt;br /&gt;
Capture Small Pet&lt;br /&gt;
Grab Cage Unit&lt;br /&gt;
Grab Milk Unit&lt;br /&gt;
Go to Milk Station&lt;br /&gt;
Go to Cage&lt;br /&gt;
Grab Animal Trap&lt;br /&gt;
Cage Vermin&lt;br /&gt;
Grab Unfill Bucket&lt;br /&gt;
Seek Fill Bucket&lt;br /&gt;
Seek Patient for Carry&lt;br /&gt;
Seek Patient for Diagnosis&lt;br /&gt;
Seek Patient for Immobilize Break&lt;br /&gt;
Seek Patient for Crutch&lt;br /&gt;
Seek Patient for Suturing&lt;br /&gt;
Seek Surgery Site&lt;br /&gt;
Carry Patient to Bed&lt;br /&gt;
Seek Give Water Bucket&lt;br /&gt;
Seek Job Item&lt;br /&gt;
Seek Unit For Item Drop&lt;br /&gt;
Seek Unit For Job&lt;br /&gt;
Seek Building For Item Drop&lt;br /&gt;
Seek Building For Job&lt;br /&gt;
Seek Splint&lt;br /&gt;
Seek Crutch&lt;br /&gt;
Seek Suture Thread&lt;br /&gt;
Seek Dressing Cloth&lt;br /&gt;
Go to Give Water Target&lt;br /&gt;
Seek Food for Target&lt;br /&gt;
Seek Target for Food&lt;br /&gt;
Seek Animal for Slaughter&lt;br /&gt;
Seek Slaughter Building&lt;br /&gt;
Seek Animal for Chain&lt;br /&gt;
Seek Chain for Animal&lt;br /&gt;
Seek Cage for Unchain&lt;br /&gt;
Seek Animal for Unchain&lt;br /&gt;
Grab Food for Taming&lt;br /&gt;
Seek Animal for Taming&lt;br /&gt;
Seek Drink Item&lt;br /&gt;
Seek Food Item&lt;br /&gt;
Seek Eating Chair&lt;br /&gt;
Seek Eating Chair 2&lt;br /&gt;
Seek Bad Mood Building&lt;br /&gt;
Set Glass Mood Building&lt;br /&gt;
Set Mood Building&lt;br /&gt;
Seek Fell Victim&lt;br /&gt;
Clean Building Site&lt;br /&gt;
Reset Priority Goal&lt;br /&gt;
Main Job Building&lt;br /&gt;
Drop Off Job Items&lt;br /&gt;
Grab Job Resources&lt;br /&gt;
Work at Building&lt;br /&gt;
Grab Uniform&lt;br /&gt;
Grab Clothing&lt;br /&gt;
Grab Weapon&lt;br /&gt;
Grab Ammunition&lt;br /&gt;
Grab Shield&lt;br /&gt;
Grab Armor&lt;br /&gt;
Grab Helm&lt;br /&gt;
Grab Boots&lt;br /&gt;
Grab Gloves&lt;br /&gt;
Grab Pants&lt;br /&gt;
Grab Quiver&lt;br /&gt;
Grab Backpack&lt;br /&gt;
Grab Waterskin&lt;br /&gt;
Start Hunt&lt;br /&gt;
Start Fish&lt;br /&gt;
Clean&lt;br /&gt;
Hunt Vermin&lt;br /&gt;
Patrol&lt;br /&gt;
Squad Station&lt;br /&gt;
Seek Infant&lt;br /&gt;
Shop Specific&lt;br /&gt;
Mill in Shop&lt;br /&gt;
Go to Shop&lt;br /&gt;
Seek Training Ammunition&lt;br /&gt;
Archery Training Site&lt;br /&gt;
Sparring Partner&lt;br /&gt;
Sparring Site&lt;br /&gt;
Attend Party&lt;br /&gt;
Seek Artifact&lt;br /&gt;
Grab Ammunition for Building&lt;br /&gt;
Seek Building for Ammunition&lt;br /&gt;
Seek Item for Storage&lt;br /&gt;
Store Item&lt;br /&gt;
Grab Kill&lt;br /&gt;
Drop Kill at Butcher&lt;br /&gt;
Drop Kill out Front&lt;br /&gt;
Go to Beating Target&lt;br /&gt;
Seek Kidnap Victim&lt;br /&gt;
Seek Hunting Target&lt;br /&gt;
Seek Target Mechanism&lt;br /&gt;
Seek Target for Mechanism&lt;br /&gt;
Seek Mechanism for Trigger&lt;br /&gt;
Seek Trigger for Mechanism&lt;br /&gt;
Seek Trap for Vermin Catch&lt;br /&gt;
Seek Vermin for Catching&lt;br /&gt;
Seek Vermin Catch Location&lt;br /&gt;
Wander Vermin Catch Location&lt;br /&gt;
Seek Vermin for Hunting&lt;br /&gt;
Seek Vermin Hunting Spot&lt;br /&gt;
Wander Vermin Hunting Spot&lt;br /&gt;
Seek Fish Trap&lt;br /&gt;
Seek Fish Catch Location&lt;br /&gt;
Seek Well for Water&lt;br /&gt;
Seek Drink Area for Water&lt;br /&gt;
Manage Work Orders&lt;br /&gt;
Update Stockpile Records&lt;br /&gt;
Upgrade Squad Equipment&lt;br /&gt;
Prepare Equipment Manifests&lt;br /&gt;
Wander Depot&lt;br /&gt;
Seek Update Office&lt;br /&gt;
Seek Manage Office&lt;br /&gt;
Assigned Building Job&lt;br /&gt;
Chase Opponent&lt;br /&gt;
Chase Opponent (Same Square)&lt;br /&gt;
Flee from Opponent&lt;br /&gt;
Attack Building&lt;br /&gt;
Start Bed Carry&lt;br /&gt;
Start Give Food Water&lt;br /&gt;
Start Medical Aid&lt;br /&gt;
Seek Station Flood&lt;br /&gt;
Seek Station&lt;br /&gt;
Start Water Job Well&lt;br /&gt;
Start Water Job Drink Area&lt;br /&gt;
Start Eat Job&lt;br /&gt;
Scheduled Meal&lt;br /&gt;
Scheduled Sleep Bed&lt;br /&gt;
Scheduled Sleep Ground&lt;br /&gt;
Rest&lt;br /&gt;
Remove Construction&lt;br /&gt;
Chop&lt;br /&gt;
Detail&lt;br /&gt;
Gather Plant&lt;br /&gt;
Dig&lt;br /&gt;
Mischief&lt;br /&gt;
Rest (Recovered)&lt;br /&gt;
Rest (Reset)&lt;br /&gt;
Combat Training&lt;br /&gt;
Skill Demonstration&lt;br /&gt;
Individual Skill Drill&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Related to language? ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
PRIMITIVE&lt;br /&gt;
FLOWERY&lt;br /&gt;
THOUGHT&lt;br /&gt;
NEW&lt;br /&gt;
UGLY&lt;br /&gt;
BOUNDARY&lt;br /&gt;
NAME_CAVE&lt;br /&gt;
VIOLENT&lt;br /&gt;
WILD&lt;br /&gt;
AQUATIC&lt;br /&gt;
ASSERTIVE&lt;br /&gt;
ARTIFICE&lt;br /&gt;
MYSTERY&lt;br /&gt;
COLOR&lt;br /&gt;
UNTOWARD&lt;br /&gt;
LEADER&lt;br /&gt;
DOMESTIC&lt;br /&gt;
MYTHIC&lt;br /&gt;
FESTIVAL&lt;br /&gt;
SUBORDINATE&lt;br /&gt;
NEGATIVE&lt;br /&gt;
NEGATOR&lt;br /&gt;
PROTECT&lt;br /&gt;
NAME_LAKE&lt;br /&gt;
RESTRAIN&lt;br /&gt;
OLD&lt;br /&gt;
ROMANTIC&lt;br /&gt;
NAME_MOUNTAINS&lt;br /&gt;
NAME_OCEAN&lt;br /&gt;
TRAVEL&lt;br /&gt;
NAME_FOREST&lt;br /&gt;
NAME_VOLCANO&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Sphere names ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
agriculture&lt;br /&gt;
animals&lt;br /&gt;
art&lt;br /&gt;
balance&lt;br /&gt;
beauty&lt;br /&gt;
birth&lt;br /&gt;
blight&lt;br /&gt;
boundaries&lt;br /&gt;
caverns&lt;br /&gt;
chaos&lt;br /&gt;
charity&lt;br /&gt;
children&lt;br /&gt;
coasts&lt;br /&gt;
consolation&lt;br /&gt;
courage&lt;br /&gt;
crafts&lt;br /&gt;
creation&lt;br /&gt;
dance&lt;br /&gt;
darkness&lt;br /&gt;
dawn&lt;br /&gt;
day&lt;br /&gt;
death&lt;br /&gt;
deformity&lt;br /&gt;
depravity&lt;br /&gt;
discipline&lt;br /&gt;
disease&lt;br /&gt;
dreams&lt;br /&gt;
dusk&lt;br /&gt;
duty&lt;br /&gt;
earth&lt;br /&gt;
family&lt;br /&gt;
fame&lt;br /&gt;
fate&lt;br /&gt;
fertility&lt;br /&gt;
festivals&lt;br /&gt;
fire&lt;br /&gt;
fish&lt;br /&gt;
fishing&lt;br /&gt;
food&lt;br /&gt;
forgiveness&lt;br /&gt;
fortresses&lt;br /&gt;
freedom&lt;br /&gt;
gambling&lt;br /&gt;
games&lt;br /&gt;
generosity&lt;br /&gt;
happiness&lt;br /&gt;
healing&lt;br /&gt;
hospitality&lt;br /&gt;
hunting&lt;br /&gt;
inspiration&lt;br /&gt;
jealousy&lt;br /&gt;
jewels&lt;br /&gt;
justice&lt;br /&gt;
labor&lt;br /&gt;
lakes&lt;br /&gt;
laws&lt;br /&gt;
lies&lt;br /&gt;
light&lt;br /&gt;
lightning&lt;br /&gt;
longevity&lt;br /&gt;
love&lt;br /&gt;
loyalty&lt;br /&gt;
luck&lt;br /&gt;
lust&lt;br /&gt;
marriage&lt;br /&gt;
mercy&lt;br /&gt;
metals&lt;br /&gt;
minerals&lt;br /&gt;
misery&lt;br /&gt;
mist&lt;br /&gt;
moon&lt;br /&gt;
mountains&lt;br /&gt;
muck&lt;br /&gt;
murder&lt;br /&gt;
music&lt;br /&gt;
nature&lt;br /&gt;
night&lt;br /&gt;
nightmares&lt;br /&gt;
oaths&lt;br /&gt;
oceans&lt;br /&gt;
order&lt;br /&gt;
painting&lt;br /&gt;
peace&lt;br /&gt;
persuasion&lt;br /&gt;
plants&lt;br /&gt;
poetry&lt;br /&gt;
pregnancy&lt;br /&gt;
rain&lt;br /&gt;
rainbows&lt;br /&gt;
rebirth&lt;br /&gt;
revelry&lt;br /&gt;
revenge&lt;br /&gt;
rivers&lt;br /&gt;
rulership&lt;br /&gt;
rumors&lt;br /&gt;
sacrifice&lt;br /&gt;
salt&lt;br /&gt;
scholarship&lt;br /&gt;
seasons&lt;br /&gt;
silence&lt;br /&gt;
sky&lt;br /&gt;
song&lt;br /&gt;
speech&lt;br /&gt;
stars&lt;br /&gt;
storms&lt;br /&gt;
strength&lt;br /&gt;
suicide&lt;br /&gt;
sun&lt;br /&gt;
theft&lt;br /&gt;
thralldom&lt;br /&gt;
thunder&lt;br /&gt;
torture&lt;br /&gt;
trade&lt;br /&gt;
travelers&lt;br /&gt;
treachery&lt;br /&gt;
trees&lt;br /&gt;
trickery&lt;br /&gt;
truth&lt;br /&gt;
twilight&lt;br /&gt;
valor&lt;br /&gt;
victory&lt;br /&gt;
volcanos&lt;br /&gt;
war&lt;br /&gt;
water&lt;br /&gt;
wealth&lt;br /&gt;
weather&lt;br /&gt;
wind&lt;br /&gt;
wisdom&lt;br /&gt;
writing&lt;br /&gt;
youth&lt;br /&gt;
no sphere&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Temple decorations ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
paved outdoor area&lt;br /&gt;
uneven pillars&lt;br /&gt;
square of pillars&lt;br /&gt;
pillars on the perimeter&lt;br /&gt;
upper floors&lt;br /&gt;
lower floors&lt;br /&gt;
water pool&lt;br /&gt;
lava pool&lt;br /&gt;
stagnant pool&lt;br /&gt;
open structure&lt;br /&gt;
paved indoor areas&lt;br /&gt;
detailed surfaces&lt;br /&gt;
no architectural element&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Biomes ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
MOUNTAIN&lt;br /&gt;
GLACIER&lt;br /&gt;
TUNDRA&lt;br /&gt;
SWAMP_TEMPERATE_FRESHWATER&lt;br /&gt;
SWAMP_TEMPERATE_SALTWATER&lt;br /&gt;
MARSH_TEMPERATE_FRESHWATER&lt;br /&gt;
MARSH_TEMPERATE_SALTWATER&lt;br /&gt;
SWAMP_TROPICAL_FRESHWATER&lt;br /&gt;
SWAMP_TROPICAL_SALTWATER&lt;br /&gt;
SWAMP_MANGROVE&lt;br /&gt;
MARSH_TROPICAL_FRESHWATER&lt;br /&gt;
MARSH_TROPICAL_SALTWATER&lt;br /&gt;
FOREST_TAIGA&lt;br /&gt;
FOREST_TEMPERATE_CONIFER&lt;br /&gt;
FOREST_TEMPERATE_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_CONIFER&lt;br /&gt;
FOREST_TROPICAL_DRY_BROADLEAF&lt;br /&gt;
FOREST_TROPICAL_MOIST_BROADLEAF&lt;br /&gt;
GRASSLAND_TEMPERATE&lt;br /&gt;
SAVANNA_TEMPERATE&lt;br /&gt;
SHRUBLAND_TEMPERATE&lt;br /&gt;
GRASSLAND_TROPICAL&lt;br /&gt;
SAVANNA_TROPICAL&lt;br /&gt;
SHRUBLAND_TROPICAL&lt;br /&gt;
DESERT_BADLAND&lt;br /&gt;
DESERT_ROCK&lt;br /&gt;
DESERT_SAND&lt;br /&gt;
OCEAN_TROPICAL&lt;br /&gt;
OCEAN_TEMPERATE&lt;br /&gt;
OCEAN_ARCTIC&lt;br /&gt;
POOL_TEMPERATE_FRESHWATER&lt;br /&gt;
POOL_TEMPERATE_BRACKISHWATER&lt;br /&gt;
POOL_TEMPERATE_SALTWATER&lt;br /&gt;
POOL_TROPICAL_FRESHWATER&lt;br /&gt;
POOL_TROPICAL_BRACKISHWATER&lt;br /&gt;
POOL_TROPICAL_SALTWATER&lt;br /&gt;
LAKE_TEMPERATE_FRESHWATER&lt;br /&gt;
LAKE_TEMPERATE_BRACKISHWATER&lt;br /&gt;
LAKE_TEMPERATE_SALTWATER&lt;br /&gt;
LAKE_TROPICAL_FRESHWATER&lt;br /&gt;
LAKE_TROPICAL_BRACKISHWATER&lt;br /&gt;
LAKE_TROPICAL_SALTWATER&lt;br /&gt;
RIVER_TEMPERATE_FRESHWATER&lt;br /&gt;
RIVER_TEMPERATE_BRACKISHWATER&lt;br /&gt;
RIVER_TEMPERATE_SALTWATER&lt;br /&gt;
RIVER_TROPICAL_FRESHWATER&lt;br /&gt;
RIVER_TROPICAL_BRACKISHWATER&lt;br /&gt;
RIVER_TROPICAL_SALTWATER&lt;br /&gt;
SUBTERRANEAN_WATER&lt;br /&gt;
SUBTERRANEAN_CHASM&lt;br /&gt;
SUBTERRANEAN_LAVA&lt;br /&gt;
ALL_MAIN&lt;br /&gt;
ANY_LAND&lt;br /&gt;
ANY_OCEAN&lt;br /&gt;
ANY_LAKE&lt;br /&gt;
ANY_RIVER&lt;br /&gt;
ANY_POOL&lt;br /&gt;
NOT_FREEZING&lt;br /&gt;
ANY_TEMPERATE&lt;br /&gt;
ANY_TROPICAL&lt;br /&gt;
ANY_FOREST&lt;br /&gt;
ANY_SHRUBLAND&lt;br /&gt;
ANY_GRASSLAND&lt;br /&gt;
ANY_SAVANNA&lt;br /&gt;
ANY_TEMPERATE_FOREST&lt;br /&gt;
ANY_TROPICAL_FOREST&lt;br /&gt;
ANY_TEMPERATE_BROADLEAF&lt;br /&gt;
ANY_TROPICAL_BROADLEAF&lt;br /&gt;
ANY_WETLAND&lt;br /&gt;
ANY_DESERT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Relations ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
an &lt;br /&gt;
mother&lt;br /&gt;
father&lt;br /&gt;
parent&lt;br /&gt;
husband&lt;br /&gt;
wives&lt;br /&gt;
wife&lt;br /&gt;
spouse&lt;br /&gt;
eldest son&lt;br /&gt;
second eldest son&lt;br /&gt;
third eldest son&lt;br /&gt;
fourth eldest son&lt;br /&gt;
fifth eldest son&lt;br /&gt;
sixth eldest son&lt;br /&gt;
seventh eldest son&lt;br /&gt;
eighth eldest son&lt;br /&gt;
ninth eldest son&lt;br /&gt;
tenth eldest son&lt;br /&gt;
son&lt;br /&gt;
youngest son&lt;br /&gt;
only son&lt;br /&gt;
eldest daughter&lt;br /&gt;
second eldest daughter&lt;br /&gt;
third eldest daughter&lt;br /&gt;
fourth eldest daughter&lt;br /&gt;
fifth eldest daughter&lt;br /&gt;
sixth eldest daughter&lt;br /&gt;
seventh eldest daughter&lt;br /&gt;
eighth eldest daughter&lt;br /&gt;
ninth eldest daughter&lt;br /&gt;
tenth eldest daughter&lt;br /&gt;
daughter&lt;br /&gt;
only daughter&lt;br /&gt;
youngest daughter&lt;br /&gt;
eldest child&lt;br /&gt;
second eldest child&lt;br /&gt;
third eldest child&lt;br /&gt;
fourth eldest child&lt;br /&gt;
fifth eldest child&lt;br /&gt;
sixth eldest child&lt;br /&gt;
seventh eldest child&lt;br /&gt;
eighth eldest child&lt;br /&gt;
ninth eldest child&lt;br /&gt;
tenth eldest child&lt;br /&gt;
child&lt;br /&gt;
youngest child&lt;br /&gt;
only child&lt;br /&gt;
paternal grandmother&lt;br /&gt;
paternal grandfather&lt;br /&gt;
maternal grandmother&lt;br /&gt;
maternal grandfather&lt;br /&gt;
grandmother&lt;br /&gt;
grandfather&lt;br /&gt;
grandparent&lt;br /&gt;
older brother&lt;br /&gt;
older sister&lt;br /&gt;
older sibling&lt;br /&gt;
younger brother&lt;br /&gt;
younger sister&lt;br /&gt;
younger sibling&lt;br /&gt;
cousin&lt;br /&gt;
aunt&lt;br /&gt;
uncle&lt;br /&gt;
no relationship&lt;br /&gt;
ren&lt;br /&gt;
s&lt;br /&gt;
negative &lt;br /&gt;
zero&lt;br /&gt;
one&lt;br /&gt;
two&lt;br /&gt;
three&lt;br /&gt;
four&lt;br /&gt;
five&lt;br /&gt;
six&lt;br /&gt;
seven&lt;br /&gt;
eight&lt;br /&gt;
nine&lt;br /&gt;
ten&lt;br /&gt;
eleven&lt;br /&gt;
twelve&lt;br /&gt;
thirteen&lt;br /&gt;
fourteen&lt;br /&gt;
fifteen&lt;br /&gt;
sixteen&lt;br /&gt;
seventeen&lt;br /&gt;
eighteen&lt;br /&gt;
nineteen&lt;br /&gt;
 billion&lt;br /&gt;
 million&lt;br /&gt;
 thousand&lt;br /&gt;
 hundred&lt;br /&gt;
twenty&lt;br /&gt;
thirty&lt;br /&gt;
forty&lt;br /&gt;
fifty&lt;br /&gt;
sixty&lt;br /&gt;
seventy&lt;br /&gt;
eighty&lt;br /&gt;
ninety&lt;br /&gt;
-&lt;br /&gt;
th&lt;br /&gt;
st&lt;br /&gt;
nd&lt;br /&gt;
rd&lt;br /&gt;
Negative &lt;br /&gt;
Zeroth&lt;br /&gt;
First&lt;br /&gt;
Second&lt;br /&gt;
Third&lt;br /&gt;
Fourth&lt;br /&gt;
Fifth&lt;br /&gt;
Sixth&lt;br /&gt;
Seventh&lt;br /&gt;
Eighth&lt;br /&gt;
Ninth&lt;br /&gt;
Tenth&lt;br /&gt;
Eleventh&lt;br /&gt;
Twelfth&lt;br /&gt;
Thirteenth&lt;br /&gt;
Fourteenth&lt;br /&gt;
Fifteenth&lt;br /&gt;
Sixteenth&lt;br /&gt;
Seventeenth&lt;br /&gt;
Eighteenth&lt;br /&gt;
Nineteenth&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Region Types ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
SWAMP&lt;br /&gt;
DESERT&lt;br /&gt;
FOREST&lt;br /&gt;
OCEAN&lt;br /&gt;
LAKE&lt;br /&gt;
GRASSLAND&lt;br /&gt;
HILLS&lt;br /&gt;
Wetland&lt;br /&gt;
Desert&lt;br /&gt;
Forest&lt;br /&gt;
Mountains&lt;br /&gt;
Ocean&lt;br /&gt;
Lake&lt;br /&gt;
Glacier&lt;br /&gt;
Tundra&lt;br /&gt;
Grassland&lt;br /&gt;
Hills&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Breath Attacks ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
LOCAL_CREATURE_MAT&lt;br /&gt;
LOCAL_PLANT_MAT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
=== Attributes ===&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
AGILITY&lt;br /&gt;
TOUGHNESS&lt;br /&gt;
ENDURANCE&lt;br /&gt;
RECUPERATION&lt;br /&gt;
DISEASE_RESISTANCE&lt;br /&gt;
Unrecognized Physical Attribute Token: &lt;br /&gt;
ANALYTICAL_ABILITY&lt;br /&gt;
FOCUS&lt;br /&gt;
WILLPOWER&lt;br /&gt;
CREATIVITY&lt;br /&gt;
INTUITION&lt;br /&gt;
PATIENCE&lt;br /&gt;
MEMORY&lt;br /&gt;
LINGUISTIC_ABILITY&lt;br /&gt;
SPATIAL_SENSE&lt;br /&gt;
MUSICALITY&lt;br /&gt;
KINESTHETIC_SENSE&lt;br /&gt;
EMPATHY&lt;br /&gt;
SOCIAL_AWARENESS&lt;br /&gt;
Unrecognized Mental Attribute Token: &lt;br /&gt;
HEAD&lt;br /&gt;
UPPERBODY&lt;br /&gt;
LOWERBODY&lt;br /&gt;
SIGHT&lt;br /&gt;
EMBEDDED&lt;br /&gt;
INTERNAL&lt;br /&gt;
CIRCULATION&lt;br /&gt;
LIMB&lt;br /&gt;
GRASP&lt;br /&gt;
STANCE&lt;br /&gt;
GUTS&lt;br /&gt;
BREATHE&lt;br /&gt;
SMALL&lt;br /&gt;
THROAT&lt;br /&gt;
JOINT&lt;br /&gt;
NERVOUS&lt;br /&gt;
RIGHT&lt;br /&gt;
LEFT&lt;br /&gt;
HEAR&lt;br /&gt;
SMELL&lt;br /&gt;
FLIER&lt;br /&gt;
DIGIT&lt;br /&gt;
MOUTH&lt;br /&gt;
APERTURE&lt;br /&gt;
SOCKET&lt;br /&gt;
TOTEMABLE&lt;br /&gt;
UNDER_PRESSURE&lt;br /&gt;
VERMIN_BUTCHER_ITEM&lt;br /&gt;
Unrecognized Body Part Flag Token: &lt;br /&gt;
FRONT&lt;br /&gt;
BACK&lt;br /&gt;
SIDES&lt;br /&gt;
TOP&lt;br /&gt;
BOTTOM&lt;br /&gt;
Unrecognized Body Part Position Token: &lt;br /&gt;
AROUND&lt;br /&gt;
SURROUNDED_BY&lt;br /&gt;
ABOVE&lt;br /&gt;
BELOW&lt;br /&gt;
IN_FRONT&lt;br /&gt;
BEHIND&lt;br /&gt;
CLEANS&lt;br /&gt;
CLEANED_BY&lt;br /&gt;
Unrecognized Body Part Relation Token: &lt;br /&gt;
TYPE&lt;br /&gt;
TOKEN&lt;br /&gt;
CATEGORY&lt;br /&gt;
BY_TYPE&lt;br /&gt;
BY_TOKEN&lt;br /&gt;
BY_CATEGORY&lt;br /&gt;
BYTYPE&lt;br /&gt;
BYTOKEN&lt;br /&gt;
BYCATEGORY&lt;br /&gt;
Unrecognized Body Part Group Token: &lt;br /&gt;
HEIGHT&lt;br /&gt;
BROADNESS&lt;br /&gt;
LENGTH&lt;br /&gt;
CLOSE_SET&lt;br /&gt;
DEEP_SET&lt;br /&gt;
HIGH_POSITION&lt;br /&gt;
LARGE_IRIS&lt;br /&gt;
WRINKLY&lt;br /&gt;
CURLY&lt;br /&gt;
CONVEX&lt;br /&gt;
DENSE&lt;br /&gt;
THICKNESS&lt;br /&gt;
UPTURNED&lt;br /&gt;
SPLAYED_OUT&lt;br /&gt;
HANGING_LOBES&lt;br /&gt;
GAPS&lt;br /&gt;
HIGH_CHEEKBONES&lt;br /&gt;
BROAD_CHIN&lt;br /&gt;
JUTTING_CHIN&lt;br /&gt;
SQUARE_CHIN&lt;br /&gt;
ROUND_VS_NARROW&lt;br /&gt;
GREASY&lt;br /&gt;
DEEP_VOICE&lt;br /&gt;
RASPY_VOICE&lt;br /&gt;
Unrecognized Appearance Modifier Token: &lt;br /&gt;
DAILY&lt;br /&gt;
WEEKLY&lt;br /&gt;
MONTHLY&lt;br /&gt;
YEARLY&lt;br /&gt;
Unrecognized Appearance Modifier Rate Scale Token: &lt;br /&gt;
FADE&lt;br /&gt;
ROOT&lt;br /&gt;
Unrecognized Replacement Method Token: &lt;br /&gt;
MONOTONE&lt;br /&gt;
STRIPES&lt;br /&gt;
IRIS_EYE&lt;br /&gt;
SPOTS&lt;br /&gt;
PUPIL_EYE&lt;br /&gt;
Unrecognized Pattern Token: &lt;br /&gt;
LAYER&lt;br /&gt;
STRANDS&lt;br /&gt;
FEATHERS&lt;br /&gt;
SCALES&lt;br /&gt;
CUSTOM&lt;br /&gt;
Unrecognized Tissue Shape Token: &lt;br /&gt;
MIX&lt;br /&gt;
DOMINANT_LESS&lt;br /&gt;
DOMINANT_MORE&lt;br /&gt;
Unrecognized Genetic Model Token: &lt;br /&gt;
REACHED_PEAK&lt;br /&gt;
ERA_CHANGE&lt;br /&gt;
ENDGAME_EVENT_1&lt;br /&gt;
ENDGAME_EVENT_2&lt;br /&gt;
FEATURE_DISCOVERY&lt;br /&gt;
STRUCK_DEEP_METAL&lt;br /&gt;
STRUCK_MINERAL&lt;br /&gt;
STRUCK_ECONOMIC_MINERAL&lt;br /&gt;
COMBAT_TWIST_WEAPON&lt;br /&gt;
COMBAT_LET_ITEM_DROP&lt;br /&gt;
COMBAT_START_CHARGE&lt;br /&gt;
COMBAT_SURPRISE_CHARGE&lt;br /&gt;
COMBAT_JUMP_DODGE_PROJ&lt;br /&gt;
COMBAT_JUMP_DODGE_STRIKE&lt;br /&gt;
COMBAT_DODGE&lt;br /&gt;
COMBAT_COUNTERSTRIKE&lt;br /&gt;
COMBAT_BLOCK&lt;br /&gt;
COMBAT_PARRY&lt;br /&gt;
COMBAT_CHARGE_COLLISION&lt;br /&gt;
COMBAT_CHARGE_DEFENDER_TUMBLES&lt;br /&gt;
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER&lt;br /&gt;
COMBAT_CHARGE_ATTACKER_TUMBLES&lt;br /&gt;
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK&lt;br /&gt;
COMBAT_CHARGE_TANGLE_TOGETHER&lt;br /&gt;
COMBAT_CHARGE_TANGLE_TUMBLE&lt;br /&gt;
COMBAT_CHARGE_RUSH_BY&lt;br /&gt;
COMBAT_CHARGE_MANAGE_STOP&lt;br /&gt;
COMBAT_CHARGE_OBSTACLE_SLAM&lt;br /&gt;
COMBAT_WRESTLE_LOCK&lt;br /&gt;
COMBAT_WRESTLE_CHOKEHOLD&lt;br /&gt;
COMBAT_WRESTLE_TAKEDOWN&lt;br /&gt;
COMBAT_WRESTLE_THROW&lt;br /&gt;
COMBAT_WRESTLE_PINCH&lt;br /&gt;
COMBAT_WRESTLE_GOUGE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_LOCK&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_CHOKE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_GRIP&lt;br /&gt;
COMBAT_WRESTLE_STRUGGLE&lt;br /&gt;
COMBAT_WRESTLE_RELEASE_LATCH&lt;br /&gt;
COMBAT_WRESTLE_STRANGLE&lt;br /&gt;
COMBAT_WRESTLE_STRANGLE_KO&lt;br /&gt;
COMBAT_WRESTLE_ADJUST_GRIP&lt;br /&gt;
COMBAT_SHAKE&lt;br /&gt;
COMBAT_GRAB_TEAR&lt;br /&gt;
COMBAT_STRIKE_DETAILS&lt;br /&gt;
COMBAT_STRIKE_DETAILS_2&lt;br /&gt;
COMBAT_EVENT_ENRAGED&lt;br /&gt;
COMBAT_EVENT_STUCKIN&lt;br /&gt;
COMBAT_EVENT_LATCH_BP&lt;br /&gt;
COMBAT_EVENT_LATCH_GENERAL&lt;br /&gt;
COMBAT_EVENT_PROPELLED_AWAY&lt;br /&gt;
COMBAT_EVENT_KNOCKED_OUT&lt;br /&gt;
COMBAT_EVENT_STUNNED&lt;br /&gt;
COMBAT_EVENT_WINDED&lt;br /&gt;
COMBAT_EVENT_NAUSEATED&lt;br /&gt;
MIGRANT_ARRIVAL_NAMED&lt;br /&gt;
MIGRANT_ARRIVAL&lt;br /&gt;
DIG_CANCEL_WARM&lt;br /&gt;
DIG_CANCEL_DAMP&lt;br /&gt;
AMBUSH_DEFENDER&lt;br /&gt;
AMBUSH_RESIDENT&lt;br /&gt;
AMBUSH_THIEF&lt;br /&gt;
AMBUSH_THIEF_SUPPORT_SKULKING&lt;br /&gt;
AMBUSH_THIEF_SUPPORT_NATURE&lt;br /&gt;
AMBUSH_THIEF_SUPPORT&lt;br /&gt;
AMBUSH_MISCHIEVIOUS&lt;br /&gt;
AMBUSH_SNATCHER&lt;br /&gt;
AMBUSH_SNATCHER_SUPPORT&lt;br /&gt;
AMBUSH_AMBUSHER_NATURE&lt;br /&gt;
AMBUSH_AMBUSHER&lt;br /&gt;
AMBUSH_INJURED&lt;br /&gt;
AMBUSH_OTHER&lt;br /&gt;
AMBUSH_INCAPACITATED&lt;br /&gt;
CARAVAN_ARRIVAL&lt;br /&gt;
NOBLE_ARRIVAL&lt;br /&gt;
D_MIGRANTS_ARRIVAL&lt;br /&gt;
D_MIGRANT_ARRIVAL&lt;br /&gt;
D_MIGRANT_ARRIVAL_DISCOURAGED&lt;br /&gt;
D_NO_MIGRANT_ARRIVAL&lt;br /&gt;
ANIMAL_TRAP_CATCH&lt;br /&gt;
ANIMAL_TRAP_ROBBED&lt;br /&gt;
MISCHIEF_LEVER&lt;br /&gt;
MISCHIEF_PLATE&lt;br /&gt;
MISCHIEF_CAGE&lt;br /&gt;
MISCHIEF_CHAIN&lt;br /&gt;
DIPLOMAT_ARRIVAL&lt;br /&gt;
LIAISON_ARRIVAL&lt;br /&gt;
TRADE_DIPLOMAT_ARRIVAL&lt;br /&gt;
CAVE_COLLAPSE&lt;br /&gt;
BIRTH_CITIZEN&lt;br /&gt;
BIRTH_ANIMAL&lt;br /&gt;
STRANGE_MOOD&lt;br /&gt;
MADE_ARTIFACT&lt;br /&gt;
NAMED_ARTIFACT&lt;br /&gt;
ITEM_ATTACHMENT&lt;br /&gt;
VERMIN_CAGE_ESCAPE&lt;br /&gt;
TRIGGER_WEB&lt;br /&gt;
MOOD_BUILDING_CLAIMED&lt;br /&gt;
ARTIFACT_BEGUN&lt;br /&gt;
MEGABEAST_ARRIVAL&lt;br /&gt;
BERSERK_CITIZEN&lt;br /&gt;
MAGMA_DEFACES_ENGRAVING&lt;br /&gt;
ENGRAVING_MELTS&lt;br /&gt;
MASTERPIECE_ARCHITECTURE&lt;br /&gt;
MASTERPIECE_CONSTRUCTION&lt;br /&gt;
MASTER_ARCHITECTURE_LOST&lt;br /&gt;
MASTER_CONSTRUCTION_LOST&lt;br /&gt;
ADV_AWAKEN&lt;br /&gt;
ADV_SLEEP_INTERRUPTED&lt;br /&gt;
CANCEL_JOB&lt;br /&gt;
ADV_CREATURE_DEATH&lt;br /&gt;
CITIZEN_DEATH&lt;br /&gt;
PET_DEATH&lt;br /&gt;
FALL_OVER&lt;br /&gt;
CAUGHT_IN_FLAMES&lt;br /&gt;
CAUGHT_IN_WEB&lt;br /&gt;
UNIT_PROJECTILE_SLAM_BLOW_APART&lt;br /&gt;
UNIT_PROJECTILE_SLAM&lt;br /&gt;
UNIT_PROJECTILE_SLAM_INTO_UNIT&lt;br /&gt;
LOSE_HOLD_OF_ITEM&lt;br /&gt;
REGAIN_CONSCIOUSNESS&lt;br /&gt;
FREE_FROM_WEB&lt;br /&gt;
PARALYZED&lt;br /&gt;
OVERCOME_PARALYSIS&lt;br /&gt;
NOT_STUNNED&lt;br /&gt;
EXHAUSTION&lt;br /&gt;
PAIN_KO&lt;br /&gt;
BREAK_GRIP&lt;br /&gt;
NO_BREAK_GRIP&lt;br /&gt;
BLOCK_FIRE&lt;br /&gt;
BREATHE_FIRE&lt;br /&gt;
SHOOT_WEB&lt;br /&gt;
PULL_OUT_DROP&lt;br /&gt;
STAND_UP&lt;br /&gt;
MARTIAL_TRANCE&lt;br /&gt;
MAT_BREATH&lt;br /&gt;
Unrecognized Announcement Token: &lt;br /&gt;
SINGULAR&lt;br /&gt;
PLURAL&lt;br /&gt;
Unrecognized Word Property Token: &lt;br /&gt;
NEATLY_COMBED&lt;br /&gt;
BRAIDED&lt;br /&gt;
DOUBLE_BRAIDS&lt;br /&gt;
PONY_TAILS&lt;br /&gt;
CLEAN_SHAVEN&lt;br /&gt;
STANDARD_HAIR_SHAPINGS&lt;br /&gt;
STANDARD_BEARD_SHAPINGS&lt;br /&gt;
STANDARD_MOUSTACHE_SHAPINGS&lt;br /&gt;
STANDARD_SIDEBURNS_SHAPINGS&lt;br /&gt;
Unrecognized Tissue Layer Shapings Token: &lt;br /&gt;
blob&lt;br /&gt;
quadruped&lt;br /&gt;
humanoid&lt;br /&gt;
silverfish&lt;br /&gt;
mayfly&lt;br /&gt;
dragonfly&lt;br /&gt;
damselfly&lt;br /&gt;
stonefly&lt;br /&gt;
earwig&lt;br /&gt;
grasshopper&lt;br /&gt;
cricket&lt;br /&gt;
stick insect&lt;br /&gt;
cockroach&lt;br /&gt;
termite&lt;br /&gt;
mantis&lt;br /&gt;
louse&lt;br /&gt;
thrips&lt;br /&gt;
aphid&lt;br /&gt;
cicada&lt;br /&gt;
assassin bug&lt;br /&gt;
wasp&lt;br /&gt;
bee&lt;br /&gt;
hornet&lt;br /&gt;
ant&lt;br /&gt;
tiger beetle&lt;br /&gt;
ladybug&lt;br /&gt;
weevil&lt;br /&gt;
darkling beetle&lt;br /&gt;
click beetle&lt;br /&gt;
firefly&lt;br /&gt;
scarab beetle&lt;br /&gt;
stag beetle&lt;br /&gt;
dung beetle&lt;br /&gt;
rhinoceros beetle&lt;br /&gt;
rove beetle&lt;br /&gt;
snakefly&lt;br /&gt;
lacewing&lt;br /&gt;
antlion larva&lt;br /&gt;
fly&lt;br /&gt;
mosquito&lt;br /&gt;
flea&lt;br /&gt;
scorpionfly&lt;br /&gt;
caddisfly&lt;br /&gt;
butterfly&lt;br /&gt;
moth&lt;br /&gt;
caterpillar&lt;br /&gt;
maggot&lt;br /&gt;
spider&lt;br /&gt;
tarantula&lt;br /&gt;
scorpion&lt;br /&gt;
tick&lt;br /&gt;
mite&lt;br /&gt;
shrimp&lt;br /&gt;
lobster&lt;br /&gt;
crab&lt;br /&gt;
nematode&lt;br /&gt;
snail&lt;br /&gt;
slug&lt;br /&gt;
earthworm&lt;br /&gt;
leech&lt;br /&gt;
bristleworm&lt;br /&gt;
ribbon worm&lt;br /&gt;
flat worm&lt;br /&gt;
toad&lt;br /&gt;
frog&lt;br /&gt;
salamander&lt;br /&gt;
newt&lt;br /&gt;
alligator&lt;br /&gt;
crocodile&lt;br /&gt;
lizard&lt;br /&gt;
chameleon&lt;br /&gt;
iguana&lt;br /&gt;
gecko&lt;br /&gt;
skink&lt;br /&gt;
gila monster&lt;br /&gt;
monitor&lt;br /&gt;
serpent&lt;br /&gt;
viper&lt;br /&gt;
rattlesnake&lt;br /&gt;
cobra&lt;br /&gt;
python&lt;br /&gt;
anaconda&lt;br /&gt;
turtle&lt;br /&gt;
tortoise&lt;br /&gt;
pterosaur&lt;br /&gt;
dimetrodon&lt;br /&gt;
sauropod&lt;br /&gt;
theropod&lt;br /&gt;
iguanodont&lt;br /&gt;
hadrosaurid&lt;br /&gt;
stegosaurid&lt;br /&gt;
ceratopsid&lt;br /&gt;
ankylosaurid&lt;br /&gt;
duck&lt;br /&gt;
goose&lt;br /&gt;
swan&lt;br /&gt;
turkey&lt;br /&gt;
grouse&lt;br /&gt;
chicken&lt;br /&gt;
quail&lt;br /&gt;
pheasant&lt;br /&gt;
gull&lt;br /&gt;
loon&lt;br /&gt;
grebe&lt;br /&gt;
albatross&lt;br /&gt;
petrel&lt;br /&gt;
penguin&lt;br /&gt;
pelican&lt;br /&gt;
stork&lt;br /&gt;
vulture&lt;br /&gt;
flamingo&lt;br /&gt;
falcon&lt;br /&gt;
kestrel&lt;br /&gt;
condor&lt;br /&gt;
osprey&lt;br /&gt;
buzzard&lt;br /&gt;
eagle&lt;br /&gt;
harrier&lt;br /&gt;
hawk&lt;br /&gt;
kite&lt;br /&gt;
crane&lt;br /&gt;
dove&lt;br /&gt;
pigeon&lt;br /&gt;
parrot&lt;br /&gt;
cockatoo&lt;br /&gt;
cuckoo&lt;br /&gt;
owl&lt;br /&gt;
nightjar&lt;br /&gt;
swift&lt;br /&gt;
hummingbird&lt;br /&gt;
kingfisher&lt;br /&gt;
hornbill&lt;br /&gt;
quetzal&lt;br /&gt;
toucan&lt;br /&gt;
woodpecker&lt;br /&gt;
lyrebird&lt;br /&gt;
thornbill&lt;br /&gt;
honeyeater&lt;br /&gt;
oriole&lt;br /&gt;
fantail&lt;br /&gt;
shrike&lt;br /&gt;
crow&lt;br /&gt;
raven&lt;br /&gt;
jay&lt;br /&gt;
magpie&lt;br /&gt;
kinglet&lt;br /&gt;
lark&lt;br /&gt;
swallow&lt;br /&gt;
martin&lt;br /&gt;
bushtit&lt;br /&gt;
warbler&lt;br /&gt;
thrush&lt;br /&gt;
oxpecker&lt;br /&gt;
starling&lt;br /&gt;
mockingbird&lt;br /&gt;
wren&lt;br /&gt;
nuthatch&lt;br /&gt;
sparrow&lt;br /&gt;
tanager&lt;br /&gt;
cardinal&lt;br /&gt;
bunting&lt;br /&gt;
finch&lt;br /&gt;
titmouse&lt;br /&gt;
chickadee&lt;br /&gt;
waxwing&lt;br /&gt;
flycatcher&lt;br /&gt;
opossum&lt;br /&gt;
koala&lt;br /&gt;
wombat&lt;br /&gt;
kangaroo&lt;br /&gt;
sloth&lt;br /&gt;
anteater&lt;br /&gt;
armadillo&lt;br /&gt;
squirrel&lt;br /&gt;
marmot&lt;br /&gt;
beaver&lt;br /&gt;
gopher&lt;br /&gt;
rat&lt;br /&gt;
mouse&lt;br /&gt;
porcupine&lt;br /&gt;
chincilla&lt;br /&gt;
cavy&lt;br /&gt;
capybara&lt;br /&gt;
rabbit&lt;br /&gt;
hare&lt;br /&gt;
lemur&lt;br /&gt;
loris&lt;br /&gt;
monkey&lt;br /&gt;
ape&lt;br /&gt;
hedgehog&lt;br /&gt;
shrew&lt;br /&gt;
mole&lt;br /&gt;
fruit bat&lt;br /&gt;
bat&lt;br /&gt;
wolf&lt;br /&gt;
coyote&lt;br /&gt;
fox&lt;br /&gt;
jackal&lt;br /&gt;
raccoon&lt;br /&gt;
coati&lt;br /&gt;
weasel&lt;br /&gt;
otter&lt;br /&gt;
badger&lt;br /&gt;
skunk&lt;br /&gt;
bear&lt;br /&gt;
panda&lt;br /&gt;
cat&lt;br /&gt;
panther&lt;br /&gt;
mongoose&lt;br /&gt;
hyena&lt;br /&gt;
civet&lt;br /&gt;
walrus&lt;br /&gt;
pangolin&lt;br /&gt;
elephant&lt;br /&gt;
mammoth&lt;br /&gt;
horse&lt;br /&gt;
ass&lt;br /&gt;
zebra&lt;br /&gt;
tapir&lt;br /&gt;
rhinoceros&lt;br /&gt;
pig&lt;br /&gt;
warthog&lt;br /&gt;
hippopotamus&lt;br /&gt;
camel&lt;br /&gt;
llama&lt;br /&gt;
giraffe&lt;br /&gt;
deer&lt;br /&gt;
elk&lt;br /&gt;
moose&lt;br /&gt;
antelope&lt;br /&gt;
sheep&lt;br /&gt;
goat&lt;br /&gt;
bison&lt;br /&gt;
buffalo&lt;br /&gt;
bull&lt;br /&gt;
Granite&lt;br /&gt;
Slate&lt;br /&gt;
Felsite&lt;br /&gt;
Hematite&lt;br /&gt;
Malachite&lt;br /&gt;
Galena&lt;br /&gt;
Limestone&lt;br /&gt;
Sandstone&lt;br /&gt;
Timber&lt;br /&gt;
Moonstone&lt;br /&gt;
Opal&lt;br /&gt;
Obsidian&lt;br /&gt;
Dabbling&lt;br /&gt;
Novice&lt;br /&gt;
Adequate&lt;br /&gt;
Competent&lt;br /&gt;
Skilled&lt;br /&gt;
Proficient&lt;br /&gt;
Talented&lt;br /&gt;
Adept&lt;br /&gt;
Expert&lt;br /&gt;
Professional&lt;br /&gt;
Accomplished&lt;br /&gt;
Great&lt;br /&gt;
Master&lt;br /&gt;
High Master&lt;br /&gt;
Grand Master&lt;br /&gt;
Legendary&lt;br /&gt;
Mining&lt;br /&gt;
Wood Cutting&lt;br /&gt;
Carpentry&lt;br /&gt;
Bowmaking&lt;br /&gt;
Engraving&lt;br /&gt;
Masonry&lt;br /&gt;
Animal Training&lt;br /&gt;
Animal Caretaking&lt;br /&gt;
Fish Dissection&lt;br /&gt;
Animal Dissection&lt;br /&gt;
Fish Cleaning&lt;br /&gt;
Butchery&lt;br /&gt;
Trapping&lt;br /&gt;
Growing&lt;br /&gt;
Herbalism&lt;br /&gt;
Ambush&lt;br /&gt;
Swimming&lt;br /&gt;
Persuasion&lt;br /&gt;
Negotiation&lt;br /&gt;
Judging Intent&lt;br /&gt;
Appraisal&lt;br /&gt;
Organization&lt;br /&gt;
Record Keeping&lt;br /&gt;
Lying&lt;br /&gt;
Intimidation&lt;br /&gt;
Conversation&lt;br /&gt;
Comedy&lt;br /&gt;
Flattery&lt;br /&gt;
Consoling&lt;br /&gt;
Pacification&lt;br /&gt;
Tracking&lt;br /&gt;
Fishing&lt;br /&gt;
Furnace Operation&lt;br /&gt;
Strand Extraction&lt;br /&gt;
Soap Making&lt;br /&gt;
Potash Making&lt;br /&gt;
Lye Making&lt;br /&gt;
Wood Burning&lt;br /&gt;
Weaponsmithing&lt;br /&gt;
Armorsmithing&lt;br /&gt;
Metalsmithing&lt;br /&gt;
Gem Cutting&lt;br /&gt;
Gem Setting&lt;br /&gt;
Wood Crafting&lt;br /&gt;
Stone Crafting&lt;br /&gt;
Metal Crafting&lt;br /&gt;
Glassmaking&lt;br /&gt;
Studying&lt;br /&gt;
Concentration&lt;br /&gt;
Discipline&lt;br /&gt;
Observation&lt;br /&gt;
Writing&lt;br /&gt;
Prose&lt;br /&gt;
Poetry&lt;br /&gt;
Reading&lt;br /&gt;
Speaking&lt;br /&gt;
Coordination&lt;br /&gt;
Balance&lt;br /&gt;
Leadership&lt;br /&gt;
Teaching&lt;br /&gt;
Fighting&lt;br /&gt;
Archery&lt;br /&gt;
Wrestling&lt;br /&gt;
Biting&lt;br /&gt;
Striking&lt;br /&gt;
Kicking&lt;br /&gt;
Dodging&lt;br /&gt;
Axe&lt;br /&gt;
Sword&lt;br /&gt;
Mace&lt;br /&gt;
Hammer&lt;br /&gt;
Spear&lt;br /&gt;
Crossbow&lt;br /&gt;
Pike&lt;br /&gt;
Bow&lt;br /&gt;
Shield&lt;br /&gt;
Armor&lt;br /&gt;
Siege Engineering&lt;br /&gt;
Siege Operation&lt;br /&gt;
Pump Operation&lt;br /&gt;
Leatherworkering&lt;br /&gt;
Tanning&lt;br /&gt;
Dyeing&lt;br /&gt;
Bone Carving&lt;br /&gt;
Weaving&lt;br /&gt;
Brewing&lt;br /&gt;
Clothes Making&lt;br /&gt;
Milling&lt;br /&gt;
Threshing&lt;br /&gt;
Blowgun&lt;br /&gt;
Throwing&lt;br /&gt;
Machinery&lt;br /&gt;
Nature&lt;br /&gt;
Knife&lt;br /&gt;
Lash&lt;br /&gt;
Cooking&lt;br /&gt;
Alchemy&lt;br /&gt;
Building Design&lt;br /&gt;
Cheese Making&lt;br /&gt;
Milking&lt;br /&gt;
Misc. Object&lt;br /&gt;
Wound Dressing&lt;br /&gt;
Diagnostics&lt;br /&gt;
Surgery&lt;br /&gt;
Bone Setting&lt;br /&gt;
Suturing&lt;br /&gt;
Crutch-walking&lt;br /&gt;
Miner&lt;br /&gt;
Wood Cutter&lt;br /&gt;
Carpenter&lt;br /&gt;
Bowyer&lt;br /&gt;
Engraver&lt;br /&gt;
Mason&lt;br /&gt;
Animal Trainer&lt;br /&gt;
Animal Caretaker&lt;br /&gt;
Fish Dissector&lt;br /&gt;
Animal Dissector&lt;br /&gt;
Fish Cleaner&lt;br /&gt;
Butcher&lt;br /&gt;
Trapper&lt;br /&gt;
Grower&lt;br /&gt;
Herbalist&lt;br /&gt;
Ambusher&lt;br /&gt;
Swimmer&lt;br /&gt;
Persuader&lt;br /&gt;
Negotiator&lt;br /&gt;
Judge of Intent&lt;br /&gt;
Appraiser&lt;br /&gt;
Organizer&lt;br /&gt;
Record Keeper&lt;br /&gt;
Liar&lt;br /&gt;
Intimidator&lt;br /&gt;
Conversationalist&lt;br /&gt;
Comedian&lt;br /&gt;
Flatterer&lt;br /&gt;
Consoler&lt;br /&gt;
Pacifier&lt;br /&gt;
Tracker&lt;br /&gt;
Fisherman&lt;br /&gt;
Furnace Operator&lt;br /&gt;
Strand Extractor&lt;br /&gt;
Soaper&lt;br /&gt;
Potash Maker&lt;br /&gt;
Lye Maker&lt;br /&gt;
Wood Burner&lt;br /&gt;
Weaponsmith&lt;br /&gt;
Armorsmith&lt;br /&gt;
Metalsmith&lt;br /&gt;
Gem Cutter&lt;br /&gt;
Gem Setter&lt;br /&gt;
Wood Crafter&lt;br /&gt;
Stone Crafter&lt;br /&gt;
Metal Crafter&lt;br /&gt;
Glassmaker&lt;br /&gt;
Student&lt;br /&gt;
Observer&lt;br /&gt;
Wordsmith&lt;br /&gt;
Writer&lt;br /&gt;
Poet&lt;br /&gt;
Reader&lt;br /&gt;
Speaker&lt;br /&gt;
Leader&lt;br /&gt;
Teacher&lt;br /&gt;
Fighter&lt;br /&gt;
Archer&lt;br /&gt;
Wrestler&lt;br /&gt;
Biter&lt;br /&gt;
Striker&lt;br /&gt;
Kicker&lt;br /&gt;
Dodger&lt;br /&gt;
Axeman&lt;br /&gt;
Swordsman&lt;br /&gt;
Maceman&lt;br /&gt;
Hammerman&lt;br /&gt;
Spearman&lt;br /&gt;
Crossbowman&lt;br /&gt;
Pikeman&lt;br /&gt;
Bowman&lt;br /&gt;
Shield User&lt;br /&gt;
Armor User&lt;br /&gt;
Siege Engineer&lt;br /&gt;
Siege Operator&lt;br /&gt;
Pump Operator&lt;br /&gt;
Leatherworker&lt;br /&gt;
Tanner&lt;br /&gt;
Dyer&lt;br /&gt;
Bone Carver&lt;br /&gt;
Weaver&lt;br /&gt;
Brewer&lt;br /&gt;
Clothier&lt;br /&gt;
Miller&lt;br /&gt;
Thresher&lt;br /&gt;
Blowgunner&lt;br /&gt;
Thrower&lt;br /&gt;
Mechanic&lt;br /&gt;
Druid&lt;br /&gt;
Knife User&lt;br /&gt;
Lasher&lt;br /&gt;
Cook&lt;br /&gt;
Alchemist&lt;br /&gt;
Building Designer&lt;br /&gt;
Cheese Maker&lt;br /&gt;
Milker&lt;br /&gt;
Misc. Object User&lt;br /&gt;
Wound Dresser&lt;br /&gt;
Diagnostician&lt;br /&gt;
Surgeon&lt;br /&gt;
Bone Doctor&lt;br /&gt;
Suturer&lt;br /&gt;
Crutch-walker&lt;br /&gt;
&amp;lt;1&lt;br /&gt;
ld&lt;br /&gt;
lu&lt;br /&gt;
Ld&lt;br /&gt;
Lu&lt;br /&gt;
%p&lt;br /&gt;
E&lt;br /&gt;
e&lt;br /&gt;
Empty biased index vector&lt;br /&gt;
Biased index vector computation error&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
The impertinent lava has defaced a &lt;br /&gt;
The impertinent magma has defaced a &lt;br /&gt;
A &lt;br /&gt;
 sculpture has melted!&lt;br /&gt;
Digging designation cancelled: warm stone located.&lt;br /&gt;
Digging designation cancelled: damp stone located.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
---------&lt;br /&gt;
TAN_MAT&lt;br /&gt;
Shop&lt;br /&gt;
Trade Depot&lt;br /&gt;
Carpenter's Workshop&lt;br /&gt;
Farmer's Workshop&lt;br /&gt;
Ashery&lt;br /&gt;
Mason's Workshop&lt;br /&gt;
Craftsman&lt;br /&gt;
's Workshop&lt;br /&gt;
Jeweler's Workshop&lt;br /&gt;
Metalsmith's Forge&lt;br /&gt;
Magma Forge&lt;br /&gt;
Bowyer's Workshop&lt;br /&gt;
Mechanic's Workshop&lt;br /&gt;
Siege Workshop&lt;br /&gt;
Butcher's Shop&lt;br /&gt;
Leather Works&lt;br /&gt;
Tanner's Shop&lt;br /&gt;
Dyer's Shop&lt;br /&gt;
Clothier's Shop&lt;br /&gt;
Fishery&lt;br /&gt;
Still&lt;br /&gt;
Loom&lt;br /&gt;
Quern&lt;br /&gt;
Millstone&lt;br /&gt;
Kennels&lt;br /&gt;
Kitchen&lt;br /&gt;
Workshop&lt;br /&gt;
Zone&lt;br /&gt;
Farm Plot&lt;br /&gt;
Smelter&lt;br /&gt;
Glass Furnace&lt;br /&gt;
Wood Furnace&lt;br /&gt;
Kiln&lt;br /&gt;
Magma Smelter&lt;br /&gt;
Magma Glass Furnace&lt;br /&gt;
Magma Kiln&lt;br /&gt;
Furnace&lt;br /&gt;
Lever&lt;br /&gt;
Pressure Plate&lt;br /&gt;
Cage Trap&lt;br /&gt;
Stone-Fall Trap&lt;br /&gt;
Weapon Trap&lt;br /&gt;
Trap&lt;br /&gt;
Catapult&lt;br /&gt;
Ballista&lt;br /&gt;
Siege Engine&lt;br /&gt;
Door&lt;br /&gt;
Floor Hatch&lt;br /&gt;
Wall Grate&lt;br /&gt;
Floor Grate&lt;br /&gt;
Vertical Bars&lt;br /&gt;
Floor Bars&lt;br /&gt;
Floodgate&lt;br /&gt;
Restraint&lt;br /&gt;
Cage&lt;br /&gt;
Support&lt;br /&gt;
Gear Assembly&lt;br /&gt;
Horizontal Axle&lt;br /&gt;
Vertical Axle&lt;br /&gt;
Upright Spear/Spike&lt;br /&gt;
Archery Target&lt;br /&gt;
Screw Pump&lt;br /&gt;
Water Wheel&lt;br /&gt;
Windmill&lt;br /&gt;
Burial Receptacle&lt;br /&gt;
Seat&lt;br /&gt;
Animal Trap&lt;br /&gt;
Table&lt;br /&gt;
Cabinet&lt;br /&gt;
Weapon Rack&lt;br /&gt;
Armor Stand&lt;br /&gt;
Container&lt;br /&gt;
Bed&lt;br /&gt;
Traction Bench&lt;br /&gt;
Dirt Road&lt;br /&gt;
Paved Road&lt;br /&gt;
Bridge&lt;br /&gt;
Well&lt;br /&gt;
Statue&lt;br /&gt;
Glass Window&lt;br /&gt;
Gem Window&lt;br /&gt;
Stockpile&lt;br /&gt;
Wall&lt;br /&gt;
Floor&lt;br /&gt;
Up Stair&lt;br /&gt;
Down Stair&lt;br /&gt;
Up/Down Stair&lt;br /&gt;
Ramp&lt;br /&gt;
Fortification&lt;br /&gt;
Construction&lt;br /&gt;
Vacant Shop&lt;br /&gt;
General Store&lt;br /&gt;
Crafts Market&lt;br /&gt;
Clothing Shop&lt;br /&gt;
Exotic Clothing Shop&lt;br /&gt;
 Lever&lt;br /&gt;
Custom Workshop&lt;br /&gt;
 Door&lt;br /&gt;
 Floor Hatch&lt;br /&gt;
 Wall Grate&lt;br /&gt;
 Floor Grate&lt;br /&gt;
Vertical &lt;br /&gt;
 Bars&lt;br /&gt;
 Floor Bars&lt;br /&gt;
 Floodgate&lt;br /&gt;
 Rope&lt;br /&gt;
 Chain&lt;br /&gt;
Aquarium&lt;br /&gt;
Terrarium&lt;br /&gt;
Shared&lt;br /&gt;
)&lt;br /&gt;
 (&lt;br /&gt;
Rough &lt;br /&gt;
 Archery Target&lt;br /&gt;
 Gear Assembly&lt;br /&gt;
Horizontal &lt;br /&gt;
 Axle&lt;br /&gt;
 Pillar&lt;br /&gt;
 Support&lt;br /&gt;
Retracted &lt;br /&gt;
Upright &lt;br /&gt;
Spikes&lt;br /&gt;
Spears&lt;br /&gt;
Spears/Spikes&lt;br /&gt;
Weapon&lt;br /&gt;
 Casket&lt;br /&gt;
 Sarcophagus&lt;br /&gt;
 Coffin&lt;br /&gt;
 Chair&lt;br /&gt;
 Throne&lt;br /&gt;
 Animal Trap&lt;br /&gt;
 Table&lt;br /&gt;
 Cabinet&lt;br /&gt;
 Weapon Rack&lt;br /&gt;
 Armor Stand&lt;br /&gt;
 Chest&lt;br /&gt;
 Coffer&lt;br /&gt;
 Bag&lt;br /&gt;
Dirt&lt;br /&gt;
 Road&lt;br /&gt;
 Bridge&lt;br /&gt;
 Statue&lt;br /&gt;
Gem&lt;br /&gt;
 Window&lt;br /&gt;
Armor &lt;br /&gt;
Weapon &lt;br /&gt;
Animal &lt;br /&gt;
Food &lt;br /&gt;
Furniture &lt;br /&gt;
Graveyard &lt;br /&gt;
Refuse &lt;br /&gt;
Stone &lt;br /&gt;
Ammo &lt;br /&gt;
Coins &lt;br /&gt;
Bar/Block &lt;br /&gt;
Gem &lt;br /&gt;
Finished Goods &lt;br /&gt;
Leather &lt;br /&gt;
Cloth &lt;br /&gt;
Wood &lt;br /&gt;
Stockpile #&lt;br /&gt;
(CLT)&lt;br /&gt;
*CLT*&lt;br /&gt;
CLT&lt;br /&gt;
You've caught a &lt;br /&gt;
Your trap was robbed of the &lt;br /&gt;
BALLISTA&lt;br /&gt;
 has designed a masterpiece!&lt;br /&gt;
 has constructed a masterpiece!&lt;br /&gt;
preparetomb() HAS NULL owner&lt;br /&gt;
preparetomb() HAS LIVE owner&lt;br /&gt;
A masterwork of &lt;br /&gt;
 has been lost!&lt;br /&gt;
Home&lt;br /&gt;
Craft Store&lt;br /&gt;
Basement&lt;br /&gt;
Weapon Store&lt;br /&gt;
Armor Store&lt;br /&gt;
Clothing Store&lt;br /&gt;
Food Store&lt;br /&gt;
Mead Hall&lt;br /&gt;
Temple&lt;br /&gt;
Throneroom&lt;br /&gt;
Activity Zone&lt;br /&gt;
Invalid Type&lt;br /&gt;
Building Level Map Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
OBJECT&lt;br /&gt;
BUILDING_WORKSHOP&lt;br /&gt;
BUILDING_FURNACE&lt;br /&gt;
Unrecognized Building Definition Type: &lt;br /&gt;
REACTION_CLASS&lt;br /&gt;
HAS_MATERIAL_REACTION_PRODUCT&lt;br /&gt;
UNROTTEN&lt;br /&gt;
CONTAINS_LYE&lt;br /&gt;
POTASHABLE&lt;br /&gt;
NOT_WEB&lt;br /&gt;
WEB_ONLY&lt;br /&gt;
EMPTY&lt;br /&gt;
NOT_CONTAIN_BARREL_ITEM&lt;br /&gt;
BAG&lt;br /&gt;
GLASS_MATERIAL&lt;br /&gt;
BUILDMAT&lt;br /&gt;
FIRE_BUILD_SAFE&lt;br /&gt;
MAGMA_BUILD_SAFE&lt;br /&gt;
CAN_USE_ARTIFACT&lt;br /&gt;
WORTHLESS_STONE_ONLY&lt;br /&gt;
ANY_PLANT_MATERIAL&lt;br /&gt;
ANY_SILK_MATERIAL&lt;br /&gt;
ANY_SOAP_MATERIAL&lt;br /&gt;
ANY_LEATHER_MATERIAL&lt;br /&gt;
ANY_BONE_MATERIAL&lt;br /&gt;
ANY_SHELL_MATERIAL&lt;br /&gt;
ANY_TOOTH_MATERIAL&lt;br /&gt;
ANY_HORN_MATERIAL&lt;br /&gt;
ANY_PEARL_MATERIAL&lt;br /&gt;
USE_BODY_COMPONENT&lt;br /&gt;
METAL_ORE&lt;br /&gt;
MIN_DIMENSION&lt;br /&gt;
BUILD_ITEM&lt;br /&gt;
NAME&lt;br /&gt;
NAME_COLOR&lt;br /&gt;
BUILD_LABOR&lt;br /&gt;
DIM&lt;br /&gt;
WORK_LOCATION&lt;br /&gt;
BUILD_KEY&lt;br /&gt;
NEEDS_MAGMA&lt;br /&gt;
BLOCK&lt;br /&gt;
TILE&lt;br /&gt;
Unrecognized Building Definition (Workshop) Token: &lt;br /&gt;
Unrecognized Building Definition (Furnace) Token: &lt;br /&gt;
 Or &lt;br /&gt;
, Etc.&lt;br /&gt;
Any Labor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
This is the &lt;br /&gt;
 currency of &lt;br /&gt;
 from the year &lt;br /&gt;
 from an unknown year&lt;br /&gt;
 under &lt;br /&gt;
 under an obscure ruler&lt;br /&gt;
 from a period of no rule&lt;br /&gt;
gen&lt;br /&gt;
RANDOM&lt;br /&gt;
strike&lt;br /&gt;
strikes&lt;br /&gt;
NO_SUB&lt;br /&gt;
 twist&lt;br /&gt;
 twists&lt;br /&gt;
 the embedded &lt;br /&gt;
 around in &lt;br /&gt;
 let&lt;br /&gt;
 lets&lt;br /&gt;
 drop away as &lt;br /&gt;
attack&lt;br /&gt;
attacks&lt;br /&gt;
.&lt;br /&gt;
 leap at &lt;br /&gt;
 leaps at &lt;br /&gt;
 charge at &lt;br /&gt;
 charges at &lt;br /&gt;
 looks &lt;br /&gt;
surprised by the ferocity of &lt;br /&gt;
 onslaught!&lt;br /&gt;
 jump&lt;br /&gt;
 jumps&lt;br /&gt;
 away from &lt;br /&gt;
 attack &lt;br /&gt;
 attacks &lt;br /&gt;
 but &lt;br /&gt;
 away&lt;br /&gt;
 miss &lt;br /&gt;
 misses &lt;br /&gt;
 counterstrike&lt;br /&gt;
 counterstrikes&lt;br /&gt;
 strike at &lt;br /&gt;
 strikes at &lt;br /&gt;
 but the shot is blocked!&lt;br /&gt;
 block &lt;br /&gt;
 blocks &lt;br /&gt;
 but the shot is parried!&lt;br /&gt;
 bat &lt;br /&gt;
 bats &lt;br /&gt;
 out of the air!&lt;br /&gt;
 collide&lt;br /&gt;
 collides&lt;br /&gt;
 knocked over&lt;br /&gt;
 and tumble&lt;br /&gt;
 and tumbles&lt;br /&gt;
 backward&lt;br /&gt;
 bounce&lt;br /&gt;
 bounces&lt;br /&gt;
You tangle together and fall over!&lt;br /&gt;
They tangle together and fall over!&lt;br /&gt;
You tangle together and tumble forward!&lt;br /&gt;
They tangle together and tumble forward!&lt;br /&gt;
 rush&lt;br /&gt;
 rushes&lt;br /&gt;
 by &lt;br /&gt;
 manage&lt;br /&gt;
 manages&lt;br /&gt;
 to stop where &lt;br /&gt;
 used to be.&lt;br /&gt;
 slam&lt;br /&gt;
 slams&lt;br /&gt;
 into an obstacle&lt;br /&gt;
 fall&lt;br /&gt;
 falls&lt;br /&gt;
 over&lt;br /&gt;
 of &lt;br /&gt;
your&lt;br /&gt;
 lock&lt;br /&gt;
 locks&lt;br /&gt;
 place&lt;br /&gt;
 places&lt;br /&gt;
 a chokehold on &lt;br /&gt;
 take&lt;br /&gt;
 takes&lt;br /&gt;
 down by the &lt;br /&gt;
 throw&lt;br /&gt;
 throws&lt;br /&gt;
 pinch&lt;br /&gt;
 pinches&lt;br /&gt;
 gouge&lt;br /&gt;
 gouges&lt;br /&gt;
 release&lt;br /&gt;
 releases&lt;br /&gt;
 loosen&lt;br /&gt;
 loosens&lt;br /&gt;
 the joint lock of &lt;br /&gt;
 on &lt;br /&gt;
 the choke hold of &lt;br /&gt;
 break&lt;br /&gt;
 breaks&lt;br /&gt;
 the grip of &lt;br /&gt;
 struggle&lt;br /&gt;
 struggles&lt;br /&gt;
 in vain against the grip of &lt;br /&gt;
 shake&lt;br /&gt;
 shakes&lt;br /&gt;
 around by the &lt;br /&gt;
 is ripped away and remains in &lt;br /&gt;
 mouth&lt;br /&gt;
 grip&lt;br /&gt;
 lose&lt;br /&gt;
 loses&lt;br /&gt;
 hold of the &lt;br /&gt;
strangle&lt;br /&gt;
 pass&lt;br /&gt;
 passes&lt;br /&gt;
 out.&lt;br /&gt;
 adjust&lt;br /&gt;
 adjusts&lt;br /&gt;
grab&lt;br /&gt;
grabs&lt;br /&gt;
push&lt;br /&gt;
pushes&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
corrected null contaminant&lt;br /&gt;
specks&lt;br /&gt;
dusting&lt;br /&gt;
coating&lt;br /&gt;
spatter&lt;br /&gt;
smear&lt;br /&gt;
covering&lt;br /&gt;
Don't talk to me.&lt;br /&gt;
Welcome to &lt;br /&gt;
Welcome home, my child.&lt;br /&gt;
Welcome to the &lt;br /&gt;
Let's trade.&lt;br /&gt;
Fantastic!  Please come closer and ask again.&lt;br /&gt;
You do business.&lt;br /&gt;
Come see me in my store sometime.&lt;br /&gt;
You should probably try a shopkeeper.&lt;br /&gt;
Join me on my adventures!&lt;br /&gt;
Yes, let's continue onward!&lt;br /&gt;
Hey...  that sounds like a great idea!&lt;br /&gt;
Surely any place is better than this.  Let's set off immediately!&lt;br /&gt;
I've always wanted to travel the world.  Let us be off!&lt;br /&gt;
Excitement!  Adventure!  I am thrilled to join you.&lt;br /&gt;
I will agree to travel with you if you lead me to glory and death.&lt;br /&gt;
Take me away from here.&lt;br /&gt;
I'm sorry.  My duty is here.&lt;br /&gt;
I'm sorry.  I can't go with you.&lt;br /&gt;
It is I that would lead you, but I have no need of your protection.&lt;br /&gt;
Ha!  Such enthusiasm from one such as yourself.&lt;br /&gt;
With a band so large, what share of the glory would I have?&lt;br /&gt;
I would...  rather not.&lt;br /&gt;
Tell me about this area.&lt;br /&gt;
Ask me when I've returned to my home!&lt;br /&gt;
Tell me about &lt;br /&gt;
You look like a mighty warrior indeed.&lt;br /&gt;
I am &lt;br /&gt;
I am a slave of &lt;br /&gt;
I am a prisoner of &lt;br /&gt;
I am a shopkeeper&lt;br /&gt;
 at &lt;br /&gt;
 here&lt;br /&gt;
 in &lt;br /&gt;
Please help me to escape from this place.&lt;br /&gt;
But mostly I just like to drink.&lt;br /&gt;
How I long for some excitement in my life...&lt;br /&gt;
I've always dreamed of seeing far-away places.&lt;br /&gt;
I would give anything to be away from here.  I can't stand the boredom!&lt;br /&gt;
Can you lead me to battle and a warrior's death?&lt;br /&gt;
Tell me about your family.&lt;br /&gt;
I seek the capital.&lt;br /&gt;
I am here to discuss serving your cause.&lt;br /&gt;
Ah, of course.  Please come closer and ask again.&lt;br /&gt;
I'm flattered, but I have no need of you.&lt;br /&gt;
Goodbye.&lt;br /&gt;
Press &lt;br /&gt;
 to continue.&lt;br /&gt;
 when finished.&lt;br /&gt;
Greet&lt;br /&gt;
Nevermind&lt;br /&gt;
Trade&lt;br /&gt;
Join&lt;br /&gt;
Profession&lt;br /&gt;
Family&lt;br /&gt;
Capital&lt;br /&gt;
Surroundings&lt;br /&gt;
Service&lt;br /&gt;
Goodbye&lt;br /&gt;
 to select choices.&lt;br /&gt;
 to scroll text.&lt;br /&gt;
Talking to &lt;br /&gt;
You begin a conversation with &lt;br /&gt;
 lies before&lt;br /&gt;
 stands before&lt;br /&gt;
 calls out to&lt;br /&gt;
 you.&lt;br /&gt;
S&lt;br /&gt;
([LIP])&lt;br /&gt;
([lip])&lt;br /&gt;
...&lt;br /&gt;
 STRANGUS &lt;br /&gt;
 AUGIS &lt;br /&gt;
 STORKIS &lt;br /&gt;
... (slew &lt;br /&gt;
[PRO_SUB]&lt;br /&gt;
[PRO_OBJ]&lt;br /&gt;
[PRO_POS]&lt;br /&gt;
I am speaking for &lt;br /&gt;
.  Thank you for your offer of service.&lt;br /&gt;
Our people have been pestered by a skulking villian.&lt;br /&gt;
Our people have been tormented by a fearsome foe.&lt;br /&gt;
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.&lt;br /&gt;
Vanquishing a great beast on our behalf would bring us all much glory.&lt;br /&gt;
Seek this place and kill &lt;br /&gt;
Seek and kill &lt;br /&gt;
Knowing no mercy, &lt;br /&gt;
devoured &lt;br /&gt;
devoured our livestock&lt;br /&gt;
stole &lt;br /&gt;
stole our treasures&lt;br /&gt;
destroyed &lt;br /&gt;
a craft store&lt;br /&gt;
a weapon store&lt;br /&gt;
an armor store&lt;br /&gt;
a clothing store&lt;br /&gt;
a food store&lt;br /&gt;
a mead hall&lt;br /&gt;
a keep&lt;br /&gt;
a home&lt;br /&gt;
a collection of homes&lt;br /&gt;
an apartment room&lt;br /&gt;
a temple&lt;br /&gt;
a tower&lt;br /&gt;
destroyed our homes&lt;br /&gt;
This vile fiend &lt;br /&gt;
even &lt;br /&gt;
murdered &lt;br /&gt;
my &lt;br /&gt;
has even killed &lt;br /&gt;
has killed &lt;br /&gt;
 lust for murder&lt;br /&gt;
, among them &lt;br /&gt;
Ah, well...  we are quite untroubled here.&lt;br /&gt;
You succeeded!  Amazing.  You are a champion.&lt;br /&gt;
It looks like somebody got there first.  In any case, thank you for your dedication.&lt;br /&gt;
Keep up the good work.  Let me know when the deed is done.&lt;br /&gt;
Capital of what?&lt;br /&gt;
This is all there is.&lt;br /&gt;
There is no capital.&lt;br /&gt;
There's absolutely nothing interesting around here.&lt;br /&gt;
We are in &lt;br /&gt;
There is a great keep there&lt;br /&gt;
 named &lt;br /&gt;
There is a temple&lt;br /&gt;
 there&lt;br /&gt;
 is there.&lt;br /&gt;
It is a place of great evil.&lt;br /&gt;
 looks around nervously and leans forward, speaking quietly.&lt;br /&gt;
It is rumored that the dead rise and stalk the living!&lt;br /&gt;
That place is blessed.&lt;br /&gt;
Savage beasts call it their home.&lt;br /&gt;
!  It's terrifying.&lt;br /&gt;
 have been known to hunt out there.&lt;br /&gt;
 roam freely out there.&lt;br /&gt;
I don't know very much about it.&lt;br /&gt;
The surrounding area is called &lt;br /&gt;
PLACE&lt;br /&gt;
the wilds&lt;br /&gt;
something&lt;br /&gt;
CONTEXT&lt;br /&gt;
ANY&lt;br /&gt;
ENTITY&lt;br /&gt;
HIST_FIG&lt;br /&gt;
ABSTRACT_BUILDING&lt;br /&gt;
SUBREGION&lt;br /&gt;
FAMILY_RELATIONSHIP&lt;br /&gt;
NUMBER&lt;br /&gt;
ORDINAL&lt;br /&gt;
UNIT_NAME&lt;br /&gt;
RACE&lt;br /&gt;
INDEF_FAMILY_RELATIONSHIP&lt;br /&gt;
SPHERE&lt;br /&gt;
DEF_SPHERE&lt;br /&gt;
ARCH_ELEMENT&lt;br /&gt;
JUSTIFICATION&lt;br /&gt;
SQUAD&lt;br /&gt;
FORMATION&lt;br /&gt;
ACTIVITY&lt;br /&gt;
SPEAKER&lt;br /&gt;
AUDIENCE&lt;br /&gt;
is&lt;br /&gt;
us&lt;br /&gt;
er&lt;br /&gt;
in&lt;br /&gt;
as&lt;br /&gt;
 remains silent.&lt;br /&gt;
The Void&lt;br /&gt;
, Deity&lt;br /&gt;
, Force&lt;br /&gt;
vector&amp;lt;bool&amp;gt; too long&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
]&lt;br /&gt;
&amp;lt;SWAP&amp;gt;&lt;br /&gt;
[&lt;br /&gt;
MATERIAL&lt;br /&gt;
USE_MATERIAL&lt;br /&gt;
USE_MATERIAL_TEMPLATE&lt;br /&gt;
Unrecognized Material Template: &lt;br /&gt;
SELECT_MATERIAL&lt;br /&gt;
PLUS_MATERIAL&lt;br /&gt;
REMOVE_MATERIAL&lt;br /&gt;
TISSUE&lt;br /&gt;
USE_TISSUE&lt;br /&gt;
USE_TISSUE_TEMPLATE&lt;br /&gt;
Unrecognized Tissue Template: &lt;br /&gt;
SELECT_TISSUE&lt;br /&gt;
REMOVE_TISSUE&lt;br /&gt;
CASTE&lt;br /&gt;
USE_CASTE&lt;br /&gt;
SELECT_CASTE&lt;br /&gt;
SELECT_ADDITIONAL_CASTE&lt;br /&gt;
BIOME&lt;br /&gt;
PROFESSION_NAME&lt;br /&gt;
STP&lt;br /&gt;
DOES_NOT_EXIST&lt;br /&gt;
LARGE_ROAMING&lt;br /&gt;
LOOSE_CLUSTERS&lt;br /&gt;
VERMIN_FISH&lt;br /&gt;
VERMIN_SOIL&lt;br /&gt;
VERMIN_SOIL_COLONY&lt;br /&gt;
VERMIN_EATER&lt;br /&gt;
VERMIN_GROUNDER&lt;br /&gt;
VERMIN_ROTTER&lt;br /&gt;
MUNDANE&lt;br /&gt;
FREQUENCY&lt;br /&gt;
UNDERGROUND_DEPTH&lt;br /&gt;
POPULATION_NUMBER&lt;br /&gt;
CLUSTER_NUMBER&lt;br /&gt;
TRIGGERABLE_GROUP&lt;br /&gt;
GENERAL_BABY_NAME&lt;br /&gt;
GENERAL_CHILD_NAME&lt;br /&gt;
GLOWCOLOR&lt;br /&gt;
CREATURE_TILE&lt;br /&gt;
GLOWTILE&lt;br /&gt;
ALTTILE&lt;br /&gt;
SAVAGE&lt;br /&gt;
EQUIPMENT_WAGON&lt;br /&gt;
PREFSTRING&lt;br /&gt;
SPEECH_MALE&lt;br /&gt;
SPEECH_FEMALE&lt;br /&gt;
GENERATED&lt;br /&gt;
Unrecognized Creature Token: &lt;br /&gt;
COPY_TAGS_FROM&lt;br /&gt;
Unrecognized Creature Copy (Order is important!): &lt;br /&gt;
APPLY_CREATURE_VARIATION&lt;br /&gt;
APPLY_CURRENT_CREATURE_VARIATION&lt;br /&gt;
GO_TO_START&lt;br /&gt;
GO_TO_END&lt;br /&gt;
GO_TO_TAG&lt;br /&gt;
*** Error(s) finalizing the creature &lt;br /&gt;
Creature Tissue Material Failure: &lt;br /&gt;
(empty tissue)&lt;br /&gt;
(no mat1)&lt;br /&gt;
(no mat3)&lt;br /&gt;
 : &lt;br /&gt;
 : Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)&lt;br /&gt;
 : Special attack material missing state -- set to liquid&lt;br /&gt;
, layer &lt;br /&gt;
 was not found, using first tissue instead&lt;br /&gt;
: Tissue &lt;br /&gt;
: No tissue thickness&lt;br /&gt;
data/speech/&lt;br /&gt;
ADD_COLOR&lt;br /&gt;
a girl&lt;br /&gt;
a boy&lt;br /&gt;
a child&lt;br /&gt;
twins&lt;br /&gt;
triplets&lt;br /&gt;
quadruplets&lt;br /&gt;
quintuplets&lt;br /&gt;
sextuplets&lt;br /&gt;
septuplets&lt;br /&gt;
octuplets&lt;br /&gt;
nonuplets&lt;br /&gt;
decaplets&lt;br /&gt;
undecaplets&lt;br /&gt;
duodecaplets&lt;br /&gt;
tredecaplets&lt;br /&gt;
quattuordecaplets&lt;br /&gt;
quindecaplets&lt;br /&gt;
many babies&lt;br /&gt;
creature&lt;br /&gt;
NUMBERED_NAME&lt;br /&gt;
skeletal &lt;br /&gt;
zombie &lt;br /&gt;
BODY_APPEARANCE_MODIFIER&lt;br /&gt;
SET_BP_GROUP&lt;br /&gt;
PLUS_BP_GROUP&lt;br /&gt;
SET_TL_GROUP&lt;br /&gt;
PLUS_TL_GROUP&lt;br /&gt;
TISSUE_STYLE_UNIT&lt;br /&gt;
TSU_NOUN&lt;br /&gt;
TISSUE_LAYER_APPEARANCE_MODIFIER&lt;br /&gt;
BP_APPEARANCE_MODIFIER&lt;br /&gt;
 BP Mod &lt;br /&gt;
 Was Not Used&lt;br /&gt;
APP_MOD_NOUN&lt;br /&gt;
APP_MOD_IMPORTANCE&lt;br /&gt;
APP_MOD_RATE&lt;br /&gt;
NO_END&lt;br /&gt;
TL_COLOR_MODIFIER&lt;br /&gt;
 Color Mod Ending With (&lt;br /&gt;
,&lt;br /&gt;
) Was Not Used&lt;br /&gt;
TLCM_TIMING&lt;br /&gt;
TLCM_NOUN&lt;br /&gt;
TLCM_IMPORTANCE&lt;br /&gt;
APP_MOD_GENETIC_MODEL&lt;br /&gt;
TLCM_GENETIC_MODEL&lt;br /&gt;
CASTE_SPEECH&lt;br /&gt;
POP_RATIO&lt;br /&gt;
FEATURE_ATTACK_GROUP&lt;br /&gt;
CASTE_PROFESSION_NAME&lt;br /&gt;
CHILDNAME&lt;br /&gt;
BABYNAME&lt;br /&gt;
AMPHIBIOUS&lt;br /&gt;
MOUNT&lt;br /&gt;
MOUNT_EXOTIC&lt;br /&gt;
LIKES_FIGHTING&lt;br /&gt;
PEARL&lt;br /&gt;
VEGETATION&lt;br /&gt;
MAGICAL&lt;br /&gt;
NATURAL&lt;br /&gt;
VERMIN_HATEABLE&lt;br /&gt;
REMAINS_UNDETERMINED&lt;br /&gt;
BODY&lt;br /&gt;
Unrecognized Creature Caste Body Token: &lt;br /&gt;
Body Token Recognized But Could Not Connect: &lt;br /&gt;
BODYGLOSS&lt;br /&gt;
Unrecognized Creature Caste Body Gloss Token: &lt;br /&gt;
RELSIZE&lt;br /&gt;
ATTACK&lt;br /&gt;
BODYPART&lt;br /&gt;
TISSUE_LAYER&lt;br /&gt;
CHILD_BODYPART_GROUP&lt;br /&gt;
CHILD_TISSUE_LAYER_GROUP&lt;br /&gt;
Attack &lt;br /&gt;
 seems to have correct format but could not find proper BPs in any caste, so not added&lt;br /&gt;
ATTACK_SKILL&lt;br /&gt;
ATTACK_VERB&lt;br /&gt;
ATTACK_CONTACT_PERC&lt;br /&gt;
ATTACK_PENETRATION_PERC&lt;br /&gt;
ATTACK_PRIORITY&lt;br /&gt;
MAIN&lt;br /&gt;
ATTACK_VELOCITY_MODIFIER&lt;br /&gt;
ATTACK_FLAG_CANLATCH&lt;br /&gt;
ATTACK_FLAG_WITH&lt;br /&gt;
ATTACK_FLAG_EDGE&lt;br /&gt;
SPECIALATTACK_INJECT_EXTRACT&lt;br /&gt;
SPECIALATTACK_SUCK_BLOOD&lt;br /&gt;
NOSMELLYROT&lt;br /&gt;
ITEMCORPSE&lt;br /&gt;
ITEMCORPSE_QUALITY&lt;br /&gt;
BEACH_FREQUENCY&lt;br /&gt;
UNDERSWIM&lt;br /&gt;
CANOPENDOORS&lt;br /&gt;
GETS_WOUND_INFECTIONS&lt;br /&gt;
GETS_INFECTIONS_FROM_ROT&lt;br /&gt;
NOFEAR&lt;br /&gt;
NOSTUCKINS&lt;br /&gt;
PARALYZEIMMUNE&lt;br /&gt;
NOSKULL&lt;br /&gt;
NOSKIN&lt;br /&gt;
NOBONES&lt;br /&gt;
NOMEAT&lt;br /&gt;
HASSHELL&lt;br /&gt;
NOEXERT&lt;br /&gt;
NOPAIN&lt;br /&gt;
TENDONS&lt;br /&gt;
HAS_NERVES&lt;br /&gt;
LIGAMENTS&lt;br /&gt;
CAVE_ADAPT&lt;br /&gt;
NOTHOUGHT&lt;br /&gt;
ARENA_RESTRICTED&lt;br /&gt;
NO_THOUGHT_CENTER_FOR_MOVEMENT&lt;br /&gt;
NOEMOTION&lt;br /&gt;
TRANCES&lt;br /&gt;
NOSTUN&lt;br /&gt;
NONAUSEA&lt;br /&gt;
NO_DIZZINESS&lt;br /&gt;
NO_FEVERS&lt;br /&gt;
EXTRAVISION&lt;br /&gt;
BONECARN&lt;br /&gt;
CARNIVORE&lt;br /&gt;
CREATURE_CLASS&lt;br /&gt;
PERSONALITY&lt;br /&gt;
LISP&lt;br /&gt;
INTELLIGENT&lt;br /&gt;
CAN_LEARN&lt;br /&gt;
SLOW_LEARNER&lt;br /&gt;
CAN_SPEAK&lt;br /&gt;
UTTERANCES&lt;br /&gt;
EQUIPS&lt;br /&gt;
ALL_ACTIVE&lt;br /&gt;
DIURNAL&lt;br /&gt;
NOCTURNAL&lt;br /&gt;
CREPUSCULAR&lt;br /&gt;
MATUTINAL&lt;br /&gt;
VESPERTINE&lt;br /&gt;
ENDING&lt;br /&gt;
POWER&lt;br /&gt;
MEGABEAST&lt;br /&gt;
SEMIMEGABEAST&lt;br /&gt;
FEATURE_BEAST&lt;br /&gt;
TITAN&lt;br /&gt;
DEMON&lt;br /&gt;
UNIQUE_DEMON&lt;br /&gt;
DEFENDER&lt;br /&gt;
MEANDERER&lt;br /&gt;
ALCOHOL_DEPENDENT&lt;br /&gt;
NOBREATHE&lt;br /&gt;
AMBUSHPREDATOR&lt;br /&gt;
LOCKPICKER&lt;br /&gt;
TRAPAVOID&lt;br /&gt;
NOT_BUTCHERABLE&lt;br /&gt;
MISCHIEVIOUS&lt;br /&gt;
COOKABLE_LIVE&lt;br /&gt;
PATTERNFLIER&lt;br /&gt;
CURIOUSBEAST_EATER&lt;br /&gt;
CURIOUSBEAST_ITEM&lt;br /&gt;
CURIOUSBEAST_GUZZLER&lt;br /&gt;
FLEEQUICK&lt;br /&gt;
VERMINHUNTER&lt;br /&gt;
IMMOLATE&lt;br /&gt;
NO_SPRING&lt;br /&gt;
NO_SUMMER&lt;br /&gt;
NO_AUTUMN&lt;br /&gt;
NO_WINTER&lt;br /&gt;
LARGE_PREDATOR&lt;br /&gt;
BENIGN&lt;br /&gt;
SMALL_REMAINS&lt;br /&gt;
remains&lt;br /&gt;
CASTE_NAME&lt;br /&gt;
CASTE_COLOR&lt;br /&gt;
CASTE_GLOWCOLOR&lt;br /&gt;
REMAINS_COLOR&lt;br /&gt;
IMMOBILE_LAND&lt;br /&gt;
LIGHT_GEN&lt;br /&gt;
VERMIN_MICRO&lt;br /&gt;
CANNOT_UNDEAD&lt;br /&gt;
NO_EAT&lt;br /&gt;
NO_DRINK&lt;br /&gt;
NO_SLEEP&lt;br /&gt;
COMMON_DOMESTIC&lt;br /&gt;
WAGON_PULLER&lt;br /&gt;
PACK_ANIMAL&lt;br /&gt;
PET_EXOTIC&lt;br /&gt;
TRAINABLE&lt;br /&gt;
TRAINABLE_HUNTING&lt;br /&gt;
TRAINABLE_WAR&lt;br /&gt;
WEBBER&lt;br /&gt;
THICKWEB&lt;br /&gt;
WEBIMMUNE&lt;br /&gt;
FIREBREATH&lt;br /&gt;
MULTIPLE_LITTER_RARE&lt;br /&gt;
DRAGONFIREBREATH&lt;br /&gt;
MAGMA_VISION&lt;br /&gt;
FIREIMMUNE&lt;br /&gt;
FIREIMMUNE_SUPER&lt;br /&gt;
FEMALE&lt;br /&gt;
MALE&lt;br /&gt;
NO_GENDER&lt;br /&gt;
LITTERSIZE&lt;br /&gt;
MAXAGE&lt;br /&gt;
GNAWER&lt;br /&gt;
DESCRIPTION&lt;br /&gt;
PETVALUE&lt;br /&gt;
BODY_SIZE&lt;br /&gt;
GRAVITATE_BODY_SIZE&lt;br /&gt;
CHANGE_BODY_SIZE_PERC&lt;br /&gt;
ATTACK_TRIGGER&lt;br /&gt;
MODVALUE&lt;br /&gt;
VIEWRANGE&lt;br /&gt;
BUILDINGDESTROYER&lt;br /&gt;
DIFFICULTY&lt;br /&gt;
GRASSTRAMPLE&lt;br /&gt;
SPEED&lt;br /&gt;
SWIMS_LEARNED&lt;br /&gt;
SWIMS_INNATE&lt;br /&gt;
SWIM_SPEED&lt;br /&gt;
TRADE_CAPACITY&lt;br /&gt;
BLOOD&lt;br /&gt;
PUS&lt;br /&gt;
SECRETION&lt;br /&gt;
MATERIAL_BREATH_ATTACK&lt;br /&gt;
CASTE_TILE&lt;br /&gt;
CASTE_GLOWTILE&lt;br /&gt;
CASTE_ALTTILE&lt;br /&gt;
EXTRACT&lt;br /&gt;
MILKABLE&lt;br /&gt;
MANNERISM_LAUGH&lt;br /&gt;
MANNERISM_SMILE&lt;br /&gt;
MANNERISM_WALK&lt;br /&gt;
MANNERISM_SIT&lt;br /&gt;
MANNERISM_BREATH&lt;br /&gt;
MANNERISM_POSTURE&lt;br /&gt;
MANNERISM_STRETCH&lt;br /&gt;
MANNERISM_EYELIDS&lt;br /&gt;
MANNERISM_FINGERS&lt;br /&gt;
MANNERISM_NOSE&lt;br /&gt;
MANNERISM_EAR&lt;br /&gt;
MANNERISM_HEAD&lt;br /&gt;
MANNERISM_EYES&lt;br /&gt;
MANNERISM_MOUTH&lt;br /&gt;
MANNERISM_HAIR&lt;br /&gt;
MANNERISM_KNUCKLES&lt;br /&gt;
MANNERISM_LIPS&lt;br /&gt;
MANNERISM_CHEEK&lt;br /&gt;
MANNERISM_NAILS&lt;br /&gt;
MANNERISM_FEET&lt;br /&gt;
MANNERISM_ARMS&lt;br /&gt;
MANNERISM_HANDS&lt;br /&gt;
MANNERISM_TONGUE&lt;br /&gt;
MANNERISM_LEG&lt;br /&gt;
VERMIN_BITE&lt;br /&gt;
PENETRATEPOWER&lt;br /&gt;
FISHITEM&lt;br /&gt;
VERMIN_NOROAM&lt;br /&gt;
VERMIN_NOFISH&lt;br /&gt;
VERMIN_NOTRAP&lt;br /&gt;
HOMEOTHERM&lt;br /&gt;
FIXED_TEMP&lt;br /&gt;
SKILL_RATES&lt;br /&gt;
PHYS_ATT_RANGE&lt;br /&gt;
Attribute range not in increasing order, repaired&lt;br /&gt;
Attribute range less than &lt;br /&gt;
, repaired&lt;br /&gt;
Attribute range greater than &lt;br /&gt;
PHYS_ATT_RATES&lt;br /&gt;
PHYS_ATT_CAP_PERC&lt;br /&gt;
Attribute cap perc less than 100, set to 100&lt;br /&gt;
MENT_ATT_RANGE&lt;br /&gt;
MENT_ATT_RATES&lt;br /&gt;
MENT_ATT_CAP_PERC&lt;br /&gt;
TISSUE_LAYER_UNDER&lt;br /&gt;
TISSUE_LAYER_OVER&lt;br /&gt;
NORMAL&lt;br /&gt;
Unknown Body Group/Relation Token(s): &lt;br /&gt;
Unknown Body Part Position Token: &lt;br /&gt;
Tissue layer not added because no BP found: &lt;br /&gt;
SELECT_TISSUE_LAYER&lt;br /&gt;
PLUS_TISSUE_LAYER&lt;br /&gt;
BODY_DETAIL_PLAN&lt;br /&gt;
ARG1&lt;br /&gt;
ARG2&lt;br /&gt;
ARG3&lt;br /&gt;
ARG4&lt;br /&gt;
ARG5&lt;br /&gt;
SET_LAYER_TISSUE&lt;br /&gt;
TL_RELATIVE_THICKNESS&lt;br /&gt;
TL_CONNECTS&lt;br /&gt;
TL_MAJOR_ARTERIES&lt;br /&gt;
TL_HEALING_RATE&lt;br /&gt;
TL_VASCULAR&lt;br /&gt;
TL_PAIN_RECEPTORS&lt;br /&gt;
TISSUE_NAME&lt;br /&gt;
Tissue Definition &lt;br /&gt;
 missing plural string&lt;br /&gt;
NP&lt;br /&gt;
TISSUE_MATERIAL&lt;br /&gt;
RELATIVE_THICKNESS&lt;br /&gt;
HEALING_RATE&lt;br /&gt;
VASCULAR&lt;br /&gt;
PAIN_RECEPTORS&lt;br /&gt;
THICKENS_ON_STRENGTH&lt;br /&gt;
THICKENS_ON_ENERGY_STORAGE&lt;br /&gt;
ARTERIES&lt;br /&gt;
SCARS&lt;br /&gt;
STRUCTURAL&lt;br /&gt;
CONNECTIVE_TISSUE_ANCHOR&lt;br /&gt;
SETTABLE&lt;br /&gt;
SPLINTABLE&lt;br /&gt;
FUNCTIONAL&lt;br /&gt;
MUSCULAR&lt;br /&gt;
FLIGHT&lt;br /&gt;
CONNECTS&lt;br /&gt;
MAJOR_ARTERIES&lt;br /&gt;
INSULATION&lt;br /&gt;
COSMETIC&lt;br /&gt;
STYLEABLE&lt;br /&gt;
TISSUE_SHAPE&lt;br /&gt;
Custom tissue shape not found: &lt;br /&gt;
SUBORDINATE_TO_TISSUE&lt;br /&gt;
TISSUE_MAT_STATE&lt;br /&gt;
TISSUE_LEAKS&lt;br /&gt;
Tissue Template &lt;br /&gt;
TISSUE_TEMPLATE&lt;br /&gt;
Unrecognized Tissue Template Token: &lt;br /&gt;
*** Error(s) finalizing the template &lt;br /&gt;
CV_NEW_TAG&lt;br /&gt;
CV_ADD_TAG&lt;br /&gt;
CV_REMOVE_TAG&lt;br /&gt;
CV_CONVERT_TAG&lt;br /&gt;
CVCT_MASTER&lt;br /&gt;
CVCT_TARGET&lt;br /&gt;
CVCT_REPLACEMENT&lt;br /&gt;
CREATURE_VARIATION&lt;br /&gt;
Unrecognized Creature Variation Token: &lt;br /&gt;
ADD_MATERIAL&lt;br /&gt;
ADD_TISSUE&lt;br /&gt;
BP_POSITION&lt;br /&gt;
BP_RELATION&lt;br /&gt;
BP_RELSIZE&lt;br /&gt;
BP_LAYERS&lt;br /&gt;
BP_LAYERS_UNDER&lt;br /&gt;
BP_LAYERS_OVER&lt;br /&gt;
Unrecognized Body Detail Plan Token: &lt;br /&gt;
nothing&lt;br /&gt;
chunk&lt;br /&gt;
chunks&lt;br /&gt;
creature_layer&lt;br /&gt;
[OBJECT:CREATURE]&lt;br /&gt;
[CREATURE:&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BP&lt;br /&gt;
CON&lt;br /&gt;
CON_CAT&lt;br /&gt;
CONTYPE&lt;br /&gt;
Unrecognized Creature Bodypart CONTYPE Token: &lt;br /&gt;
DEFAULT_RELSIZE&lt;br /&gt;
: number capped at 32&lt;br /&gt;
INDIVIDUAL_NAME&lt;br /&gt;
Unrecognized Creature Bodypart Token: &lt;br /&gt;
Unrecognized Creature Body Token: &lt;br /&gt;
COLOR_PATTERN&lt;br /&gt;
CP_COLOR&lt;br /&gt;
PATTERN&lt;br /&gt;
Unrecognized Colored Pattern Token: &lt;br /&gt;
WORD&lt;br /&gt;
RGB&lt;br /&gt;
Unrecognized Color Token: &lt;br /&gt;
ADJ&lt;br /&gt;
Unrecognized Shape Token: &lt;br /&gt;
Gain possession&lt;br /&gt;
Pull it out&lt;br /&gt;
FATAL ERROR&lt;br /&gt;
Adventure Starting Site Files Missing/Corrupted&lt;br /&gt;
Could not locate adventure start square&lt;br /&gt;
Where would you like to go?&lt;br /&gt;
Nowhere&lt;br /&gt;
Mountain Halls&lt;br /&gt;
Dark Fortress&lt;br /&gt;
Cave&lt;br /&gt;
Forest Retreat&lt;br /&gt;
Town&lt;br /&gt;
Important Location&lt;br /&gt;
Civilization &lt;br /&gt;
Site &lt;br /&gt;
Vessel &lt;br /&gt;
Migrating &lt;br /&gt;
Nomadic &lt;br /&gt;
Religion &lt;br /&gt;
Military Unit &lt;br /&gt;
Creature&lt;br /&gt;
Group&lt;br /&gt;
Do Not Travel&lt;br /&gt;
You awaken from your slumber.&lt;br /&gt;
Your sleep has been interrupted!&lt;br /&gt;
Select your combat preferences.&lt;br /&gt;
 - Current Attack Preference: &lt;br /&gt;
Strike&lt;br /&gt;
Charge&lt;br /&gt;
Close Combat&lt;br /&gt;
According to Opponent&lt;br /&gt;
 - Current Dodge Preference: &lt;br /&gt;
Move Around&lt;br /&gt;
Stand Ground&lt;br /&gt;
 - Current Charge Defense: &lt;br /&gt;
Dodge Away&lt;br /&gt;
Select your movement preferences.&lt;br /&gt;
 - Current Swimming Preference: &lt;br /&gt;
When Possible&lt;br /&gt;
When Necessary&lt;br /&gt;
What would you like to do with the &lt;br /&gt;
?&lt;br /&gt;
  (&lt;br /&gt;
 to view other pages)&lt;br /&gt;
 - &lt;br /&gt;
Where would you like to move?&lt;br /&gt;
What would you like to pick up?&lt;br /&gt;
. &lt;br /&gt;
Who will you talk to?&lt;br /&gt;
 to view other pages&lt;br /&gt;
 -  &lt;br /&gt;
a colony of &lt;br /&gt;
many &lt;br /&gt;
a swarm of &lt;br /&gt;
Miasma&lt;br /&gt;
Steam&lt;br /&gt;
Mist&lt;br /&gt;
An Ocean Wave&lt;br /&gt;
Sea Foam&lt;br /&gt;
Lava Mist&lt;br /&gt;
Magma Mist&lt;br /&gt;
 Vapor&lt;br /&gt;
Smoke&lt;br /&gt;
Dragonfire&lt;br /&gt;
Fire&lt;br /&gt;
A Web&lt;br /&gt;
A Fire&lt;br /&gt;
A Campfire&lt;br /&gt;
Water [&lt;br /&gt;
/7]&lt;br /&gt;
Lava [&lt;br /&gt;
Magma [&lt;br /&gt;
A spattering of &lt;br /&gt;
A smear of &lt;br /&gt;
A pool of &lt;br /&gt;
A thin layer of &lt;br /&gt;
A small pile of &lt;br /&gt;
A pile of &lt;br /&gt;
A dusting of &lt;br /&gt;
Untitled&lt;br /&gt;
, &amp;quot;&lt;br /&gt;
&amp;quot;&lt;br /&gt;
Really attack &lt;br /&gt;
Really wrestle &lt;br /&gt;
 confirms.  &lt;br /&gt;
 aborts.&lt;br /&gt;
Which creature will you attack?  &lt;br /&gt;
Which creature will you wrestle?  &lt;br /&gt;
 changes mode.&lt;br /&gt;
 pages)&lt;br /&gt;
Really sleep?  Your character will rest for eight hours.&lt;br /&gt;
You sleep.&lt;br /&gt;
You can't rest because you are drowning.&lt;br /&gt;
You can't rest because you are swimming.&lt;br /&gt;
You can't rest because somebody can see you.&lt;br /&gt;
You've already searched this area recently.&lt;br /&gt;
You've found a colony of &lt;br /&gt;
 and another small creature.&lt;br /&gt;
 and some other small creatures.&lt;br /&gt;
You've found a small creature.&lt;br /&gt;
You've found some small creatures.&lt;br /&gt;
Your intense search turns up nothing.&lt;br /&gt;
You have nothing with which to interact.&lt;br /&gt;
You have nothing to examine.&lt;br /&gt;
You have nothing left to remove.&lt;br /&gt;
You have nothing left to wear.&lt;br /&gt;
You have nothing left to eat or drink.&lt;br /&gt;
You have nothing to put inside a container.&lt;br /&gt;
You have nothing left to drop.&lt;br /&gt;
There is nothing to pick up here.&lt;br /&gt;
You have nothing left to throw.&lt;br /&gt;
You have nothing to fire with.&lt;br /&gt;
You have nothing left to fire.&lt;br /&gt;
You are no longer in hiding.&lt;br /&gt;
You begin sneaking.&lt;br /&gt;
You can't sneak because somebody can see you.&lt;br /&gt;
There is no sunlight when you are dead.&lt;br /&gt;
There are no traces of sunlight here.&lt;br /&gt;
Being dead is cold and clammy.&lt;br /&gt;
The temperature is as it has been and always will be.&lt;br /&gt;
The temperature cannot be judged.&lt;br /&gt;
It is burning.&lt;br /&gt;
It is deathly cold.&lt;br /&gt;
The temperature is pleasant.&lt;br /&gt;
It is scorching.&lt;br /&gt;
It is hot.&lt;br /&gt;
It is warm.&lt;br /&gt;
It is cool.&lt;br /&gt;
It is freezing.&lt;br /&gt;
It is cold.&lt;br /&gt;
You've lost track of time since your death.&lt;br /&gt;
It is the &lt;br /&gt;
You can't travel because somebody can see you.&lt;br /&gt;
You can't travel because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.&lt;br /&gt;
You can't travel until you've stopped the bleeding.&lt;br /&gt;
You can't travel because you can't breathe.&lt;br /&gt;
You can't travel because you are swimming.&lt;br /&gt;
You can't travel because you are journeying underground.&lt;br /&gt;
You must survive the ambush.&lt;br /&gt;
You cannot travel until you leave this site.&lt;br /&gt;
You stand up.&lt;br /&gt;
You lie on the ground.&lt;br /&gt;
The webs make it impossible to stand.&lt;br /&gt;
You can't stand up -- somebody is in the way.&lt;br /&gt;
 to return to arena.&lt;br /&gt;
You have reached the summit of &lt;br /&gt;
You are deceased.  Press &lt;br /&gt;
 to finish.&lt;br /&gt;
Unconscious&lt;br /&gt;
Stunned&lt;br /&gt;
Dizzy&lt;br /&gt;
Exhausted&lt;br /&gt;
Over-Exert&lt;br /&gt;
Tired&lt;br /&gt;
V Drowsy&lt;br /&gt;
Drowsy&lt;br /&gt;
Drowning&lt;br /&gt;
Winded&lt;br /&gt;
Flying&lt;br /&gt;
Nauseous&lt;br /&gt;
Dhyd&lt;br /&gt;
Thir&lt;br /&gt;
Stvg&lt;br /&gt;
Hung&lt;br /&gt;
W: &lt;br /&gt;
A: &lt;br /&gt;
Mortal Wound&lt;br /&gt;
In Flight&lt;br /&gt;
Paralyzed&lt;br /&gt;
Webbed&lt;br /&gt;
On Ground&lt;br /&gt;
Numb&lt;br /&gt;
Bleeding!&lt;br /&gt;
Bleeding&lt;br /&gt;
Pale&lt;br /&gt;
Faint&lt;br /&gt;
Fever&lt;br /&gt;
Pain&lt;br /&gt;
Speed: &lt;br /&gt;
 [DONE]&lt;br /&gt;
 [MORE]&lt;br /&gt;
                                                                                &lt;br /&gt;
Adventure Log: NULL task&lt;br /&gt;
Adventure Log: NULL site&lt;br /&gt;
Adventure Log: NULL subregion&lt;br /&gt;
Adventure Log: NULL entity&lt;br /&gt;
Adventure Log: NULL feature_layer&lt;br /&gt;
Adventure Log&lt;br /&gt;
&amp;quot;, &lt;br /&gt;
 for destination.&lt;br /&gt;
Civilization&lt;br /&gt;
Site Government&lt;br /&gt;
Vessel Crew&lt;br /&gt;
Migrating Group&lt;br /&gt;
Nomadic Group&lt;br /&gt;
Religion&lt;br /&gt;
Military Unit&lt;br /&gt;
, Dead&lt;br /&gt;
Unaligned&lt;br /&gt;
Enemy&lt;br /&gt;
Criminal&lt;br /&gt;
Prisoner&lt;br /&gt;
Devoted&lt;br /&gt;
Loyal&lt;br /&gt;
Aligned&lt;br /&gt;
Affiliated&lt;br /&gt;
Associated&lt;br /&gt;
 Member&lt;br /&gt;
 Mercenary&lt;br /&gt;
 Slave&lt;br /&gt;
Former &lt;br /&gt;
Member&lt;br /&gt;
Mercenary&lt;br /&gt;
Slave&lt;br /&gt;
Mountain&lt;br /&gt;
Temperate Freshwater Swamp&lt;br /&gt;
Temperate Saltwater Swamp&lt;br /&gt;
Temperate Freshwater Marsh&lt;br /&gt;
Temperate Saltwater Marsh&lt;br /&gt;
Tropical Freshwater Swamp&lt;br /&gt;
Tropical Saltwater Swamp&lt;br /&gt;
Mangrove Swamp&lt;br /&gt;
Tropical Freshwater Marsh&lt;br /&gt;
Tropical Saltwater Marsh&lt;br /&gt;
Taiga&lt;br /&gt;
Temperate Coniferous Forest&lt;br /&gt;
Temperate Broadleaf Forest&lt;br /&gt;
Tropical Coniferous Forest&lt;br /&gt;
Tropical Dry Broadleaf Forest&lt;br /&gt;
Tropical Moist Broadleaf Forest&lt;br /&gt;
Temperate Grassland&lt;br /&gt;
Temperate Savanna&lt;br /&gt;
Temperate Shrubland&lt;br /&gt;
Tropical Grassland&lt;br /&gt;
Tropical Savanna&lt;br /&gt;
Tropical Shrubland&lt;br /&gt;
Badlands&lt;br /&gt;
Rocky Wasteland&lt;br /&gt;
Sand Desert&lt;br /&gt;
Tropical Ocean&lt;br /&gt;
Temperate Ocean&lt;br /&gt;
Arctic Ocean&lt;br /&gt;
Temperate Freshwater Pool&lt;br /&gt;
Temperate Brackish Pool&lt;br /&gt;
Temperate Saltwater Pool&lt;br /&gt;
Tropical Freshwater Pool&lt;br /&gt;
Tropical Brackish Pool&lt;br /&gt;
Tropical Saltwater Pool&lt;br /&gt;
Temperate Freshwater Lake&lt;br /&gt;
Temperate Brackish Lake&lt;br /&gt;
Temperate Saltwater Lake&lt;br /&gt;
Tropical Freshwater Lake&lt;br /&gt;
Tropical Brackish Lake&lt;br /&gt;
Tropical Saltwater Lake&lt;br /&gt;
Temperate Freshwater River&lt;br /&gt;
Temperate Brackish River&lt;br /&gt;
Temperate Saltwater River&lt;br /&gt;
Tropical Freshwater River&lt;br /&gt;
Tropical Brackish River&lt;br /&gt;
Tropical Saltwater River&lt;br /&gt;
Subterranean Water&lt;br /&gt;
Subterranean Chasm&lt;br /&gt;
Subterranean Magma&lt;br /&gt;
the depths of the world&lt;br /&gt;
the magma sea&lt;br /&gt;
the Underworld&lt;br /&gt;
 - Tasks&lt;br /&gt;
 - Entities&lt;br /&gt;
 - Sites&lt;br /&gt;
 - Regions&lt;br /&gt;
 - Scroll&lt;br /&gt;
 - Underground&lt;br /&gt;
 - Zoom to Selected&lt;br /&gt;
 - Zoom to Current Location&lt;br /&gt;
 - Toggle Line&lt;br /&gt;
 - Toggle Map/Info&lt;br /&gt;
Wrestle &lt;br /&gt;
The Wrestling of &lt;br /&gt;
&amp;gt;-&lt;br /&gt;
--&lt;br /&gt;
&amp;lt;-&lt;br /&gt;
Latch&lt;br /&gt;
Grasp&lt;br /&gt;
JLock&lt;br /&gt;
Choke&lt;br /&gt;
-&amp;gt;&lt;br /&gt;
-&amp;lt;&lt;br /&gt;
 to scroll&lt;br /&gt;
Lock &lt;br /&gt;
Choke &lt;br /&gt;
Take-down by &lt;br /&gt;
Throw by &lt;br /&gt;
Pinch &lt;br /&gt;
Gouge &lt;br /&gt;
Break &lt;br /&gt;
Release joint lock of &lt;br /&gt;
Release choke of &lt;br /&gt;
Release grip of &lt;br /&gt;
Loosen joint lock of &lt;br /&gt;
Loosen choke of &lt;br /&gt;
Break grip of &lt;br /&gt;
Shake &lt;br /&gt;
Strangle &lt;br /&gt;
Grab &lt;br /&gt;
Deceased&lt;br /&gt;
Abysmal&lt;br /&gt;
Very Low&lt;br /&gt;
Low&lt;br /&gt;
Below Average&lt;br /&gt;
Average&lt;br /&gt;
Above Average&lt;br /&gt;
High&lt;br /&gt;
Superior&lt;br /&gt;
Super&lt;br /&gt;
Strength&lt;br /&gt;
Agility&lt;br /&gt;
Toughness&lt;br /&gt;
Endurance&lt;br /&gt;
Recuperation&lt;br /&gt;
Disease Resistance&lt;br /&gt;
Analytical Ability&lt;br /&gt;
Focus&lt;br /&gt;
Willpower&lt;br /&gt;
Creativity&lt;br /&gt;
Intuition&lt;br /&gt;
Patience&lt;br /&gt;
Memory&lt;br /&gt;
Linguistic Ability&lt;br /&gt;
Spatial Sense&lt;br /&gt;
Musicality&lt;br /&gt;
Kinesthetic Sense&lt;br /&gt;
Empathy&lt;br /&gt;
Social Awareness&lt;br /&gt;
Very small&lt;br /&gt;
Small&lt;br /&gt;
Average-sized&lt;br /&gt;
Large&lt;br /&gt;
Very large&lt;br /&gt;
 for a &lt;br /&gt;
Enraged at all enemies!&lt;br /&gt;
In a martial trance!&lt;br /&gt;
Throwing a tantrum!&lt;br /&gt;
On the Ground&lt;br /&gt;
Partially Webbed&lt;br /&gt;
Partially Paralyzed&lt;br /&gt;
Sluggish&lt;br /&gt;
Completely Numb&lt;br /&gt;
Partially Numb&lt;br /&gt;
Slightly Numb&lt;br /&gt;
Heavy Bleeding&lt;br /&gt;
Extreme Pain&lt;br /&gt;
Very Drowsy&lt;br /&gt;
Dehydrated&lt;br /&gt;
Thirsty&lt;br /&gt;
Starving&lt;br /&gt;
Hungry&lt;br /&gt;
: View Attributes&lt;br /&gt;
: View Skills&lt;br /&gt;
: Health&lt;br /&gt;
: Kills&lt;br /&gt;
: Select&lt;br /&gt;
: View&lt;br /&gt;
: Desc&lt;br /&gt;
: Scroll&lt;br /&gt;
: View Wr&lt;br /&gt;
: Cust&lt;br /&gt;
[C:7:0:1]&lt;br /&gt;
The Kills of &lt;br /&gt;
[P]&lt;br /&gt;
[B]&lt;br /&gt;
  &lt;br /&gt;
What would you like to wear?&lt;br /&gt;
What would you like to remove?&lt;br /&gt;
What would you like to drop?&lt;br /&gt;
What would you like to throw?&lt;br /&gt;
With what would you like to interact?&lt;br /&gt;
With what would you like to eat or drink?&lt;br /&gt;
What would you like to put inside a container?&lt;br /&gt;
Where would you like to put the &lt;br /&gt;
Your Inventory&lt;br /&gt;
 to view other pages.  &lt;br /&gt;
 when done.&lt;br /&gt;
There is nothing to do with the &lt;br /&gt;
You empty the &lt;br /&gt;
You take out the &lt;br /&gt;
You don't have a suitable container.&lt;br /&gt;
You put the &lt;br /&gt;
 into the &lt;br /&gt;
You eat the &lt;br /&gt;
You drink the &lt;br /&gt;
 is too salty.&lt;br /&gt;
 is too hot.&lt;br /&gt;
 is too cold.&lt;br /&gt;
You lick the &lt;br /&gt;
No.  That's disgusting.&lt;br /&gt;
You are too full.&lt;br /&gt;
You drop &lt;br /&gt;
You pick&lt;br /&gt;
 picks&lt;br /&gt;
 up the &lt;br /&gt;
 and put it in &lt;br /&gt;
 and puts it in &lt;br /&gt;
You do not have a free grasp and your quivers and packs are full.&lt;br /&gt;
You do not have a free grasp and your quiver and packs are full.&lt;br /&gt;
You do not have a free grasp and your quivers and pack are full.&lt;br /&gt;
You do not have a free grasp and your quiver and pack are full.&lt;br /&gt;
You do not have a free grasp and your quivers are full.&lt;br /&gt;
You do not have a free grasp and your quiver is full.&lt;br /&gt;
You do not have a free grasp and your packs are full.&lt;br /&gt;
You do not have a free grasp and your pack is full.&lt;br /&gt;
You do not have a free grasp.&lt;br /&gt;
No recent announcements.&lt;br /&gt;
Announcements &lt;br /&gt;
Offloading site...&lt;br /&gt;
There is a &lt;br /&gt;
 here.&lt;br /&gt;
 - Pull it&lt;br /&gt;
You pull the lever.&lt;br /&gt;
There is a locked &lt;br /&gt;
 - Break it in&lt;br /&gt;
 - Pick the lock&lt;br /&gt;
You break the hatch in!&lt;br /&gt;
You pick the lock!&lt;br /&gt;
 - Bash it down&lt;br /&gt;
You bash the door down!&lt;br /&gt;
Create Your Character&lt;br /&gt;
Race: &lt;br /&gt;
 from &lt;br /&gt;
: Play Now!&lt;br /&gt;
: Select   &lt;br /&gt;
: Back&lt;br /&gt;
Remaining: &lt;br /&gt;
Not&lt;br /&gt;
: Done     &lt;br /&gt;
 to change&lt;br /&gt;
Name: &lt;br /&gt;
: Done&lt;br /&gt;
: Abort&lt;br /&gt;
: Enter First Name&lt;br /&gt;
: Customize Name&lt;br /&gt;
: Random Name&lt;br /&gt;
: Become &lt;br /&gt;
: Go!&lt;br /&gt;
** Unretiring Adventurer **&lt;br /&gt;
** Starting Adventurer **&lt;br /&gt;
Dawn is breaking.&lt;br /&gt;
It is noon.&lt;br /&gt;
Night is falling.&lt;br /&gt;
You struggle for &lt;br /&gt;
You pull out &lt;br /&gt;
Fill &lt;br /&gt;
stagnant &lt;br /&gt;
salt &lt;br /&gt;
You fill your &lt;br /&gt;
Your &lt;br /&gt;
 is already full.&lt;br /&gt;
Drink &lt;br /&gt;
Eat &lt;br /&gt;
Ignite &lt;br /&gt;
The steam around the vegetation stops you from setting the fire.&lt;br /&gt;
The vegetation is submerged.&lt;br /&gt;
The vegetation is too wet.&lt;br /&gt;
You set a fire.&lt;br /&gt;
Attack error&lt;br /&gt;
creatures&lt;br /&gt;
Interact with &lt;br /&gt;
building&lt;br /&gt;
Move to &lt;br /&gt;
N&lt;br /&gt;
NNE&lt;br /&gt;
ENE&lt;br /&gt;
ESE&lt;br /&gt;
SSE&lt;br /&gt;
SSW&lt;br /&gt;
WSW&lt;br /&gt;
W&lt;br /&gt;
WNW&lt;br /&gt;
NNW&lt;br /&gt;
---&lt;br /&gt;
TSK&lt;br /&gt;
Site Center Flood Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 fP&lt;br /&gt;
Squad Order&lt;br /&gt;
Button&lt;br /&gt;
  Saving...  &lt;br /&gt;
REC&lt;br /&gt;
Disconnected Build Overflow&lt;br /&gt;
SOAP&lt;br /&gt;
  Select Item: &lt;br /&gt;
 Points Remaining  &lt;br /&gt;
  Select Item  &lt;br /&gt;
 to select.  &lt;br /&gt;
 to abort.&lt;br /&gt;
 scroll.  Type in parts of the name to narrow your search.&lt;br /&gt;
 P&lt;br /&gt;
Weapons and Ammunition&lt;br /&gt;
Furniture&lt;br /&gt;
Siege Equipment&lt;br /&gt;
Other Objects&lt;br /&gt;
Metal Clothing&lt;br /&gt;
Main&lt;br /&gt;
Siege Engines&lt;br /&gt;
Traps/Levers&lt;br /&gt;
Workshops&lt;br /&gt;
Furnaces&lt;br /&gt;
Wall/Floor/Stairs&lt;br /&gt;
Machine Components&lt;br /&gt;
Building Placement Distance Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
CHEESE_MAT&lt;br /&gt;
 Crafts&lt;br /&gt;
 Logs&lt;br /&gt;
TISSUE_STYLE&lt;br /&gt;
TS_MAINTAIN_LENGTH&lt;br /&gt;
TS_PREFERRED_SHAPING&lt;br /&gt;
DIGGER&lt;br /&gt;
TRANSLATION&lt;br /&gt;
CIV_CONTROLLABLE&lt;br /&gt;
INDIV_CONTROLLABLE&lt;br /&gt;
SIEGER&lt;br /&gt;
AMBUSHER&lt;br /&gt;
LAYER_LINKED&lt;br /&gt;
BABYSNATCHER&lt;br /&gt;
ITEM_THIEF&lt;br /&gt;
SUBTERRANEAN_CLOTHING&lt;br /&gt;
CLOTHING&lt;br /&gt;
CURRENCY_BY_YEAR&lt;br /&gt;
METAL_PREF&lt;br /&gt;
GEM_PREF&lt;br /&gt;
STONE_PREF&lt;br /&gt;
WOOD_WEAPONS&lt;br /&gt;
WOOD_ARMOR&lt;br /&gt;
RIVER_PRODUCTS&lt;br /&gt;
OCEAN_PRODUCTS&lt;br /&gt;
INDOOR_WOOD&lt;br /&gt;
OUTDOOR_WOOD&lt;br /&gt;
INDOOR_FARMING&lt;br /&gt;
OUTDOOR_FARMING&lt;br /&gt;
UNDEAD_CANDIDATE&lt;br /&gt;
USE_CAVE_ANIMALS&lt;br /&gt;
USE_EVIL_ANIMALS&lt;br /&gt;
USE_GOOD_ANIMALS&lt;br /&gt;
USE_EVIL_WOOD&lt;br /&gt;
USE_GOOD_WOOD&lt;br /&gt;
USE_EVIL_PLANTS&lt;br /&gt;
USE_GOOD_PLANTS&lt;br /&gt;
START_BIOME&lt;br /&gt;
BIOME_SUPPORT&lt;br /&gt;
MERCHANT_NOBILITY&lt;br /&gt;
SKULKING&lt;br /&gt;
PERMITTED_JOB&lt;br /&gt;
PERMITTED_BUILDING&lt;br /&gt;
PERMITTED_REACTION&lt;br /&gt;
WORLD_CONSTRUCTION&lt;br /&gt;
WILL_ACCEPT_TRIBUTE&lt;br /&gt;
ETHIC&lt;br /&gt;
WANDERER&lt;br /&gt;
BEAST_HUNTER&lt;br /&gt;
SCOUT&lt;br /&gt;
MAX_STARTING_CIV_NUMBER&lt;br /&gt;
START_GROUP_NUMBER&lt;br /&gt;
MAX_SITE_POP_NUMBER&lt;br /&gt;
MAX_POP_NUMBER&lt;br /&gt;
RELIGION_SPHERE&lt;br /&gt;
TREE_CAP_DIPLOMACY&lt;br /&gt;
DIPLOMAT_BODYGUARDS&lt;br /&gt;
MERCHANT_BODYGUARDS&lt;br /&gt;
ACTIVE_SEASON&lt;br /&gt;
PROGRESS_TRIGGER_POPULATION&lt;br /&gt;
PROGRESS_TRIGGER_PRODUCTION&lt;br /&gt;
PROGRESS_TRIGGER_TRADE&lt;br /&gt;
PROGRESS_TRIGGER_POP_SIEGE&lt;br /&gt;
PROGRESS_TRIGGER_PROD_SIEGE&lt;br /&gt;
PROGRESS_TRIGGER_TRADE_SIEGE&lt;br /&gt;
DEFAULT_SITE_TYPE&lt;br /&gt;
LIKES_SITE&lt;br /&gt;
TOLERATES_SITE&lt;br /&gt;
USE_ANY_PET_RACE&lt;br /&gt;
USE_MISC_PROCESSED_WOOD_PRODUCTS&lt;br /&gt;
IMPROVED_BOWS&lt;br /&gt;
INVADERS_IGNORE_NEUTRALS&lt;br /&gt;
AT_PEACE_WITH_WILDLIFE&lt;br /&gt;
EQUIPMENT_IMPROVEMENTS&lt;br /&gt;
ABUSE_BODIES&lt;br /&gt;
USE_ANIMAL_PRODUCTS&lt;br /&gt;
COMMON_DOMESTIC_PACK&lt;br /&gt;
COMMON_DOMESTIC_PULL&lt;br /&gt;
COMMON_DOMESTIC_MOUNT&lt;br /&gt;
COMMON_DOMESTIC_PET&lt;br /&gt;
SPHERE_ALIGNMENT&lt;br /&gt;
ART_FACET_MODIFIER&lt;br /&gt;
ART_IMAGE_ELEMENT_MODIFIER&lt;br /&gt;
ITEM_IMPROVEMENT_MODIFIER&lt;br /&gt;
CURRENCY&lt;br /&gt;
ADVENTURE_TIER&lt;br /&gt;
SELECT_SYMBOL&lt;br /&gt;
REMAINING&lt;br /&gt;
SUBSELECT_SYMBOL&lt;br /&gt;
CULL_SYMBOL&lt;br /&gt;
FRIENDLY_COLOR&lt;br /&gt;
VARIABLE_POSITIONS&lt;br /&gt;
LAND_HOLDER_TRIGGER&lt;br /&gt;
POSITION&lt;br /&gt;
CONQUERED_SITE&lt;br /&gt;
ELECTED&lt;br /&gt;
has negative foreground color, set to 7&lt;br /&gt;
has foreground color &amp;gt; 7, set to 7&lt;br /&gt;
has negative background color, set to 0&lt;br /&gt;
has background color &amp;gt; 7, set to 0&lt;br /&gt;
has invalid brightness value (must be 0 or 1), set to 0&lt;br /&gt;
has equal foreground/background colors without brightness, background set to 0&lt;br /&gt;
FLASHES&lt;br /&gt;
BRAG_ON_KILL&lt;br /&gt;
CHAT_WORTHY&lt;br /&gt;
DO_NOT_CULL&lt;br /&gt;
RULES_FROM_LOCATION&lt;br /&gt;
MENIAL_WORK_EXEMPTION&lt;br /&gt;
MENIAL_WORK_EXEMPTION_SPOUSE&lt;br /&gt;
SLEEP_PRETENSION&lt;br /&gt;
PUNISHMENT_EXEMPTION&lt;br /&gt;
KILL_QUEST&lt;br /&gt;
ALLOWED_CREATURE&lt;br /&gt;
ALLOWED_CLASS&lt;br /&gt;
REJECTED_CREATURE&lt;br /&gt;
REJECTED_CLASS&lt;br /&gt;
GENDER&lt;br /&gt;
MILITARY_SCREEN_ONLY&lt;br /&gt;
EXPORTED_IN_LEGENDS&lt;br /&gt;
DETERMINES_COIN_DESIGN&lt;br /&gt;
SUCCESSION&lt;br /&gt;
BY_HEIR&lt;br /&gt;
BY_POSITION&lt;br /&gt;
APPOINTED_BY&lt;br /&gt;
REPLACED_BY&lt;br /&gt;
REQUIRES_POPULATION&lt;br /&gt;
PRECEDENCE&lt;br /&gt;
: Negative precedence changed to zero&lt;br /&gt;
: Precedence exceeding &lt;br /&gt;
 capped&lt;br /&gt;
LAND_HOLDER&lt;br /&gt;
RESPONSIBILITY&lt;br /&gt;
COMMANDER&lt;br /&gt;
AS_NEEDED&lt;br /&gt;
LAND_NAME&lt;br /&gt;
NAME_MALE&lt;br /&gt;
NAME_FEMALE&lt;br /&gt;
SPOUSE_MALE&lt;br /&gt;
SPOUSE_FEMALE&lt;br /&gt;
REQUIRED_BOXES&lt;br /&gt;
: REQUIRED_BOXES negative, set to 0&lt;br /&gt;
: REQUIRED_BOXES exceeds 100, capped&lt;br /&gt;
REQUIRED_CABINETS&lt;br /&gt;
: REQUIRED_CABINETS negative, set to 0&lt;br /&gt;
: REQUIRED_CABINETS exceeds 100, capped&lt;br /&gt;
REQUIRED_RACKS&lt;br /&gt;
: REQUIRED_RACKS negative, set to 0&lt;br /&gt;
: REQUIRED_RACKS exceeds 100, capped&lt;br /&gt;
REQUIRED_STANDS&lt;br /&gt;
: REQUIRED_STANDS negative, set to 0&lt;br /&gt;
: REQUIRED_STANDS exceeds 100, capped&lt;br /&gt;
REQUIRED_OFFICE&lt;br /&gt;
: REQUIRED_OFFICE negative, set to 0&lt;br /&gt;
: REQUIRED_OFFICE exceeds 1000000, capped&lt;br /&gt;
REQUIRED_BEDROOM&lt;br /&gt;
: REQUIRED_BEDROOM negative, set to 0&lt;br /&gt;
: REQUIRED_BEDROOM exceeds 1000000, capped&lt;br /&gt;
REQUIRED_DINING&lt;br /&gt;
: REQUIRED_DINING negative, set to 0&lt;br /&gt;
: REQUIRED_DINING exceeds 1000000, capped&lt;br /&gt;
REQUIRED_TOMB&lt;br /&gt;
: REQUIRED_TOMB negative, set to 0&lt;br /&gt;
: REQUIRED_TOMB exceeds 1000000, capped&lt;br /&gt;
MANDATE_MAX&lt;br /&gt;
: MANDATE_MAX negative, set to 0&lt;br /&gt;
: MANDATE_MAX exceeds 100, capped&lt;br /&gt;
DEMAND_MAX&lt;br /&gt;
: DEMAND_MAX negative, set to 0&lt;br /&gt;
: DEMAND_MAX exceeds 100, capped&lt;br /&gt;
ACCOUNT_EXEMPT&lt;br /&gt;
DUTY_BOUND&lt;br /&gt;
:Unrecognized Entity Token: &lt;br /&gt;
a&lt;br /&gt;
i&lt;br /&gt;
o&lt;br /&gt;
u&lt;br /&gt;
ay&lt;br /&gt;
ee&lt;br /&gt;
b&lt;br /&gt;
br&lt;br /&gt;
bl&lt;br /&gt;
d&lt;br /&gt;
dr&lt;br /&gt;
dl&lt;br /&gt;
str&lt;br /&gt;
stl&lt;br /&gt;
sh&lt;br /&gt;
shr&lt;br /&gt;
shl&lt;br /&gt;
sr&lt;br /&gt;
sl&lt;br /&gt;
t&lt;br /&gt;
tr&lt;br /&gt;
tl&lt;br /&gt;
thr&lt;br /&gt;
thl&lt;br /&gt;
ch&lt;br /&gt;
chr&lt;br /&gt;
chl&lt;br /&gt;
l&lt;br /&gt;
lr&lt;br /&gt;
f&lt;br /&gt;
fr&lt;br /&gt;
fl&lt;br /&gt;
g&lt;br /&gt;
gr&lt;br /&gt;
gl&lt;br /&gt;
k&lt;br /&gt;
kr&lt;br /&gt;
kl&lt;br /&gt;
p&lt;br /&gt;
pr&lt;br /&gt;
pl&lt;br /&gt;
j&lt;br /&gt;
jr&lt;br /&gt;
jl&lt;br /&gt;
m&lt;br /&gt;
r&lt;br /&gt;
ng&lt;br /&gt;
mb&lt;br /&gt;
lg&lt;br /&gt;
lb&lt;br /&gt;
lm&lt;br /&gt;
nk&lt;br /&gt;
rsn&lt;br /&gt;
*** Error(s) finalizing the entity &lt;br /&gt;
Unrecognized entity digger token: &lt;br /&gt;
Unrecognized entity weapon token: &lt;br /&gt;
Unrecognized entity armor token: &lt;br /&gt;
Unrecognized entity ammo token: &lt;br /&gt;
Unrecognized entity helm token: &lt;br /&gt;
Unrecognized entity gloves token: &lt;br /&gt;
Unrecognized entity shoes token: &lt;br /&gt;
Unrecognized entity pants token: &lt;br /&gt;
Unrecognized entity shield token: &lt;br /&gt;
Unrecognized entity trapcomp token: &lt;br /&gt;
Unrecognized entity toy token: &lt;br /&gt;
Unrecognized entity instrument token: &lt;br /&gt;
Unrecognized entity siege ammo token: &lt;br /&gt;
Unrecognized entity position allowed caste token: &lt;br /&gt;
Unrecognized entity position allowed creature token: &lt;br /&gt;
Unrecognized entity position rejected caste token: &lt;br /&gt;
Unrecognized entity position rejected creature token: &lt;br /&gt;
Migrating group coordinates out of bounds during goal check&lt;br /&gt;
(&lt;br /&gt;
),&lt;br /&gt;
) &lt;br /&gt;
Invalid Nem&lt;br /&gt;
Invalid ID&lt;br /&gt;
Empty&lt;br /&gt;
, has decided to stay.&lt;br /&gt;
CUSTOM_LAW_MAKER&lt;br /&gt;
law-giver&lt;br /&gt;
law-givers&lt;br /&gt;
CUSTOM_MILITARY_GOALS&lt;br /&gt;
war leader&lt;br /&gt;
war leaders&lt;br /&gt;
CUSTOM_MILITARY_STRATEGY&lt;br /&gt;
general&lt;br /&gt;
generals&lt;br /&gt;
HIGH_PRIEST&lt;br /&gt;
high &lt;br /&gt;
first &lt;br /&gt;
exalted &lt;br /&gt;
holy &lt;br /&gt;
sacred &lt;br /&gt;
high priest&lt;br /&gt;
high priests&lt;br /&gt;
PRIEST&lt;br /&gt;
priest&lt;br /&gt;
priests&lt;br /&gt;
WORSHIP_HF&lt;br /&gt;
failure to get start square construction for transport link&lt;br /&gt;
failure to get end square construction for transport link&lt;br /&gt;
midmap construction path build failure&lt;br /&gt;
Entity &lt;br /&gt;
 has self-referential diplomacy state&lt;br /&gt;
[PROFILE]&lt;br /&gt;
TITLE:&lt;br /&gt;
[SKILL:&lt;br /&gt;
[RECLAIM_SKILL:&lt;br /&gt;
[ITEM:&lt;br /&gt;
[PET:&lt;br /&gt;
FORCED_ADMINISTRATOR&lt;br /&gt;
administrator&lt;br /&gt;
administrators&lt;br /&gt;
Leather armor&lt;br /&gt;
Metal armor&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 has guzzled some &lt;br /&gt;
Miner destination wiped&lt;br /&gt;
body&lt;br /&gt;
Merchants have arrived and are unloading their goods.&lt;br /&gt;
The merchants need a trade depot to unload their goods.&lt;br /&gt;
An animal&lt;br /&gt;
 has become a &lt;br /&gt;
 has adopted &lt;br /&gt;
Something has pulled a lever!&lt;br /&gt;
Something has triggered a pressure plate!&lt;br /&gt;
Something has emptied a cage!&lt;br /&gt;
Something has unchained a creature!&lt;br /&gt;
improvable &lt;br /&gt;
butcherable &lt;br /&gt;
millable &lt;br /&gt;
possibly buryable &lt;br /&gt;
unrotten &lt;br /&gt;
undisturbed &lt;br /&gt;
collected &lt;br /&gt;
sharpenable &lt;br /&gt;
distillable &lt;br /&gt;
empty &lt;br /&gt;
processable &lt;br /&gt;
cookable &lt;br /&gt;
extract-bearing plant &lt;br /&gt;
extract-bearing fish &lt;br /&gt;
extract-bearing small creature &lt;br /&gt;
processable (to vial) &lt;br /&gt;
processable (to bag) &lt;br /&gt;
processable (to barrel) &lt;br /&gt;
tameable small creature &lt;br /&gt;
nearby &lt;br /&gt;
sand-bearing &lt;br /&gt;
glass &lt;br /&gt;
lye-bearing &lt;br /&gt;
milk &lt;br /&gt;
milkable &lt;br /&gt;
finished good &lt;br /&gt;
ammo &lt;br /&gt;
furniture &lt;br /&gt;
dye &lt;br /&gt;
dyeable &lt;br /&gt;
totemable &lt;br /&gt;
glass-making &lt;br /&gt;
dyed &lt;br /&gt;
melt-designated &lt;br /&gt;
deep material &lt;br /&gt;
sewn-imageless &lt;br /&gt;
screw &lt;br /&gt;
fire-safe &lt;br /&gt;
magma-safe &lt;br /&gt;
building material &lt;br /&gt;
non-economic &lt;br /&gt;
plant &lt;br /&gt;
silk &lt;br /&gt;
leather &lt;br /&gt;
bone &lt;br /&gt;
shell &lt;br /&gt;
horn &lt;br /&gt;
pearl &lt;br /&gt;
plaster-containing &lt;br /&gt;
soap &lt;br /&gt;
ivory/tooth &lt;br /&gt;
lye/milk-free &lt;br /&gt;
-bearing &lt;br /&gt;
-producing &lt;br /&gt;
bag&lt;br /&gt;
body part&lt;br /&gt;
 that isn't a bin&lt;br /&gt;
Short Pathing Flood Overflow&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
 been &lt;br /&gt;
 by a &lt;br /&gt;
burned&lt;br /&gt;
flown&lt;br /&gt;
rough &lt;br /&gt;
 log&lt;br /&gt;
 block&lt;br /&gt;
the river&lt;br /&gt;
the cave&lt;br /&gt;
the pit&lt;br /&gt;
the magma pool&lt;br /&gt;
the volcano&lt;br /&gt;
the underworld portal&lt;br /&gt;
the subterranean water&lt;br /&gt;
the underworld&lt;br /&gt;
 deposit&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
One of the compressed files on disk has errors in it.  Restore from backup if you are able.&lt;br /&gt;
\&lt;br /&gt;
..&lt;br /&gt;
The glowing barrier has disappeared, replaced by terrible shrieks from the underworld!&lt;br /&gt;
The glowing barrier has disappeared!&lt;br /&gt;
Horrifying screams come from the darkness below!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== World Gen / World History Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Year &lt;br /&gt;
 was waged by &lt;br /&gt;
One of the most significant causes of the conflict was &lt;br /&gt;
The most significant cause of the conflict was &lt;br /&gt;
 disgust with the adversary's godlessness&lt;br /&gt;
 religious opposition to the adversary's worship of &lt;br /&gt;
 religious opposition to the adversary's inherent association with &lt;br /&gt;
 natural aversion to the adversary's worship of &lt;br /&gt;
 natural aversion to the adversary's inherent association with &lt;br /&gt;
a dispute over &lt;br /&gt;
the treatment of animals&lt;br /&gt;
the treatment of plants&lt;br /&gt;
a formalized agreement&lt;br /&gt;
truthfulness&lt;br /&gt;
the devouring of the bodies of sapient beings&lt;br /&gt;
the display of war and hunting trophies&lt;br /&gt;
the adversary's inability to communicate and form treaties&lt;br /&gt;
prior aggression by the adversary&lt;br /&gt;
a first contact that went horribly wrong&lt;br /&gt;
the adversary's refusal to form treaties&lt;br /&gt;
the adversary's abuse of the aggressor's fallen&lt;br /&gt;
an incident involving a lost diplomat&lt;br /&gt;
a disagreement over prior treaties&lt;br /&gt;
an incident involving a trade caravan&lt;br /&gt;
general ill feelings over past historical events&lt;br /&gt;
a previous war&lt;br /&gt;
a previous battle&lt;br /&gt;
a previous duel&lt;br /&gt;
a previous conquest&lt;br /&gt;
an abduction&lt;br /&gt;
an act of theft&lt;br /&gt;
an attack by a beast&lt;br /&gt;
a journey&lt;br /&gt;
The causes of the conflict are debated by scholars and very little is truly known.&lt;br /&gt;
 unknown&lt;br /&gt;
 creature&lt;br /&gt;
, lost&lt;br /&gt;
, all lost&lt;br /&gt;
 losses&lt;br /&gt;
, one loss&lt;br /&gt;
, no losses&lt;br /&gt;
, mostly &lt;br /&gt;
 creatures&lt;br /&gt;
D: &lt;br /&gt;
Attacker was uncontested.&lt;br /&gt;
Attacker was victorious.&lt;br /&gt;
Defender was victorious.&lt;br /&gt;
A fearsome&lt;br /&gt;
beast&lt;br /&gt;
 attack&lt;br /&gt;
 was a time when the &lt;br /&gt;
, the &lt;br /&gt;
 and the &lt;br /&gt;
 were the only great powers in the world.&lt;br /&gt;
 was a time when &lt;br /&gt;
yet &lt;br /&gt;
again &lt;br /&gt;
 was the only great power in the world.&lt;br /&gt;
living gods and mighty beasts &lt;br /&gt;
still &lt;br /&gt;
held sway.&lt;br /&gt;
the powers of the world were fading&lt;br /&gt;
great powers had returned to the world&lt;br /&gt;
there were still great powers in the world&lt;br /&gt;
fantastic creatures no longer lived in great numbers.&lt;br /&gt;
fantastic creatures were few and far between, and some even doubted their existence.&lt;br /&gt;
 ruled the world.&lt;br /&gt;
the last of the &lt;br /&gt;
ancient &lt;br /&gt;
powers fought their final battles.&lt;br /&gt;
various civilized races peopled the world.&lt;br /&gt;
 was a time after civilization had&lt;br /&gt;
 yet&lt;br /&gt;
 again&lt;br /&gt;
 crumbled completely.&lt;br /&gt;
fantastic creatures were but mere stories told by travelers.&lt;br /&gt;
only simple creatures inhabited&lt;br /&gt;
no civilized peoples existed in&lt;br /&gt;
 the world.&lt;br /&gt;
Part of &lt;br /&gt;
In &lt;br /&gt;
ended.&lt;br /&gt;
occurred.&lt;br /&gt;
began.&lt;br /&gt;
Legends&lt;br /&gt;
Sorting&lt;br /&gt;
Initialization complete...&lt;br /&gt;
Historical events &lt;br /&gt;
 completed&lt;br /&gt;
Check for culled historical figures &lt;br /&gt;
Historical figures &lt;br /&gt;
Artifacts completed&lt;br /&gt;
Structures completed&lt;br /&gt;
 event sort &lt;br /&gt;
Historical events left to discover: &lt;br /&gt;
Historical Figures&lt;br /&gt;
Sites&lt;br /&gt;
Artifacts&lt;br /&gt;
Regions&lt;br /&gt;
Civilizations and other entities&lt;br /&gt;
Art&lt;br /&gt;
Structures&lt;br /&gt;
Historical Maps&lt;br /&gt;
Underground Regions&lt;br /&gt;
goddess&lt;br /&gt;
god&lt;br /&gt;
deity&lt;br /&gt;
, force&lt;br /&gt;
b. &lt;br /&gt;
d. &lt;br /&gt;
Civilizations and Other Entities&lt;br /&gt;
Keep&lt;br /&gt;
Hovel&lt;br /&gt;
Apartment Complex&lt;br /&gt;
Apartment Room&lt;br /&gt;
Dark Tower&lt;br /&gt;
Slain&lt;br /&gt;
Received &lt;br /&gt;
a wound&lt;br /&gt;
 wounds&lt;br /&gt;
fled&lt;br /&gt;
Fled&lt;br /&gt;
 yet emerged &lt;br /&gt;
victorious&lt;br /&gt;
Victorious&lt;br /&gt;
 yet &lt;br /&gt;
drove forward&lt;br /&gt;
Drove forward&lt;br /&gt;
 and was &lt;br /&gt;
repelled&lt;br /&gt;
Repelled&lt;br /&gt;
stood fast&lt;br /&gt;
Stood fast&lt;br /&gt;
beaten back&lt;br /&gt;
Beaten back&lt;br /&gt;
Populations&lt;br /&gt;
: Filter on string&lt;br /&gt;
_&lt;br /&gt;
: Done filtering.&lt;br /&gt;
Movement keys to view.&lt;br /&gt;
: civ/site&lt;br /&gt;
 to change year.&lt;br /&gt;
: view top event&lt;br /&gt;
: toggle territories.  &lt;br /&gt;
: select an option.  &lt;br /&gt;
: done.  &lt;br /&gt;
: export current map.  &lt;br /&gt;
: show only important events.  &lt;br /&gt;
: show all events.  &lt;br /&gt;
: back to age.  &lt;br /&gt;
: XML dump (incomplete)&lt;br /&gt;
: export map/gen info.&lt;br /&gt;
: export detailed map.&lt;br /&gt;
Standard biome+site map&lt;br /&gt;
Elevations including lake and ocean floors (lowest 25 black)&lt;br /&gt;
Elevations respecting water level&lt;br /&gt;
Temperature&lt;br /&gt;
Rainfall&lt;br /&gt;
Drainage&lt;br /&gt;
Savagery&lt;br /&gt;
Volcanism&lt;br /&gt;
Current vegetation&lt;br /&gt;
Evil&lt;br /&gt;
Salinity&lt;br /&gt;
 to export&lt;br /&gt;
 to cancel&lt;br /&gt;
Export of column &lt;br /&gt;
 complete&lt;br /&gt;
Saving world...&lt;br /&gt;
Offloading units... &lt;br /&gt;
Offloading art images...&lt;br /&gt;
Sorting historical figures...&lt;br /&gt;
Saving world information...&lt;br /&gt;
Synchronizing folders...&lt;br /&gt;
data/save/current/world.dat&lt;br /&gt;
Command Line: World exported.&lt;br /&gt;
data/init/world_gen.txt&lt;br /&gt;
WORLD_GEN&lt;br /&gt;
TITLE&lt;br /&gt;
SEED&lt;br /&gt;
HISTORY_SEED&lt;br /&gt;
NAME_SEED&lt;br /&gt;
CREATURE_SEED&lt;br /&gt;
CUSTOM_NAME&lt;br /&gt;
EMBARK_POINTS&lt;br /&gt;
PEAK_NUMBER_MIN&lt;br /&gt;
PARTIAL_OCEAN_EDGE_MIN&lt;br /&gt;
OCEAN_EDGE_MIN&lt;br /&gt;
COMPLETE_OCEAN_EDGE_MIN&lt;br /&gt;
REVEAL_ALL_HISTORY&lt;br /&gt;
CULL_HISTORICAL_FIGURES&lt;br /&gt;
EROSION_CYCLE_COUNT&lt;br /&gt;
PERIODICALLY_ERODE_EXTREMES&lt;br /&gt;
OROGRAPHIC_PRECIPITATION&lt;br /&gt;
ALL_CAVES_VISIBLE&lt;br /&gt;
SHOW_EMBARK_TUNNEL&lt;br /&gt;
PLAYABLE_CIVILIZATION_REQUIRED&lt;br /&gt;
VOLCANO_MIN&lt;br /&gt;
END_YEAR&lt;br /&gt;
BEAST_END_YEAR&lt;br /&gt;
ELEVATION&lt;br /&gt;
RAINFALL&lt;br /&gt;
TEMPERATURE&lt;br /&gt;
DRAINAGE&lt;br /&gt;
VOLCANISM&lt;br /&gt;
SAVAGERY&lt;br /&gt;
PS_EL&lt;br /&gt;
PS_RF&lt;br /&gt;
PS_TP&lt;br /&gt;
PS_DR&lt;br /&gt;
PS_VL&lt;br /&gt;
PS_SV&lt;br /&gt;
Attempted to set world gen presets prior to dimensions&lt;br /&gt;
Elevation&lt;br /&gt;
 preset attempted beyond Y range&lt;br /&gt;
 preset failed to load X value at Y = &lt;br /&gt;
ELEVATION_FREQUENCY&lt;br /&gt;
RAIN_FREQUENCY&lt;br /&gt;
DRAINAGE_FREQUENCY&lt;br /&gt;
TEMPERATURE_FREQUENCY&lt;br /&gt;
SAVAGERY_FREQUENCY&lt;br /&gt;
VOLCANISM_FREQUENCY&lt;br /&gt;
TITAN_NUMBER&lt;br /&gt;
TITAN_ATTACK_TRIGGER&lt;br /&gt;
DEMON_NUMBER&lt;br /&gt;
GOOD_SQ_COUNTS&lt;br /&gt;
EVIL_SQ_COUNTS&lt;br /&gt;
REGION_COUNTS&lt;br /&gt;
RIVER_MINS&lt;br /&gt;
SUBREGION_MAX&lt;br /&gt;
CAVERN_LAYER_COUNT&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MIN&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MAX&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MIN&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MAX&lt;br /&gt;
CAVERN_LAYER_WATER_MIN&lt;br /&gt;
CAVERN_LAYER_WATER_MAX&lt;br /&gt;
HAVE_BOTTOM_LAYER_1&lt;br /&gt;
HAVE_BOTTOM_LAYER_2&lt;br /&gt;
LEVELS_ABOVE_GROUND&lt;br /&gt;
LEVELS_ABOVE_LAYER_1&lt;br /&gt;
LEVELS_ABOVE_LAYER_2&lt;br /&gt;
LEVELS_ABOVE_LAYER_3&lt;br /&gt;
LEVELS_ABOVE_LAYER_4&lt;br /&gt;
LEVELS_ABOVE_LAYER_5&lt;br /&gt;
LEVELS_AT_BOTTOM&lt;br /&gt;
CAVE_MIN_SIZE&lt;br /&gt;
CAVE_MAX_SIZE&lt;br /&gt;
MOUNTAIN_CAVE_MIN&lt;br /&gt;
NON_MOUNTAIN_CAVE_MIN&lt;br /&gt;
TOTAL_CIV_NUMBER&lt;br /&gt;
TOTAL_CIV_POPULATION&lt;br /&gt;
ELEVATION_RANGES&lt;br /&gt;
RAIN_RANGES&lt;br /&gt;
DRAINAGE_RANGES&lt;br /&gt;
SAVAGERY_RANGES&lt;br /&gt;
VOLCANISM_RANGES&lt;br /&gt;
Unrecognized World Gen Token: &lt;br /&gt;
LARGE ISLAND&lt;br /&gt;
LARGE REGION&lt;br /&gt;
MEDIUM ISLAND&lt;br /&gt;
MEDIUM REGION&lt;br /&gt;
SMALL ISLAND&lt;br /&gt;
SMALL REGION&lt;br /&gt;
SMALLER ISLAND&lt;br /&gt;
SMALLER REGION&lt;br /&gt;
POCKET ISLAND&lt;br /&gt;
POCKET REGION&lt;br /&gt;
Command Line: World generation manually aborted.&lt;br /&gt;
The world generator is having trouble placing enough mountain peaks.  &lt;br /&gt;
You might want to check your maximum elevation value and other elevation parameters.  &lt;br /&gt;
Can the elevation 400 be placed enough times to provide space for your peaks?  &lt;br /&gt;
You might want to check your preset elevations for the elevation 400.  &lt;br /&gt;
You must have at least as many of these highest elevation points as you are requiring peaks.  &lt;br /&gt;
Alternatively, you can reduce the number of peaks required by the parameters.&lt;br /&gt;
The world generator is having trouble placing enough mid-level elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 100 and 299?  &lt;br /&gt;
You might want to adjust the parameters governing elevation frequencies.  &lt;br /&gt;
Alternatively, you can reduce the number of mid-level elevation squares required.&lt;br /&gt;
The world generator is having trouble placing enough low elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99?  &lt;br /&gt;
The world generator is having trouble placing enough high elevations.  &lt;br /&gt;
Can your parameters achieve elevations between 300 and 400?  &lt;br /&gt;
The world generator is having trouble placing enough ocean squares along the edges.  &lt;br /&gt;
Can your parameters achieve elevations between 0 and 99 frequently?  &lt;br /&gt;
You might want to adjust the parameters governing elevation.  &lt;br /&gt;
Alternatively, you can reduce the number of edge oceans required.&lt;br /&gt;
The world generator is having trouble placing rainfall in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing rainfall.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low rainfall squares required.&lt;br /&gt;
The world generator is having trouble setting drainage in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing drainage.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low drainage squares required.&lt;br /&gt;
The world generator is having trouble placing savagery in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing savagery.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low savagery squares required.&lt;br /&gt;
The world generator is having trouble setting volcanism in the manner specified by the parameters.  &lt;br /&gt;
You might want to adjust the parameters governing volcanism.  &lt;br /&gt;
Alternatively, you can reduce the number of high, medium or low volcanism squares required.&lt;br /&gt;
The world generator is having trouble placing enough volcanos.  &lt;br /&gt;
You might want to check your maximum volcanism value.  &lt;br /&gt;
Can volcanism be placed at the value 100 enough times to provide space for each of your volcanos?  &lt;br /&gt;
You might want to check your preset volcanism for the value 100.  &lt;br /&gt;
You must have at least as many of these highest volcanism points as you are requiring volcanos.  &lt;br /&gt;
Alternatively, you can reduce the number of volcanos required by the parameters.&lt;br /&gt;
The world generator is having trouble placing swamps and marshes.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, mid-to-high rainfall, low drainage, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of swamp squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing deserts and badlands.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very low rainfall, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of desert squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing forests.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, high rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of forest squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing mountains.  &lt;br /&gt;
Make sure your parameters and presets can support high elevation areas.  &lt;br /&gt;
Alternatively, you can reduce the number of mountain squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing oceans.  &lt;br /&gt;
Make sure your parameters and presets can support low elevation areas.  &lt;br /&gt;
Alternatively, you can reduce the number of ocean squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing glaciers.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, very high drainage, freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of glacial squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing tundra regions.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid drainage, freezing areas.  &lt;br /&gt;
Alternatively, you can reduce the number of tundra squares and regions required by the parameters.&lt;br /&gt;
The world generator is having trouble placing grasslands.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, low-to-mid drainage, non-freezing areas.  &lt;br /&gt;
The world generator is having trouble placing hills.  &lt;br /&gt;
Make sure your parameters and presets can support mid-elevation, low-to-mid rainfall, high drainage, non-freezing areas.  &lt;br /&gt;
The world generator is having trouble placing rivers.  &lt;br /&gt;
Make sure your parameters and presets allow as many mountain squares as you are requiring river start points.  &lt;br /&gt;
Alternatively, you can reduce the number of rivers required by the parameters.&lt;br /&gt;
The world generator is placing too many subregions.  &lt;br /&gt;
Make sure your parameters and presets aren't so variable that biomes change frequently.  &lt;br /&gt;
Alternatively, you can increase the number of subregions permitted by the parameters, up to the cap.&lt;br /&gt;
The world generator is having trouble placing mountain caves.  &lt;br /&gt;
Make sure your parameters and presets allow as many border mountain squares as you are requiring mountain caves.  &lt;br /&gt;
Alternatively, you can reduce the number of mountain caves required by the parameters.&lt;br /&gt;
The world generator is having trouble placing low-lying caves.  &lt;br /&gt;
Make sure your parameters and presets allow as many mid-elevation squares as you are requiring low-lying caves.  &lt;br /&gt;
Alternatively, you can reduce the number of non-mountain caves required by the parameters.&lt;br /&gt;
The world generator is having trouble placing enough civilizations.  &lt;br /&gt;
Make sure your parameters and presets offer enough low-to-mid savagery, evil/good appropriate, biome appropriate squares to establish sites.  &lt;br /&gt;
High savagery (66+) blocks civilization placement -- make sure your parameters and presets offer at least small pockets of low-to-mid savagery areas.  &lt;br /&gt;
If you have very few biome types and are placing good or evil regions, they'll often crowd out the civilizations as well.  &lt;br /&gt;
Alternatively, you can reduce the number of civilizations required by the parameters.&lt;br /&gt;
The world generator is couldn't find any civilization definitions.  &lt;br /&gt;
This problem cannot be resolved by continuing, so you should either abort or skip all rejects for a legends-only game.  &lt;br /&gt;
The world generator is having trouble placing a controllable civilization.  &lt;br /&gt;
Dwarves, for example, require non-evil, non-good, unsavage mountain squares that aren't surrounded by the ocean.  &lt;br /&gt;
Make sure your parameters and presets have adequate squares of this kind.  &lt;br /&gt;
Alternatively, you can remove the requirement of a controllable civilization from the parameters, which will restrict you to adventurers (assuming an appropriate civilization is placed).&lt;br /&gt;
 TO CREATE THE WORLD.&lt;br /&gt;
Title: &lt;br /&gt;
Seed: &lt;br /&gt;
Various&lt;br /&gt;
Random&lt;br /&gt;
Dimensions: &lt;br /&gt;
Custom Name: &lt;br /&gt;
Random Name&lt;br /&gt;
: Enter advanced parameters&lt;br /&gt;
: New param set&lt;br /&gt;
: Copy param set&lt;br /&gt;
: Delete param set&lt;br /&gt;
: Enter title&lt;br /&gt;
: Use random name&lt;br /&gt;
: Enter custom name&lt;br /&gt;
: Use random seed&lt;br /&gt;
: Enter custom seed&lt;br /&gt;
: Change dimensions&lt;br /&gt;
 to load the world params.&lt;br /&gt;
 to save the world params.&lt;br /&gt;
Last Param Set: &lt;br /&gt;
Last Seed: &lt;br /&gt;
Last History Seed: &lt;br /&gt;
Last Name Seed: &lt;br /&gt;
Last Creature Seed: &lt;br /&gt;
Really delete this parameter set?&lt;br /&gt;
: Delete&lt;br /&gt;
: Cancel&lt;br /&gt;
Really change the dimensions?&lt;br /&gt;
This parameter set will be reset.&lt;br /&gt;
: Change&lt;br /&gt;
Are you sure you want to abort?&lt;br /&gt;
You haven't saved your changes.&lt;br /&gt;
: Yes&lt;br /&gt;
Are you sure you want to go on?&lt;br /&gt;
Creating New Region&lt;br /&gt;
 Rejected)&lt;br /&gt;
Preparing elevation...&lt;br /&gt;
Setting temperature...&lt;br /&gt;
Running rivers...&lt;br /&gt;
Forming lakes&lt;br /&gt;
 and minerals...&lt;br /&gt;
Growing vegetation...&lt;br /&gt;
Verifying terrain...&lt;br /&gt;
Importing wildlife...&lt;br /&gt;
Recounting legends...&lt;br /&gt;
Finished prehistory...&lt;br /&gt;
Placing civilizations... (&lt;br /&gt;
Making cave civilizations...&lt;br /&gt;
Making cave pops...&lt;br /&gt;
Placing other beasts...&lt;br /&gt;
Placing megabeasts...&lt;br /&gt;
Placing good/evil...&lt;br /&gt;
Placing caves... (&lt;br /&gt;
Prehistory init...&lt;br /&gt;
Hist Figs: &lt;br /&gt;
     Dead: &lt;br /&gt;
   Events: &lt;br /&gt;
Finalizing civ mats... (&lt;br /&gt;
Finalizing art... (&lt;br /&gt;
Finalizing uniforms... (&lt;br /&gt;
Finalizing sites... (&lt;br /&gt;
 or &lt;br /&gt;
Dark &lt;br /&gt;
Fortress&lt;br /&gt;
LACK OF PEAKS&lt;br /&gt;
MEDIUM ELEVATION REJECTION&lt;br /&gt;
LOW ELEVATION REJECTION&lt;br /&gt;
HIGH ELEVATION REJECTION&lt;br /&gt;
LACK OF EDGE OCEANS&lt;br /&gt;
RAINFALL REJECTION&lt;br /&gt;
DRAINAGE REJECTION&lt;br /&gt;
SAVAGERY REJECTION&lt;br /&gt;
VOLCANISM REJECTION&lt;br /&gt;
LACK OF VOLCANOS&lt;br /&gt;
SWAMP REJECTION&lt;br /&gt;
DESERT REJECTION&lt;br /&gt;
FOREST REJECTION&lt;br /&gt;
MOUNTAIN REJECTION&lt;br /&gt;
OCEAN REJECTION&lt;br /&gt;
GLACIER REJECTION&lt;br /&gt;
TUNDRA REJECTION&lt;br /&gt;
GRASSLAND REJECTION&lt;br /&gt;
HILLS REJECTION&lt;br /&gt;
LACK OF RIVERS&lt;br /&gt;
TOO MANY REGIONS&lt;br /&gt;
LACK OF MOUNTAIN CAVES&lt;br /&gt;
LACK OF LOW-LYING CAVES&lt;br /&gt;
UNABLE TO PLACE ENOUGH CIVILIZATIONS&lt;br /&gt;
NO CIVILIZATIONS AVAILABLE&lt;br /&gt;
UNABLE TO PLACE CONTROLLABLE CIVILIZATION&lt;br /&gt;
Note: If you are using the default parameters in unmodded DF,&lt;br /&gt;
and it doesn't work after continuing a few times, please report&lt;br /&gt;
the issue at the B12 forum.&lt;br /&gt;
: CONTINUE until you give me another warning.&lt;br /&gt;
: ABORT NOW and I'll look over my parameters.&lt;br /&gt;
: ALLOW THIS REJECTION TYPE and continue reporting others.&lt;br /&gt;
: ALLOW ALL REJECTS, even if I end up with a legends-only world!&lt;br /&gt;
 has been created.&lt;br /&gt;
: Accept&lt;br /&gt;
: Export image/info&lt;br /&gt;
: Use the world as it currently exists&lt;br /&gt;
: Continue&lt;br /&gt;
LARGE&lt;br /&gt;
Command Line: World image, detailed image and info exported.&lt;br /&gt;
Cleaning game objects...&lt;br /&gt;
Cleaning stranded objects...&lt;br /&gt;
Cleaning play objects...&lt;br /&gt;
raw/&lt;br /&gt;
/raw/&lt;br /&gt;
** Starting New Arena **&lt;br /&gt;
/world.dat&lt;br /&gt;
Continue Playing&lt;br /&gt;
Start Playing&lt;br /&gt;
Create New World Now!&lt;br /&gt;
Design New World With Parameters&lt;br /&gt;
Object Testing Arena&lt;br /&gt;
Quit&lt;br /&gt;
 to select an option.   &lt;br /&gt;
 scroll.&lt;br /&gt;
 at any time for options, including key bindings.&lt;br /&gt;
 at any time for the manual.&lt;br /&gt;
, Folder: &lt;br /&gt;
Select a source for your arena objects:&lt;br /&gt;
Folder: &lt;br /&gt;
raw (Default)&lt;br /&gt;
/raw&lt;br /&gt;
Preparing Arena...&lt;br /&gt;
Importing world...&lt;br /&gt;
world_graphic-&lt;br /&gt;
el-&lt;br /&gt;
elw-&lt;br /&gt;
tmp-&lt;br /&gt;
rain-&lt;br /&gt;
drn-&lt;br /&gt;
sav-&lt;br /&gt;
vol-&lt;br /&gt;
veg-&lt;br /&gt;
evil-&lt;br /&gt;
sal-&lt;br /&gt;
.bmp&lt;br /&gt;
Histories of &lt;br /&gt;
Greed&lt;br /&gt;
Avarice&lt;br /&gt;
Jealousy&lt;br /&gt;
Cupidity&lt;br /&gt;
Gluttony&lt;br /&gt;
Industry&lt;br /&gt;
Enterprise&lt;br /&gt;
Resourcefulness&lt;br /&gt;
Determination&lt;br /&gt;
Mettle&lt;br /&gt;
Dynamism&lt;br /&gt;
Labor&lt;br /&gt;
Toil&lt;br /&gt;
Diligence&lt;br /&gt;
Exertion&lt;br /&gt;
Tenacity&lt;br /&gt;
Perseverance&lt;br /&gt;
*** STARTING NEW GAME ***&lt;br /&gt;
Command Line: &lt;br /&gt;
data/art/curses.bmp&lt;br /&gt;
data/init/init.txt&lt;br /&gt;
FONT&lt;br /&gt;
data/art/&lt;br /&gt;
FULLFONT&lt;br /&gt;
WINDOWEDX&lt;br /&gt;
WINDOWEDY&lt;br /&gt;
FULLSCREENX&lt;br /&gt;
FULLSCREENY&lt;br /&gt;
PARTIAL_PRINT&lt;br /&gt;
YES&lt;br /&gt;
GRAPHICS_FONT&lt;br /&gt;
GRAPHICS_FULLFONT&lt;br /&gt;
GRAPHICS_WINDOWEDX&lt;br /&gt;
GRAPHICS_WINDOWEDY&lt;br /&gt;
GRAPHICS_FULLSCREENX&lt;br /&gt;
GRAPHICS_FULLSCREENY&lt;br /&gt;
GRAPHICS_BLACK_SPACE&lt;br /&gt;
GRAPHICS&lt;br /&gt;
BLACK_SPACE&lt;br /&gt;
SHOW_ALL_HISTORY_IN_DWARF_MODE&lt;br /&gt;
ALWAYS&lt;br /&gt;
FINDER&lt;br /&gt;
NO&lt;br /&gt;
SHOW_FLOW_AMOUNTS&lt;br /&gt;
SHOW_IMP_QUALITY&lt;br /&gt;
ENGRAVINGS_START_OBSCURED&lt;br /&gt;
MOUSE&lt;br /&gt;
VSYNC&lt;br /&gt;
ON&lt;br /&gt;
OFF&lt;br /&gt;
PRIORITY&lt;br /&gt;
REALTIME&lt;br /&gt;
HIGH&lt;br /&gt;
ABOVE_NORMAL&lt;br /&gt;
BELOW_NORMAL&lt;br /&gt;
IDLE&lt;br /&gt;
COMPRESSED_SAVES&lt;br /&gt;
TEXTURE_PARAM&lt;br /&gt;
LINEAR&lt;br /&gt;
TOPMOST&lt;br /&gt;
FPS&lt;br /&gt;
AUTOSAVE_PAUSE&lt;br /&gt;
EMBARK_WARNING_ALWAYS&lt;br /&gt;
INITIAL_SAVE&lt;br /&gt;
AUTOSAVE&lt;br /&gt;
SEASONAL&lt;br /&gt;
AUTOBACKUP&lt;br /&gt;
PATH_COST&lt;br /&gt;
CAVEINS&lt;br /&gt;
ARTIFACTS&lt;br /&gt;
ECONOMY&lt;br /&gt;
ZERO_RENT&lt;br /&gt;
TESTING_ARENA&lt;br /&gt;
EMBARK_RECTANGLE&lt;br /&gt;
PAUSE_ON_LOAD&lt;br /&gt;
LOG_MAP_REJECTS&lt;br /&gt;
INVADERS&lt;br /&gt;
MOUSE_PICTURE&lt;br /&gt;
VARIED_GROUND_TILES&lt;br /&gt;
NICKNAME_DWARF&lt;br /&gt;
REPLACE_FIRST&lt;br /&gt;
CENTRALIZE&lt;br /&gt;
REPLACE_ALL&lt;br /&gt;
NICKNAME_ADVENTURE&lt;br /&gt;
NICKNAME_LEGENDS&lt;br /&gt;
FPS_CAP&lt;br /&gt;
G_FPS_CAP&lt;br /&gt;
CHASM&lt;br /&gt;
WOUND_COLOR_NONE&lt;br /&gt;
WOUND_COLOR_MINOR&lt;br /&gt;
WOUND_COLOR_INHIBITED&lt;br /&gt;
WOUND_COLOR_FUNCTION_LOSS&lt;br /&gt;
WOUND_COLOR_BROKEN&lt;br /&gt;
WOUND_COLOR_MISSING&lt;br /&gt;
WINDOWED&lt;br /&gt;
PROMPT&lt;br /&gt;
GRID&lt;br /&gt;
FULLGRID&lt;br /&gt;
IDLERS&lt;br /&gt;
MORE&lt;br /&gt;
ADVENTURER_TRAPS&lt;br /&gt;
ADVENTURER_ALWAYS_CENTER&lt;br /&gt;
ADVENTURER_Z_VIEWS&lt;br /&gt;
UNHIDDEN&lt;br /&gt;
DISPLAY_LENGTH&lt;br /&gt;
COFFIN_NO_PETS_DEFAULT&lt;br /&gt;
STORE_DIST_ITEM_DECREASE&lt;br /&gt;
STORE_DIST_SEED_COMBINE&lt;br /&gt;
STORE_DIST_BUCKET_COMBINE&lt;br /&gt;
STORE_DIST_BARREL_COMBINE&lt;br /&gt;
STORE_DIST_BIN_COMBINE&lt;br /&gt;
BABY_CHILD_CAP&lt;br /&gt;
POPULATION_CAP&lt;br /&gt;
BLACK_R&lt;br /&gt;
BLACK_G&lt;br /&gt;
BLACK_B&lt;br /&gt;
BLUE_R&lt;br /&gt;
BLUE_G&lt;br /&gt;
BLUE_B&lt;br /&gt;
GREEN_R&lt;br /&gt;
GREEN_G&lt;br /&gt;
GREEN_B&lt;br /&gt;
CYAN_R&lt;br /&gt;
CYAN_G&lt;br /&gt;
CYAN_B&lt;br /&gt;
RED_R&lt;br /&gt;
RED_G&lt;br /&gt;
RED_B&lt;br /&gt;
MAGENTA_R&lt;br /&gt;
MAGENTA_G&lt;br /&gt;
MAGENTA_B&lt;br /&gt;
BROWN_R&lt;br /&gt;
BROWN_G&lt;br /&gt;
BROWN_B&lt;br /&gt;
LGRAY_R&lt;br /&gt;
LGRAY_G&lt;br /&gt;
LGRAY_B&lt;br /&gt;
DGRAY_R&lt;br /&gt;
DGRAY_G&lt;br /&gt;
DGRAY_B&lt;br /&gt;
LBLUE_R&lt;br /&gt;
LBLUE_G&lt;br /&gt;
LBLUE_B&lt;br /&gt;
LGREEN_R&lt;br /&gt;
LGREEN_G&lt;br /&gt;
LGREEN_B&lt;br /&gt;
LCYAN_R&lt;br /&gt;
LCYAN_G&lt;br /&gt;
LCYAN_B&lt;br /&gt;
LRED_R&lt;br /&gt;
LRED_G&lt;br /&gt;
LRED_B&lt;br /&gt;
LMAGENTA_R&lt;br /&gt;
LMAGENTA_G&lt;br /&gt;
LMAGENTA_B&lt;br /&gt;
YELLOW_R&lt;br /&gt;
YELLOW_G&lt;br /&gt;
YELLOW_B&lt;br /&gt;
WHITE_R&lt;br /&gt;
WHITE_G&lt;br /&gt;
WHITE_B&lt;br /&gt;
SOUND&lt;br /&gt;
INTRO&lt;br /&gt;
VOLUME&lt;br /&gt;
KEY_HOLD_MS&lt;br /&gt;
RECENTER_INTERFACE_SHUTDOWN_MS&lt;br /&gt;
Unrecognized Init Option: &lt;br /&gt;
data/init/announcements.txt&lt;br /&gt;
DO_MEGA&lt;br /&gt;
PAUSE&lt;br /&gt;
P&lt;br /&gt;
RECENTER&lt;br /&gt;
R&lt;br /&gt;
A_DISPLAY&lt;br /&gt;
A_D&lt;br /&gt;
D_DISPLAY&lt;br /&gt;
D_D&lt;br /&gt;
UNIT_COMBAT_REPORT&lt;br /&gt;
UCR&lt;br /&gt;
UNIT_COMBAT_REPORT_ALL_ACTIVE&lt;br /&gt;
UCR_A&lt;br /&gt;
Start FullScreen?&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
data/sound/song_title.ogg&lt;br /&gt;
data/sound/song_game.ogg&lt;br /&gt;
data/art/mouse.bmp&lt;br /&gt;
data/movies&lt;br /&gt;
text&lt;br /&gt;
data/dipscript/*.*&lt;br /&gt;
data/dipscript/&lt;br /&gt;
region&lt;br /&gt;
Command Line: World generation initiated.&lt;br /&gt;
Command Line: World generation aborted because world exists.&lt;br /&gt;
data/speech/general.txt&lt;br /&gt;
data/speech/male.txt&lt;br /&gt;
data/speech/female.txt&lt;br /&gt;
data/speech/slayer.txt&lt;br /&gt;
data/speech/threat.txt&lt;br /&gt;
data/speech/greet.txt&lt;br /&gt;
data/speech/greet_reply.txt&lt;br /&gt;
data/speech/greet_reply_diff_language.txt&lt;br /&gt;
data/speech/greet_reply_unusual_first.txt&lt;br /&gt;
data/speech/greet_worship.txt&lt;br /&gt;
data/speech/greet_baby.txt&lt;br /&gt;
data/speech/goodbye_worship_1.txt&lt;br /&gt;
data/speech/goodbye_worship_2.txt&lt;br /&gt;
data/speech/goodbye_worship_3.txt&lt;br /&gt;
data/speech/temple_already_member.txt&lt;br /&gt;
data/speech/temple_become_member.txt&lt;br /&gt;
data/speech/positive.txt&lt;br /&gt;
data/speech/task_recommendation.txt&lt;br /&gt;
data/speech/unknown_hf_seeker.txt&lt;br /&gt;
data/speech/ab_specific_hf_seeker.txt&lt;br /&gt;
data/speech/site_specific_hf_seeker.txt&lt;br /&gt;
data/speech/same_site_ab_specific_hf_seeker.txt&lt;br /&gt;
data/speech/same_site_specific_hf_seeker.txt&lt;br /&gt;
data/speech/arch_info_justification.txt&lt;br /&gt;
data/speech/justification_representation.txt&lt;br /&gt;
data/speech/justification_proximity.txt&lt;br /&gt;
data/speech/justification_experience.txt&lt;br /&gt;
data/speech/justification_reminder.txt&lt;br /&gt;
data/speech/justification_antithetical.txt&lt;br /&gt;
data/speech/no_family.txt&lt;br /&gt;
data/speech/family_relationship_spec.txt&lt;br /&gt;
data/speech/family_relationship_no_spec.txt&lt;br /&gt;
data/speech/family_relationship_additional.txt&lt;br /&gt;
data/speech/family_relationship_spec_dead.txt&lt;br /&gt;
data/speech/family_relationship_no_spec_dead.txt&lt;br /&gt;
data/speech/family_relationship_additional_dead.txt&lt;br /&gt;
data/speech/child_age_proclamation.txt&lt;br /&gt;
data/speech/wandering_profession.txt&lt;br /&gt;
data/speech/scouting_profession.txt&lt;br /&gt;
data/speech/hunting_profession.txt&lt;br /&gt;
data/speech/snatcher_profession.txt&lt;br /&gt;
data/speech/thief_profession.txt&lt;br /&gt;
data/speech/wandering_profession_year.txt&lt;br /&gt;
data/speech/scouting_profession_year.txt&lt;br /&gt;
data/speech/hunting_profession_year.txt&lt;br /&gt;
data/speech/snatcher_profession_year.txt&lt;br /&gt;
data/speech/thief_profession_year.txt&lt;br /&gt;
data/speech/past_wandering_profession.txt&lt;br /&gt;
data/speech/past_scouting_profession.txt&lt;br /&gt;
data/speech/past_hunting_profession.txt&lt;br /&gt;
data/speech/past_snatcher_profession.txt&lt;br /&gt;
data/speech/past_thief_profession.txt&lt;br /&gt;
data/speech/guard_profession.txt&lt;br /&gt;
data/speech/guard_warning.txt&lt;br /&gt;
data/speech/soldier_profession.txt&lt;br /&gt;
data/speech/past_profession_no_year.txt&lt;br /&gt;
data/speech/past_profession_year.txt&lt;br /&gt;
data/speech/current_profession_no_year.txt&lt;br /&gt;
data/speech/current_profession_year.txt&lt;br /&gt;
data/speech/hist_fig_slayer.txt&lt;br /&gt;
data/speech/animal_slayer.txt&lt;br /&gt;
 were unable to complete the &lt;br /&gt;
Jobs removed from unpowered &lt;br /&gt;
small&lt;br /&gt;
large&lt;br /&gt;
logs&lt;br /&gt;
rough gems&lt;br /&gt;
raw green glass&lt;br /&gt;
raw clear glass&lt;br /&gt;
raw crystal glass&lt;br /&gt;
small &lt;br /&gt;
rock&lt;br /&gt;
stones&lt;br /&gt;
 wafers&lt;br /&gt;
 bars&lt;br /&gt;
charcoal&lt;br /&gt;
coke&lt;br /&gt;
refined coal&lt;br /&gt;
bars&lt;br /&gt;
cut gems&lt;br /&gt;
cut green glass gems&lt;br /&gt;
cut clear glass gems&lt;br /&gt;
cut crystal glass gems&lt;br /&gt;
gems&lt;br /&gt;
blocks&lt;br /&gt;
portal&lt;br /&gt;
door&lt;br /&gt;
floodgate&lt;br /&gt;
hatch cover&lt;br /&gt;
grate&lt;br /&gt;
table&lt;br /&gt;
cabinet&lt;br /&gt;
weapon rack&lt;br /&gt;
armor stand&lt;br /&gt;
bin&lt;br /&gt;
box&lt;br /&gt;
coffer&lt;br /&gt;
chest&lt;br /&gt;
boxes and bag&lt;br /&gt;
backpack&lt;br /&gt;
limb/body &lt;br /&gt;
cast&lt;br /&gt;
splint&lt;br /&gt;
crutch&lt;br /&gt;
es&lt;br /&gt;
quiver&lt;br /&gt;
casket&lt;br /&gt;
sarcophag&lt;br /&gt;
coffin&lt;br /&gt;
rope&lt;br /&gt;
chain&lt;br /&gt;
waterskin&lt;br /&gt;
vial&lt;br /&gt;
flask&lt;br /&gt;
musical instrument&lt;br /&gt;
toy&lt;br /&gt;
cup&lt;br /&gt;
mug&lt;br /&gt;
goblet&lt;br /&gt;
window&lt;br /&gt;
terrarium&lt;br /&gt;
cage&lt;br /&gt;
barrel&lt;br /&gt;
bucket&lt;br /&gt;
animal trap&lt;br /&gt;
chair&lt;br /&gt;
throne&lt;br /&gt;
web&lt;br /&gt;
strands&lt;br /&gt;
thread&lt;br /&gt;
cloth&lt;br /&gt;
tanned hide&lt;br /&gt;
totem&lt;br /&gt;
figurine&lt;br /&gt;
rotten &lt;br /&gt;
drink&lt;br /&gt;
filthy &lt;br /&gt;
sticky &lt;br /&gt;
vomitous &lt;br /&gt;
slimy &lt;br /&gt;
dirty &lt;br /&gt;
gooey &lt;br /&gt;
purulent &lt;br /&gt;
ichorous &lt;br /&gt;
bloody &lt;br /&gt;
liquid&lt;br /&gt;
glob&lt;br /&gt;
 laced with &lt;br /&gt;
powder&lt;br /&gt;
cheese&lt;br /&gt;
catapult parts&lt;br /&gt;
mechanisms&lt;br /&gt;
tube&lt;br /&gt;
pipe section&lt;br /&gt;
trap component&lt;br /&gt;
ballista parts&lt;br /&gt;
anvil&lt;br /&gt;
amulet&lt;br /&gt;
ballista arrow head&lt;br /&gt;
siege ammo&lt;br /&gt;
ammunition&lt;br /&gt;
scepter&lt;br /&gt;
crown&lt;br /&gt;
coin&lt;br /&gt;
perfect &lt;br /&gt;
large &lt;br /&gt;
green glass &lt;br /&gt;
clear glass &lt;br /&gt;
crystal glass &lt;br /&gt;
gem&lt;br /&gt;
 gem&lt;br /&gt;
ring&lt;br /&gt;
earring&lt;br /&gt;
bracelet&lt;br /&gt;
bed&lt;br /&gt;
traction bench&lt;br /&gt;
quern&lt;br /&gt;
millstone&lt;br /&gt;
statue&lt;br /&gt;
corpse&lt;br /&gt;
Rotten &lt;br /&gt;
seeds&lt;br /&gt;
withered &lt;br /&gt;
leaves&lt;br /&gt;
raw &lt;br /&gt;
live &lt;br /&gt;
small live animal&lt;br /&gt;
tame &lt;br /&gt;
small tame animal&lt;br /&gt;
prepared meal&lt;br /&gt;
preserved &lt;br /&gt;
 chops&lt;br /&gt;
 chop&lt;br /&gt;
meat&lt;br /&gt;
weapon&lt;br /&gt;
chain &lt;br /&gt;
suits of &lt;br /&gt;
armor&lt;br /&gt;
right &lt;br /&gt;
left &lt;br /&gt;
handwear&lt;br /&gt;
shield&lt;br /&gt;
/buckler&lt;br /&gt;
footwear&lt;br /&gt;
headwear&lt;br /&gt;
legwear&lt;br /&gt;
item&lt;br /&gt;
 [&lt;br /&gt;
A kidnapper has made off with &lt;br /&gt;
 has stolen &lt;br /&gt;
A thief has stolen &lt;br /&gt;
 has &lt;br /&gt;
You have &lt;br /&gt;
died in a cage.&lt;br /&gt;
fallen into a deep chasm.&lt;br /&gt;
died of old age.&lt;br /&gt;
starved to death.&lt;br /&gt;
died from thirst.&lt;br /&gt;
drowned.&lt;br /&gt;
burned up in magma.&lt;br /&gt;
burned up in dragon fire.&lt;br /&gt;
boiled.&lt;br /&gt;
melted.&lt;br /&gt;
condensed.&lt;br /&gt;
solidified.&lt;br /&gt;
died in the heat.&lt;br /&gt;
been encased in cooling lava.&lt;br /&gt;
been encased in cooling magma.&lt;br /&gt;
been encased in ice.&lt;br /&gt;
frozen to death.&lt;br /&gt;
burned to death.&lt;br /&gt;
been scalded to death.&lt;br /&gt;
burned up in a magma mist.&lt;br /&gt;
been crushed by a drawbridge.&lt;br /&gt;
been crushed under the collapsing ceiling.&lt;br /&gt;
been killed by falling rocks.&lt;br /&gt;
been shot and killed.&lt;br /&gt;
bled to death.&lt;br /&gt;
succumbed to infection.&lt;br /&gt;
suffocated.&lt;br /&gt;
been struck down.&lt;br /&gt;
been scuttled.&lt;br /&gt;
been hacked to pieces.&lt;br /&gt;
been beheaded.&lt;br /&gt;
been crucified.&lt;br /&gt;
been buried alive.&lt;br /&gt;
been executed by being left out in the air.&lt;br /&gt;
been executed by drowning.&lt;br /&gt;
been burned alive.&lt;br /&gt;
been fed to beasts.&lt;br /&gt;
been murdered by &lt;br /&gt;
somebody&lt;br /&gt;
been killed by a trap.&lt;br /&gt;
collapsed.&lt;br /&gt;
died after colliding with an obstacle.&lt;br /&gt;
been impaled on spikes.&lt;br /&gt;
Of &lt;br /&gt;
of &lt;br /&gt;
 is taken by a fey mood!&lt;br /&gt;
 withdraws from society...&lt;br /&gt;
 has been possessed!&lt;br /&gt;
 looses a roaring laughter, fell and terrible!&lt;br /&gt;
 begins to stalk and brood...&lt;br /&gt;
 has created &lt;br /&gt;
, a &lt;br /&gt;
*PAUSED*&lt;br /&gt;
 SIEGE &lt;br /&gt;
+&lt;br /&gt;
 Idlers: &lt;br /&gt;
Page &lt;br /&gt;
fighting!&lt;br /&gt;
hunting.&lt;br /&gt;
sparring.&lt;br /&gt;
No recent reports.&lt;br /&gt;
: View report&lt;br /&gt;
Last Report Date: &lt;br /&gt;
 x&lt;br /&gt;
Announcement Date: &lt;br /&gt;
: Zoom to location&lt;br /&gt;
Ingredient Type&lt;br /&gt;
Number&lt;br /&gt;
Permissions&lt;br /&gt;
----&lt;br /&gt;
Brew&lt;br /&gt;
: Toggle cook.  &lt;br /&gt;
: Toggle brew.&lt;br /&gt;
You have no appropriate ingredients.&lt;br /&gt;
Price&lt;br /&gt;
N/A&lt;br /&gt;
Uninterested&lt;br /&gt;
For Sale&lt;br /&gt;
Available&lt;br /&gt;
Ready for Slaughter&lt;br /&gt;
Work Animal&lt;br /&gt;
Not For Sale&lt;br /&gt;
Unavailable&lt;br /&gt;
Being Traded&lt;br /&gt;
Not Tame&lt;br /&gt;
: Toggle pet availability.  &lt;br /&gt;
: Slaughter.&lt;br /&gt;
You have no appropriate creatures.&lt;br /&gt;
 Justice  &lt;br /&gt;
  Cages&amp;amp;Chains: &lt;br /&gt;
, Deceased&lt;br /&gt;
There are no criminals.&lt;br /&gt;
No Sentence Pending.&lt;br /&gt;
 Hammerstrike&lt;br /&gt;
Beating.&lt;br /&gt;
 Day&lt;br /&gt;
 in Prison.&lt;br /&gt;
Officer: &lt;br /&gt;
None Assigned&lt;br /&gt;
Violation of Production Order.&lt;br /&gt;
Violation of Export Prohibition.&lt;br /&gt;
Violation of Job Order.&lt;br /&gt;
Conspiracy to Slow Labor.&lt;br /&gt;
Murder.&lt;br /&gt;
Disorderly Conduct.&lt;br /&gt;
Building Destruction.&lt;br /&gt;
Vandalism.&lt;br /&gt;
Injured Party: &lt;br /&gt;
General Items&lt;br /&gt;
Prepared Food&lt;br /&gt;
Thread/Cloth&lt;br /&gt;
Bone&lt;br /&gt;
Tooth&lt;br /&gt;
Horn&lt;br /&gt;
Pearl&lt;br /&gt;
Shell&lt;br /&gt;
Silk&lt;br /&gt;
Stone/Gems/Metals&lt;br /&gt;
Anml Extracts&lt;br /&gt;
Plnt Extracts&lt;br /&gt;
Anml Cheeses&lt;br /&gt;
Plnt Cheeses&lt;br /&gt;
Milled Animal&lt;br /&gt;
Milled Plants&lt;br /&gt;
Item Type&lt;br /&gt;
Setter&lt;br /&gt;
Unknown&lt;br /&gt;
Job&lt;br /&gt;
Wage&lt;br /&gt;
Cleaning&lt;br /&gt;
Place Item in Tomb&lt;br /&gt;
Store Item in Stockpile&lt;br /&gt;
Store Item in Bag&lt;br /&gt;
Store Item in Chest&lt;br /&gt;
Store Item in Cabinet&lt;br /&gt;
Store Weapon&lt;br /&gt;
Store Armor&lt;br /&gt;
Store Item in Barrel&lt;br /&gt;
Store Item in Bin&lt;br /&gt;
Store Item in Hospital&lt;br /&gt;
Dump Item&lt;br /&gt;
Building Construction&lt;br /&gt;
Building Removal&lt;br /&gt;
Door Construction&lt;br /&gt;
Floodgate Construction&lt;br /&gt;
Hatch Cover Construction&lt;br /&gt;
Grate Construction&lt;br /&gt;
Bed Construction&lt;br /&gt;
Chair Construction&lt;br /&gt;
Coffin Construction&lt;br /&gt;
Table Construction&lt;br /&gt;
Bin Construction&lt;br /&gt;
Chest Construction&lt;br /&gt;
Cabinet Construction&lt;br /&gt;
Statue Construction&lt;br /&gt;
Block Construction&lt;br /&gt;
Anvil Construction&lt;br /&gt;
Window Construction&lt;br /&gt;
Pipe Section Construction&lt;br /&gt;
Sand Collection&lt;br /&gt;
Gem Encrusting&lt;br /&gt;
Glass Cutting&lt;br /&gt;
Glass Encrusting&lt;br /&gt;
Basic Ore Smelting&lt;br /&gt;
Object Melting&lt;br /&gt;
Craft Making&lt;br /&gt;
Coin Minting&lt;br /&gt;
Metal Studding&lt;br /&gt;
Metal Strand Extraction&lt;br /&gt;
Totem Construction&lt;br /&gt;
Flask Construction&lt;br /&gt;
Goblet Construction&lt;br /&gt;
Bone/Shell Decoration&lt;br /&gt;
Instrument Construction&lt;br /&gt;
Toy Construction&lt;br /&gt;
Weapon Construction&lt;br /&gt;
Ammo Construction&lt;br /&gt;
Quiver Construction&lt;br /&gt;
Armor Stand Construction&lt;br /&gt;
Weapon Rack Construction&lt;br /&gt;
Armor Construction&lt;br /&gt;
Glove Construction&lt;br /&gt;
Helm Construction&lt;br /&gt;
Shield Construction&lt;br /&gt;
Pants Construction&lt;br /&gt;
Shoe Construction&lt;br /&gt;
Backpack Construction&lt;br /&gt;
Animal Trap Construction&lt;br /&gt;
Trap Baiting&lt;br /&gt;
Mechanism Construction&lt;br /&gt;
Trap Component Construction&lt;br /&gt;
Trap Cleaning&lt;br /&gt;
Trigger Linking&lt;br /&gt;
Cage Trap Loading&lt;br /&gt;
Stone Trap Loading&lt;br /&gt;
Weapon Trap Loading&lt;br /&gt;
Lever Pulling&lt;br /&gt;
Operate Pump&lt;br /&gt;
Construct Quern&lt;br /&gt;
Construct Millstone&lt;br /&gt;
Catapult Loading&lt;br /&gt;
Ballista Loading&lt;br /&gt;
Catapult Firing&lt;br /&gt;
Ballista Firing&lt;br /&gt;
Ballista Arrow Head Construction&lt;br /&gt;
Siege Ammo Construction&lt;br /&gt;
Catapult Part Construction&lt;br /&gt;
Ballista Part Construction&lt;br /&gt;
Fortification Carving&lt;br /&gt;
Wall Detailing&lt;br /&gt;
Floor Detailing&lt;br /&gt;
Stair/Ramp Removal&lt;br /&gt;
Carving Upward Staircase&lt;br /&gt;
Carving Downward Staircase&lt;br /&gt;
Carving Up/Down Staircase&lt;br /&gt;
Carving Ramp&lt;br /&gt;
Digging Channel&lt;br /&gt;
Tree Felling&lt;br /&gt;
Plant Gathering&lt;br /&gt;
Construction Removal&lt;br /&gt;
Hunting&lt;br /&gt;
Returning Kill&lt;br /&gt;
Capturing Land Animals&lt;br /&gt;
Capturing Fish&lt;br /&gt;
Hunting Animal Training&lt;br /&gt;
War Animal Training&lt;br /&gt;
Web Collection&lt;br /&gt;
Cage Construction&lt;br /&gt;
Chain Construction&lt;br /&gt;
Bucket Construction&lt;br /&gt;
Planting&lt;br /&gt;
Harvesting&lt;br /&gt;
Fertilizing&lt;br /&gt;
Thread Dyeing&lt;br /&gt;
Cloth Dyeing&lt;br /&gt;
Image Sewing&lt;br /&gt;
Plant Extraction&lt;br /&gt;
Plant Processing&lt;br /&gt;
Plant Processing/Bag&lt;br /&gt;
Plant Processing/Vial&lt;br /&gt;
Plant Processing/Barrel&lt;br /&gt;
Fish Extraction&lt;br /&gt;
Land Animal Extraction&lt;br /&gt;
Small Creature Taming&lt;br /&gt;
Large Creature Taming&lt;br /&gt;
Butchering&lt;br /&gt;
Slaughtering&lt;br /&gt;
Fish Processing&lt;br /&gt;
Barrel Construction&lt;br /&gt;
Other Jobs&lt;br /&gt;
Animal Chaining&lt;br /&gt;
Animal Unchaining&lt;br /&gt;
Releasing Large Creature&lt;br /&gt;
Releasing Small Creature&lt;br /&gt;
Handling Large Creature&lt;br /&gt;
Handling Small Creature&lt;br /&gt;
Large Creature Caging&lt;br /&gt;
Small Creature Caging&lt;br /&gt;
Aquarium Draining&lt;br /&gt;
Aquarium Filling&lt;br /&gt;
Pond Filling&lt;br /&gt;
Beat Criminal&lt;br /&gt;
Large Creature Pit/Ponding&lt;br /&gt;
Small Creature Pit/Ponding&lt;br /&gt;
Charcoal Making&lt;br /&gt;
Ash Making&lt;br /&gt;
Potash Making (Lye)&lt;br /&gt;
Potash Making (Ash)&lt;br /&gt;
Managing Work Orders&lt;br /&gt;
Updating Stockpile Records&lt;br /&gt;
Trading at Depot&lt;br /&gt;
Upgrading Squad Equipment&lt;br /&gt;
Preparing Equipment Manifests&lt;br /&gt;
Give Water&lt;br /&gt;
Give Food&lt;br /&gt;
Recover Wounded&lt;br /&gt;
Diagnose Patient&lt;br /&gt;
Immobilize Break&lt;br /&gt;
Apply Cast&lt;br /&gt;
Bring Crutch&lt;br /&gt;
Dress Wound&lt;br /&gt;
Clean Patient&lt;br /&gt;
Suture&lt;br /&gt;
Set Bone&lt;br /&gt;
Place In Traction&lt;br /&gt;
Splint Construction&lt;br /&gt;
Crutch Construction&lt;br /&gt;
Traction Bench Construction&lt;br /&gt;
Work Orders&lt;br /&gt;
Left&lt;br /&gt;
Validated&lt;br /&gt;
A manager is required to coordinate work orders.&lt;br /&gt;
All work orders must be validated by the manager before they become active.&lt;br /&gt;
: New Order  &lt;br /&gt;
: Remove  &lt;br /&gt;
: Increase priority  &lt;br /&gt;
: Max priority  &lt;br /&gt;
: Wages&lt;br /&gt;
Quantity: &lt;br /&gt;
Type in parts of the name to narrow your search.  &lt;br /&gt;
/R&lt;br /&gt;
Suspended&lt;br /&gt;
Inactive&lt;br /&gt;
Independent&lt;br /&gt;
#&lt;br /&gt;
Wild Animal&lt;br /&gt;
 (Caged)&lt;br /&gt;
 (Chained)&lt;br /&gt;
Undead&lt;br /&gt;
Berserk&lt;br /&gt;
Caged Prisoner&lt;br /&gt;
Chained Prisoner&lt;br /&gt;
Invader&lt;br /&gt;
Diplomat&lt;br /&gt;
Merchant&lt;br /&gt;
Visitor&lt;br /&gt;
Friendly&lt;br /&gt;
Underworld&lt;br /&gt;
Caged Guest&lt;br /&gt;
Chained Guest&lt;br /&gt;
Uninvited Guest&lt;br /&gt;
Current Resident&lt;br /&gt;
Hostile&lt;br /&gt;
Tame&lt;br /&gt;
You have not created any creatures yet.&lt;br /&gt;
 to return&lt;br /&gt;
There are no idle &lt;br /&gt;
 or jobs.&lt;br /&gt;
 to return, &lt;br /&gt;
: Manager&lt;br /&gt;
: ViewCre, &lt;br /&gt;
: ViewJob, &lt;br /&gt;
: Zoom-Cre, &lt;br /&gt;
: Zoom-Bld, &lt;br /&gt;
: Manager, &lt;br /&gt;
: Remv Cre&lt;br /&gt;
 (Lost)&lt;br /&gt;
No treasures yet.&lt;br /&gt;
This land has no important leaders.&lt;br /&gt;
Exports to &lt;br /&gt;
Petty Annoyance&lt;br /&gt;
Terror&lt;br /&gt;
Imports from &lt;br /&gt;
Offerings from &lt;br /&gt;
Death&lt;br /&gt;
Vengeance&lt;br /&gt;
You can look at trade information once you have a broker&lt;br /&gt;
with appraisal skill.&lt;br /&gt;
Trade Agreement (Exports to &lt;br /&gt;
Trade Agreement (Imports from &lt;br /&gt;
: View Agreement&lt;br /&gt;
You have no agreements with this land.&lt;br /&gt;
 to change modes.&lt;br /&gt;
Unnamed &lt;br /&gt;
 civilization&lt;br /&gt;
  Civilizations  &lt;br /&gt;
[B][P]Active Syndromes[B]&lt;br /&gt;
 phase&lt;br /&gt;
 seconds)&lt;br /&gt;
he&lt;br /&gt;
she&lt;br /&gt;
it&lt;br /&gt;
him&lt;br /&gt;
her&lt;br /&gt;
himself&lt;br /&gt;
herself&lt;br /&gt;
itself&lt;br /&gt;
his&lt;br /&gt;
 caught in a cloud of flames!&lt;br /&gt;
 caught up in the web!&lt;br /&gt;
The item sparkles with a supernatural brillance.&lt;br /&gt;
The air around the object seems warped as if it were very hot, yet the item is cool to the touch.&lt;br /&gt;
The object looks oddly square.&lt;br /&gt;
The item constantly emits a nearly inaudible high-pitched whistle.&lt;br /&gt;
The item is covered with small bumps.&lt;br /&gt;
The item smells like wet earth.&lt;br /&gt;
Tiny streaks of lightning streak quickly over the object's surface.&lt;br /&gt;
Creatures that look at the item cannot think negative thoughts.&lt;br /&gt;
The item is covered with minute gray hairs.&lt;br /&gt;
The item sounds like rustling leaves when moved.&lt;br /&gt;
Needs &lt;br /&gt;
Disconnected&lt;br /&gt;
Need trigger type&lt;br /&gt;
Needs walkable perimeter&lt;br /&gt;
Hidden&lt;br /&gt;
Needs to be anchored on edge&lt;br /&gt;
Blocked&lt;br /&gt;
Surrounded by empty space&lt;br /&gt;
Needs adjacent wall&lt;br /&gt;
Needs open space&lt;br /&gt;
Off map&lt;br /&gt;
Water&lt;br /&gt;
Lava/Magma&lt;br /&gt;
Building present&lt;br /&gt;
Construction present&lt;br /&gt;
Must be inside&lt;br /&gt;
Too close to edge&lt;br /&gt;
Must be outside&lt;br /&gt;
Cannot build at highest level&lt;br /&gt;
Needs soil or mud&lt;br /&gt;
Needs soil&lt;br /&gt;
Needs ground or near machine&lt;br /&gt;
No mud for underground farm&lt;br /&gt;
Mud is left by water&lt;br /&gt;
No access to &lt;br /&gt;
No access&lt;br /&gt;
Null site on overall status&lt;br /&gt;
&amp;quot; &lt;br /&gt;
Early &lt;br /&gt;
Mid-&lt;br /&gt;
Late &lt;br /&gt;
Spring&lt;br /&gt;
Summer&lt;br /&gt;
Autumn&lt;br /&gt;
Winter&lt;br /&gt;
Animals&lt;br /&gt;
Stocks&lt;br /&gt;
Health&lt;br /&gt;
Prices&lt;br /&gt;
Currency&lt;br /&gt;
Justice&lt;br /&gt;
Created Wealth:&lt;br /&gt;
Weapons:&lt;br /&gt;
Armor and Garb:&lt;br /&gt;
Furniture:&lt;br /&gt;
Other Objects:&lt;br /&gt;
Architecture:&lt;br /&gt;
Displayed:&lt;br /&gt;
Held/Worn:&lt;br /&gt;
You need a broker with&lt;br /&gt;
the appraisal skill.&lt;br /&gt;
Imported Wealth:&lt;br /&gt;
Exported Wealth:&lt;br /&gt;
Trade Information:&lt;br /&gt;
Population:&lt;br /&gt;
Nobles/Admins&lt;br /&gt;
Peasants&lt;br /&gt;
Recruit/Others&lt;br /&gt;
Trained Animals&lt;br /&gt;
Other Animals&lt;br /&gt;
Food Stores:&lt;br /&gt;
Plant&lt;br /&gt;
Drink&lt;br /&gt;
Other&lt;br /&gt;
Mountainhome&lt;br /&gt;
Metropolis&lt;br /&gt;
City&lt;br /&gt;
Village&lt;br /&gt;
Hamlet&lt;br /&gt;
Outpost&lt;br /&gt;
Evaluate Depot Access Overflow&lt;br /&gt;
Evaluate Depot Caravan Access Overflow&lt;br /&gt;
  Building List  &lt;br /&gt;
 (S)&lt;br /&gt;
 / Spouse&lt;br /&gt;
No Owner&lt;br /&gt;
You don't have any buildings.&lt;br /&gt;
Evaluation:&lt;br /&gt;
: View building information&lt;br /&gt;
: Zoom to building items&lt;br /&gt;
: Zoom to building tasks&lt;br /&gt;
: Swap right panel&lt;br /&gt;
  The Health of &lt;br /&gt;
Severe Blood Loss&lt;br /&gt;
Moderate Blood Loss&lt;br /&gt;
Serious Fever&lt;br /&gt;
Moderate Fever&lt;br /&gt;
Slight Fever&lt;br /&gt;
Moderate Pain&lt;br /&gt;
Slight Pain&lt;br /&gt;
Cannot breathe&lt;br /&gt;
Trouble breathing&lt;br /&gt;
Vision lost&lt;br /&gt;
Vision impaired&lt;br /&gt;
Vision somewhat impaired&lt;br /&gt;
Ability to stand lost&lt;br /&gt;
Ability to stand somewhat impaired&lt;br /&gt;
Ability to grasp lost&lt;br /&gt;
Ability to grasp somewhat impaired&lt;br /&gt;
Ability to fly lost&lt;br /&gt;
Ability to fly somewhat impaired&lt;br /&gt;
Motor nerve damage&lt;br /&gt;
Sensory nerve damage&lt;br /&gt;
No health problems&lt;br /&gt;
 Popped out&lt;br /&gt;
 Major artery torn&lt;br /&gt;
 Artery torn&lt;br /&gt;
 Heavy bleeding&lt;br /&gt;
 Bleeding&lt;br /&gt;
 Motor nerve severed&lt;br /&gt;
 Sensory nerve severed&lt;br /&gt;
 Torn tendon&lt;br /&gt;
 Strained tendon&lt;br /&gt;
 Bruised tendon&lt;br /&gt;
 Torn ligament&lt;br /&gt;
 Sprained ligament&lt;br /&gt;
 Bruised ligament&lt;br /&gt;
 Compound fracture&lt;br /&gt;
 Overlapping fracture&lt;br /&gt;
 Needs setting&lt;br /&gt;
 Cut apart&lt;br /&gt;
 Smashed apart&lt;br /&gt;
 Broken apart&lt;br /&gt;
 Torn apart&lt;br /&gt;
 Cut open&lt;br /&gt;
 Smashed open&lt;br /&gt;
 Broken open&lt;br /&gt;
 Torn open&lt;br /&gt;
 Dented&lt;br /&gt;
 Heavy bruising&lt;br /&gt;
 Moderate bruising&lt;br /&gt;
 Light bruising&lt;br /&gt;
 Serious burn&lt;br /&gt;
 Moderate burn&lt;br /&gt;
 Minor burn&lt;br /&gt;
 Serious frost-bite&lt;br /&gt;
 Moderate frost-bite&lt;br /&gt;
 Minor frost-bite&lt;br /&gt;
 Serious melting&lt;br /&gt;
 Moderate melting&lt;br /&gt;
 Minor melting&lt;br /&gt;
 Serious boiling&lt;br /&gt;
 Moderate boiling&lt;br /&gt;
 Minor boiling&lt;br /&gt;
 Serious freezing&lt;br /&gt;
 Moderate freezing&lt;br /&gt;
 Minor freezing&lt;br /&gt;
 Serious condensation&lt;br /&gt;
 Moderate condensation&lt;br /&gt;
 Minor condensation&lt;br /&gt;
 Advanced rot&lt;br /&gt;
 Moderate rot&lt;br /&gt;
 Minor rot&lt;br /&gt;
 Serious blistering&lt;br /&gt;
 Moderate blistering&lt;br /&gt;
 Minor blistering&lt;br /&gt;
 Extreme pain&lt;br /&gt;
 Moderate pain&lt;br /&gt;
 Minor pain&lt;br /&gt;
 Nausea&lt;br /&gt;
 Dizziness&lt;br /&gt;
 Paralysis&lt;br /&gt;
 Partial paralysis&lt;br /&gt;
 Some sluggishness&lt;br /&gt;
 Complete numbness&lt;br /&gt;
 Partial numbness&lt;br /&gt;
 Slight numbness&lt;br /&gt;
 Extreme swelling&lt;br /&gt;
 Moderate swelling&lt;br /&gt;
 Minor swelling&lt;br /&gt;
 Function totally impaired&lt;br /&gt;
 Partially impaired function&lt;br /&gt;
 Slightly impaired function&lt;br /&gt;
Has been sutured&lt;br /&gt;
Infection&lt;br /&gt;
No evaluated wounds&lt;br /&gt;
Diagnosis required&lt;br /&gt;
Crutch required&lt;br /&gt;
 Rotten -- inoperable&lt;br /&gt;
 Needs cleaning&lt;br /&gt;
 Needs surgery&lt;br /&gt;
 Needs sutures&lt;br /&gt;
 Needs dressing&lt;br /&gt;
 Needs traction&lt;br /&gt;
 Needs immobilization&lt;br /&gt;
No treatment scheduled&lt;br /&gt;
Diagnosed with &lt;br /&gt;
 cast&lt;br /&gt;
 splint on &lt;br /&gt;
 dressing on &lt;br /&gt;
 sutures on &lt;br /&gt;
Bleeding stopped&lt;br /&gt;
Compound fracture of &lt;br /&gt;
 repaired&lt;br /&gt;
 amputated&lt;br /&gt;
Rotten tissue excised from &lt;br /&gt;
Had &lt;br /&gt;
 set&lt;br /&gt;
Placed in traction&lt;br /&gt;
Evaluated&lt;br /&gt;
Brought to rest&lt;br /&gt;
Cleaned&lt;br /&gt;
                                       - &lt;br /&gt;
No medical history&lt;br /&gt;
  Stone Restrictions  &lt;br /&gt;
Economic stones&lt;br /&gt;
 are reserved for use by the listed tasks.&lt;br /&gt;
: Change status&lt;br /&gt;
: View selected&lt;br /&gt;
Requires fuel&lt;br /&gt;
Takes place at smelter&lt;br /&gt;
REAGENTS&lt;br /&gt;
PRODUCTS&lt;br /&gt;
  Currency Counts  &lt;br /&gt;
The broker recommends keeping &lt;br /&gt;
 of each coin type to match accounts.&lt;br /&gt;
  Overall Health Report  &lt;br /&gt;
__________&lt;br /&gt;
____________&lt;br /&gt;
V&lt;br /&gt;
Sx&lt;br /&gt;
S~&lt;br /&gt;
Gx&lt;br /&gt;
G~&lt;br /&gt;
Fx&lt;br /&gt;
F~&lt;br /&gt;
Mn&lt;br /&gt;
Sn&lt;br /&gt;
B!+&lt;br /&gt;
B!~&lt;br /&gt;
Bl+&lt;br /&gt;
Bl~&lt;br /&gt;
Pal&lt;br /&gt;
Fnt&lt;br /&gt;
Pz+&lt;br /&gt;
Pz~&lt;br /&gt;
Slg&lt;br /&gt;
Nm+&lt;br /&gt;
Nm~&lt;br /&gt;
Nm-&lt;br /&gt;
A!&lt;br /&gt;
A+&lt;br /&gt;
Tn&lt;br /&gt;
Lg&lt;br /&gt;
Cf&lt;br /&gt;
Of&lt;br /&gt;
Ns&lt;br /&gt;
F!&lt;br /&gt;
F+&lt;br /&gt;
Pn!&lt;br /&gt;
Pn+&lt;br /&gt;
Pn~&lt;br /&gt;
Exh&lt;br /&gt;
Ovx&lt;br /&gt;
Tir&lt;br /&gt;
St&lt;br /&gt;
Dz&lt;br /&gt;
X!&lt;br /&gt;
X~&lt;br /&gt;
D!&lt;br /&gt;
D+&lt;br /&gt;
D~&lt;br /&gt;
Pb!&lt;br /&gt;
Pb+&lt;br /&gt;
Pb~&lt;br /&gt;
Sw!&lt;br /&gt;
Sw+&lt;br /&gt;
Sw~&lt;br /&gt;
In&lt;br /&gt;
Dr&lt;br /&gt;
Wd&lt;br /&gt;
Na&lt;br /&gt;
Dw&lt;br /&gt;
T!&lt;br /&gt;
T~&lt;br /&gt;
H!&lt;br /&gt;
H~&lt;br /&gt;
Br&lt;br /&gt;
: Key &lt;br /&gt;
1 &lt;br /&gt;
2 &lt;br /&gt;
3 &lt;br /&gt;
4 &lt;br /&gt;
5 &lt;br /&gt;
6 &lt;br /&gt;
7&lt;br /&gt;
: Diagnosis request  &lt;br /&gt;
: Cleaning req.  &lt;br /&gt;
: Surgery req.  &lt;br /&gt;
: Inoperable rot&lt;br /&gt;
: Heavy bleeding&lt;br /&gt;
: Bleeding&lt;br /&gt;
: Pale&lt;br /&gt;
: Severe blood loss&lt;br /&gt;
: Faint&lt;br /&gt;
: Blood loss&lt;br /&gt;
: Serious fever&lt;br /&gt;
: Moderate fever&lt;br /&gt;
: Slight fever&lt;br /&gt;
: Dizzy&lt;br /&gt;
: Drowning&lt;br /&gt;
: Winded&lt;br /&gt;
: Cannot breathe&lt;br /&gt;
: Trouble breathing&lt;br /&gt;
: Vision lost&lt;br /&gt;
: Vision impaired&lt;br /&gt;
: Vision ~impaired&lt;br /&gt;
: Popped out&lt;br /&gt;
: Major artery torn&lt;br /&gt;
: Artery torn&lt;br /&gt;
: Overlapping fracture&lt;br /&gt;
: Broken tissue&lt;br /&gt;
: Heavy damage&lt;br /&gt;
: Moderate damage&lt;br /&gt;
: Light damage&lt;br /&gt;
: Suture request&lt;br /&gt;
: Setting req.&lt;br /&gt;
: Dressing request&lt;br /&gt;
: Paralyzed&lt;br /&gt;
: Partially paralyzed&lt;br /&gt;
: Sluggish&lt;br /&gt;
: Extreme pain&lt;br /&gt;
: Moderate pain&lt;br /&gt;
: Slight pain&lt;br /&gt;
: Stunned&lt;br /&gt;
: Dehydrated&lt;br /&gt;
: Thirsty&lt;br /&gt;
: Starving&lt;br /&gt;
: Hungry&lt;br /&gt;
: Cannot stand&lt;br /&gt;
: Stand impaired&lt;br /&gt;
: Cannot grasp&lt;br /&gt;
: Grasp impaired&lt;br /&gt;
: Compound fracture&lt;br /&gt;
: Torn tendon&lt;br /&gt;
: Tendon strain&lt;br /&gt;
: Tendon brs.&lt;br /&gt;
: Part brok tis&lt;br /&gt;
: Minor pain&lt;br /&gt;
: Traction request&lt;br /&gt;
: Immobilization request&lt;br /&gt;
: Crutch required&lt;br /&gt;
: Completely numb&lt;br /&gt;
: Partially numb&lt;br /&gt;
: Slightly numb&lt;br /&gt;
: Exhausted&lt;br /&gt;
: Over-exerted&lt;br /&gt;
: Tired&lt;br /&gt;
: Very drowsy&lt;br /&gt;
: Drowsy&lt;br /&gt;
: Nauseous&lt;br /&gt;
: Cannot fly&lt;br /&gt;
: Flight impaired&lt;br /&gt;
: Motor nerve&lt;br /&gt;
: Sensory nerve&lt;br /&gt;
: Torn ligament&lt;br /&gt;
: Lig. sprain&lt;br /&gt;
: Ligament bruise&lt;br /&gt;
: Need setting&lt;br /&gt;
: Extreme swell&lt;br /&gt;
: Medium swell&lt;br /&gt;
: Minor swelling&lt;br /&gt;
: Infection&lt;br /&gt;
: View health&lt;br /&gt;
: Recenter&lt;br /&gt;
Status&lt;br /&gt;
Wounds&lt;br /&gt;
Treatment&lt;br /&gt;
History&lt;br /&gt;
  Create a Creature  &lt;br /&gt;
: Side = &lt;br /&gt;
: Create&lt;br /&gt;
: New item&lt;br /&gt;
: Blank list&lt;br /&gt;
: Remove item&lt;br /&gt;
: Move selector&lt;br /&gt;
: Change value&lt;br /&gt;
: Change amount&lt;br /&gt;
  Squad Schedules: &lt;br /&gt;
Early Wet Season&lt;br /&gt;
Late Wet Season&lt;br /&gt;
Early Dry Season&lt;br /&gt;
Late Dry Season&lt;br /&gt;
First Quarter&lt;br /&gt;
Second Quarter&lt;br /&gt;
Third Quarter&lt;br /&gt;
Fourth Quarter&lt;br /&gt;
Alert State &lt;br /&gt;
Squads  &lt;br /&gt;
Months  &lt;br /&gt;
  Months: &lt;br /&gt;
  Squads: &lt;br /&gt;
 (Cur)&lt;br /&gt;
 (Current)&lt;br /&gt;
(C)&lt;br /&gt;
: Name grid cell&lt;br /&gt;
: Sleep &lt;br /&gt;
in room at will&lt;br /&gt;
in barracks at will&lt;br /&gt;
in barracks at need&lt;br /&gt;
Inactive = Uniformed&lt;br /&gt;
Inactive = Civ clothes&lt;br /&gt;
 minimum&lt;br /&gt;
 #&lt;br /&gt;
 preferred&lt;br /&gt;
: Give order&lt;br /&gt;
: Edit order&lt;br /&gt;
: Cancel order&lt;br /&gt;
: Copy orders&lt;br /&gt;
: Paste orders&lt;br /&gt;
: Schedule grid&lt;br /&gt;
: Order list&lt;br /&gt;
: View alerts&lt;br /&gt;
: Swap squads/months&lt;br /&gt;
: Defend burrows&lt;br /&gt;
Burrow &lt;br /&gt;
: Patrol route&lt;br /&gt;
Route &lt;br /&gt;
: Station&lt;br /&gt;
Point &lt;br /&gt;
: Train&lt;br /&gt;
 soldier&lt;br /&gt;
Position &lt;br /&gt;
  The Military of &lt;br /&gt;
SQUADS/LEADERS&lt;br /&gt;
SQUAD POSITIONS&lt;br /&gt;
CANDIDATES&lt;br /&gt;
VACANT&lt;br /&gt;
AVAILABLE&lt;br /&gt;
 squad&lt;br /&gt;
 active&lt;br /&gt;
Squad: &lt;br /&gt;
No positions&lt;br /&gt;
: Cancel &lt;br /&gt;
move/station order&lt;br /&gt;
kill order&lt;br /&gt;
defend order&lt;br /&gt;
patrol order&lt;br /&gt;
training&lt;br /&gt;
: Create squad&lt;br /&gt;
: Disband squad&lt;br /&gt;
: Create squad appointed by this leader&lt;br /&gt;
: Need commander to appoint sub-commander&lt;br /&gt;
No relevant skills&lt;br /&gt;
Schedule: &lt;br /&gt;
No scheduled order&lt;br /&gt;
: Cannot remove commander with subordinates&lt;br /&gt;
: Remove from squad&lt;br /&gt;
Order: &lt;br /&gt;
No orders&lt;br /&gt;
: Assign to squad&lt;br /&gt;
: Must assign commander first&lt;br /&gt;
: Positions&lt;br /&gt;
: Alerts&lt;br /&gt;
: Equip&lt;br /&gt;
: Uniforms&lt;br /&gt;
: Supplies&lt;br /&gt;
: Ammunition&lt;br /&gt;
: Schedule&lt;br /&gt;
No uniform&lt;br /&gt;
ERROR&lt;br /&gt;
: Use position&lt;br /&gt;
: Select uniform&lt;br /&gt;
ALERTS&lt;br /&gt;
SQUADS&lt;br /&gt;
BURROWS&lt;br /&gt;
[CIV]&lt;br /&gt;
no&lt;br /&gt;
no burrow restrictions&lt;br /&gt;
 burrow&lt;br /&gt;
Civilian alert: &lt;br /&gt;
: Add alert&lt;br /&gt;
: Delete alert&lt;br /&gt;
: Set civilian alert&lt;br /&gt;
: Set squad to alert&lt;br /&gt;
: Restrict civs to burrow&lt;br /&gt;
: Name alert&lt;br /&gt;
: Set squad to alert, retaining orders (&lt;br /&gt;
no orders&lt;br /&gt;
 order&lt;br /&gt;
Are you sure?  Squad alert schedules will be lost!&lt;br /&gt;
POSITION UNIFORM&lt;br /&gt;
&amp;lt;no squads&amp;gt;&lt;br /&gt;
&amp;lt;no positions&amp;gt;&lt;br /&gt;
&amp;lt;no uniform&amp;gt;&lt;br /&gt;
missing item&lt;br /&gt;
 individual choice&lt;br /&gt;
, weapon&lt;br /&gt;
 indiv choice, melee&lt;br /&gt;
 indiv choice, ranged&lt;br /&gt;
leather&lt;br /&gt;
silk&lt;br /&gt;
plant fiber&lt;br /&gt;
metal&lt;br /&gt;
wood&lt;br /&gt;
stone&lt;br /&gt;
bone&lt;br /&gt;
shell&lt;br /&gt;
pearl&lt;br /&gt;
tooth&lt;br /&gt;
horn&lt;br /&gt;
BROKEN&lt;br /&gt;
individual choice&lt;br /&gt;
indiv choice, melee&lt;br /&gt;
indiv choice, ranged&lt;br /&gt;
any color&lt;br /&gt;
 (Dye)&lt;br /&gt;
any material&lt;br /&gt;
specific armor&lt;br /&gt;
specific helm&lt;br /&gt;
specific pants&lt;br /&gt;
specific gloves&lt;br /&gt;
specific shoes&lt;br /&gt;
specific shield&lt;br /&gt;
specific weapon&lt;br /&gt;
 (foreign)&lt;br /&gt;
Uniform &lt;br /&gt;
&amp;lt;no uniforms&amp;gt;&lt;br /&gt;
&amp;lt;no assigned items&amp;gt;&lt;br /&gt;
: View/Customize&lt;br /&gt;
: Assign uniforms&lt;br /&gt;
: Pri/Assignments&lt;br /&gt;
: Armor&lt;br /&gt;
: Legs&lt;br /&gt;
: Helm&lt;br /&gt;
: Gloves&lt;br /&gt;
: Boots&lt;br /&gt;
: Shield&lt;br /&gt;
: Weapon&lt;br /&gt;
: Material&lt;br /&gt;
: Color&lt;br /&gt;
: Replace clthng&lt;br /&gt;
: Over clthng&lt;br /&gt;
: Exact matches&lt;br /&gt;
: Partial matches&lt;br /&gt;
: Add item&lt;br /&gt;
: Use mat&lt;br /&gt;
: Use color&lt;br /&gt;
: Del item&lt;br /&gt;
: Use for position&lt;br /&gt;
: Use for squad&lt;br /&gt;
: Choose squad to reorder&lt;br /&gt;
: Place squad in list&lt;br /&gt;
UNIFORMS&lt;br /&gt;
ITEMS&lt;br /&gt;
SELECTION&lt;br /&gt;
&amp;lt;no items&amp;gt;&lt;br /&gt;
&amp;lt;no materials&amp;gt;&lt;br /&gt;
&amp;lt;no colors&amp;gt;&lt;br /&gt;
: Add uniform&lt;br /&gt;
: Delete uniform&lt;br /&gt;
: Name uniform&lt;br /&gt;
SQUADS/GROUP&lt;br /&gt;
AMMUNITION&lt;br /&gt;
ASSIGNED&lt;br /&gt;
Hunters&lt;br /&gt;
&amp;lt;no ammunition&amp;gt;&lt;br /&gt;
: Use in combat&lt;br /&gt;
: Non-combat&lt;br /&gt;
: Use in training&lt;br /&gt;
: No training&lt;br /&gt;
Do not carry water&lt;br /&gt;
Carry water&lt;br /&gt;
Carry any drink&lt;br /&gt;
Do not carry food&lt;br /&gt;
Carry one food&lt;br /&gt;
Carry two food&lt;br /&gt;
Carry three food&lt;br /&gt;
: Change water amount&lt;br /&gt;
: Change food amount&lt;br /&gt;
  The Nobles and Administrators of &lt;br /&gt;
  Choose the &lt;br /&gt;
 Settings  &lt;br /&gt;
[REQUIRE]&lt;br /&gt;
[DEMAND]&lt;br /&gt;
[MANDATE]&lt;br /&gt;
: Replace&lt;br /&gt;
: View Unit/Fill Vacancy&lt;br /&gt;
: Settings&lt;br /&gt;
: Becoming the Capital&lt;br /&gt;
Leave Vacant&lt;br /&gt;
There are no reasonable candidates.&lt;br /&gt;
: View Unit&lt;br /&gt;
Lowest Precision&lt;br /&gt;
Low Precision&lt;br /&gt;
Medium Precision&lt;br /&gt;
High Precision&lt;br /&gt;
Highest Precision&lt;br /&gt;
77 -&amp;gt; 80   777 -&amp;gt; 800   7777 -&amp;gt; 8000   77777 -&amp;gt; 80000&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 780   7777 -&amp;gt; 7800   77777 -&amp;gt; 78000&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7780   77777 -&amp;gt; 77800&lt;br /&gt;
77 -&amp;gt; 77   777 -&amp;gt; 777   7777 -&amp;gt; 7777   77777 -&amp;gt; 77780&lt;br /&gt;
All counts accurate&lt;br /&gt;
Your bookkeeper has done enough work to attain &lt;br /&gt;
Your bookkeeper needs to work in an office to improve precision&lt;br /&gt;
low precision&lt;br /&gt;
medium precision&lt;br /&gt;
high precision&lt;br /&gt;
highest precision&lt;br /&gt;
The stockpile records are &lt;br /&gt;
% updated toward the next precision level.&lt;br /&gt;
  Becoming The Capital  &lt;br /&gt;
Architecture&lt;br /&gt;
Desired:&lt;br /&gt;
Current:&lt;br /&gt;
Road Value&lt;br /&gt;
Offerings&lt;br /&gt;
Royal Throne Room&lt;br /&gt;
Opulent Throne Room&lt;br /&gt;
Throne Room&lt;br /&gt;
Splendid Office&lt;br /&gt;
Decent Office&lt;br /&gt;
Office&lt;br /&gt;
Modest Office&lt;br /&gt;
Meager Office&lt;br /&gt;
No Office&lt;br /&gt;
Royal Bedroom&lt;br /&gt;
Grand Bedroom&lt;br /&gt;
Great Bedroom&lt;br /&gt;
Fine Quarters&lt;br /&gt;
Decent Quarters&lt;br /&gt;
Quarters&lt;br /&gt;
Modest Quarters&lt;br /&gt;
Meager Quarters&lt;br /&gt;
No Quarters&lt;br /&gt;
Royal Dining Room&lt;br /&gt;
Grand Dining Room&lt;br /&gt;
Great Dining Room&lt;br /&gt;
Fine Dining Room&lt;br /&gt;
Decent Dining Room&lt;br /&gt;
Dining Room&lt;br /&gt;
Modest Dining Room&lt;br /&gt;
Meager Dining Room&lt;br /&gt;
No Dining Room&lt;br /&gt;
Royal Mausoleum&lt;br /&gt;
Grand Mausoleum&lt;br /&gt;
Mausoleum&lt;br /&gt;
Fine Tomb&lt;br /&gt;
Tomb&lt;br /&gt;
Burial Chamber&lt;br /&gt;
Servant's Burial Chamber&lt;br /&gt;
Grave&lt;br /&gt;
No Tomb&lt;br /&gt;
 has been disturbed.&lt;br /&gt;
group of &lt;br /&gt;
Many &lt;br /&gt;
 have been disturbed.&lt;br /&gt;
swarm of &lt;br /&gt;
 its way out of confinement!&lt;br /&gt;
 caught in a burst of &lt;br /&gt;
an official land of the realm&lt;br /&gt;
 and the surrounding lands have been made &lt;br /&gt;
an even more official land of the realm&lt;br /&gt;
lumber limits&lt;br /&gt;
data/init/interface.txt&lt;br /&gt;
DISPLAY_STRING&lt;br /&gt;
Unknown Interface Token: &lt;br /&gt;
  The Wealth of &lt;br /&gt;
M&lt;br /&gt;
F&lt;br /&gt;
D&lt;br /&gt;
H&lt;br /&gt;
: Mode&lt;br /&gt;
: Zoom&lt;br /&gt;
: Melt&lt;br /&gt;
: Forbid&lt;br /&gt;
: Dump&lt;br /&gt;
: Hide&lt;br /&gt;
Basic Value: &lt;br /&gt;
Weight: &lt;br /&gt;
Price: &lt;br /&gt;
Owner: &lt;br /&gt;
Uses and Contents: &lt;br /&gt;
Uses: &lt;br /&gt;
Contents: &lt;br /&gt;
: Claim&lt;br /&gt;
: Description&lt;br /&gt;
This building &lt;br /&gt;
was designed by&lt;br /&gt;
was well-designed by&lt;br /&gt;
was finely-designed by&lt;br /&gt;
was superiorly designed by&lt;br /&gt;
bears the exceptional design of&lt;br /&gt;
was masterfully designed by&lt;br /&gt;
an unknown architect&lt;br /&gt;
The structure &lt;br /&gt;
was built by&lt;br /&gt;
was solidly built by&lt;br /&gt;
was finely-built by&lt;br /&gt;
was superiorly built by&lt;br /&gt;
was exceptionally built by&lt;br /&gt;
was masterfully built by&lt;br /&gt;
an unknown artisan&lt;br /&gt;
Worker: &lt;br /&gt;
Location: &lt;br /&gt;
Repeating&lt;br /&gt;
Items:&lt;br /&gt;
Stone Hauling&lt;br /&gt;
Wood Hauling&lt;br /&gt;
Burial&lt;br /&gt;
Food Hauling&lt;br /&gt;
Refuse Hauling&lt;br /&gt;
Item Hauling&lt;br /&gt;
Furniture Hauling&lt;br /&gt;
Animal Hauling&lt;br /&gt;
Stone Detailing&lt;br /&gt;
Animal Care&lt;br /&gt;
Diagnosis&lt;br /&gt;
Setting Bones&lt;br /&gt;
Dressing Wounds&lt;br /&gt;
Feed Patients/Prisoners&lt;br /&gt;
Recovering Wounded&lt;br /&gt;
Small Animal Dissection&lt;br /&gt;
Leatherworking&lt;br /&gt;
Soap Maker&lt;br /&gt;
Clothesmaking&lt;br /&gt;
Farming (Fields)&lt;br /&gt;
Furnace Operating&lt;br /&gt;
Armoring&lt;br /&gt;
Blacksmithing&lt;br /&gt;
Metalcrafting&lt;br /&gt;
Woodcrafting&lt;br /&gt;
Stonecrafting&lt;br /&gt;
Siege Operating&lt;br /&gt;
Crossbow-making&lt;br /&gt;
Mechanics&lt;br /&gt;
Pump Operating&lt;br /&gt;
Woodworking&lt;br /&gt;
Stoneworking&lt;br /&gt;
Hunting/Related&lt;br /&gt;
Healthcare&lt;br /&gt;
Farming/Related&lt;br /&gt;
Fishing/Related&lt;br /&gt;
Jewelry&lt;br /&gt;
Engineering&lt;br /&gt;
Hauling&lt;br /&gt;
LANGUAGE&lt;br /&gt;
MATERIAL_TEMPLATE&lt;br /&gt;
BUILDING&lt;br /&gt;
DESCRIPTOR_SHAPE&lt;br /&gt;
DESCRIPTOR_PATTERN&lt;br /&gt;
DESCRIPTOR_COLOR&lt;br /&gt;
REACTION&lt;br /&gt;
/*.*&lt;br /&gt;
data/save/*.*&lt;br /&gt;
spr&lt;br /&gt;
sum&lt;br /&gt;
aut&lt;br /&gt;
win&lt;br /&gt;
*.dat&lt;br /&gt;
*.sav&lt;br /&gt;
raw&lt;br /&gt;
data/save/current/*.dat&lt;br /&gt;
data/save/current/*.sav&lt;br /&gt;
world.dat&lt;br /&gt;
world.sav&lt;br /&gt;
/*&lt;br /&gt;
.*&lt;br /&gt;
data/save/current/world.sav&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FPS: &lt;br /&gt;
TILE_PAGE&lt;br /&gt;
CREATURE_GRAPHICS&lt;br /&gt;
FILE&lt;br /&gt;
TILE_DIM&lt;br /&gt;
PAGE_DIM&lt;br /&gt;
Unrecognized Tile Page Token: &lt;br /&gt;
graphics/graphics_*&lt;br /&gt;
graphics/&lt;br /&gt;
*** Error(s) found in the file &amp;quot;&lt;br /&gt;
/raw/graphics/&lt;br /&gt;
 designed a masterful &lt;br /&gt;
 for &lt;br /&gt;
 constructed a masterful &lt;br /&gt;
 created a masterful &lt;br /&gt;
 masterfully dyed a &lt;br /&gt;
added a masterful image&lt;br /&gt;
added a masterful covering&lt;br /&gt;
added masterful rings&lt;br /&gt;
added masterful bands&lt;br /&gt;
added masterful spikes&lt;br /&gt;
added a masterful handle&lt;br /&gt;
added masterful thread&lt;br /&gt;
added masterful cloth&lt;br /&gt;
wove a masterful sewn image&lt;br /&gt;
 &amp;quot;&lt;br /&gt;
 to a &lt;br /&gt;
 prepared a masterful &lt;br /&gt;
 created a masterful engraving&lt;br /&gt;
 destroyed &lt;br /&gt;
a masterpiece&lt;br /&gt;
 was destroyed&lt;br /&gt;
 by melting&lt;br /&gt;
 by magma&lt;br /&gt;
 during fortification carving&lt;br /&gt;
 during mining&lt;br /&gt;
 by falling debris&lt;br /&gt;
 by growing vegetation&lt;br /&gt;
 masterfully designed by &lt;br /&gt;
 masterfully constructed by &lt;br /&gt;
the masterful &lt;br /&gt;
 created by &lt;br /&gt;
 masterfully dyed with &lt;br /&gt;
addition of a masterful image&lt;br /&gt;
addition of a masterful covering&lt;br /&gt;
addition of masterful rings&lt;br /&gt;
addition of masterful bands&lt;br /&gt;
addition of masterful spikes&lt;br /&gt;
addition of a masterful handle&lt;br /&gt;
addition of masterful thread&lt;br /&gt;
addition of masterful cloth&lt;br /&gt;
weaving of a masterful sewn image&lt;br /&gt;
 prepared by &lt;br /&gt;
the masterful engraving&lt;br /&gt;
the destruction of &lt;br /&gt;
in &lt;br /&gt;
 attacked &lt;br /&gt;
 led the attack&lt;br /&gt;
, and the defenders were led by &lt;br /&gt;
  The defenders were led by &lt;br /&gt;
the attack by &lt;br /&gt;
the attack on &lt;br /&gt;
 defeated &lt;br /&gt;
 and destroyed &lt;br /&gt;
the defeat of &lt;br /&gt;
 and destruction of &lt;br /&gt;
 and pillaged &lt;br /&gt;
 and pillaging of &lt;br /&gt;
 and placed &lt;br /&gt;
 and others&lt;br /&gt;
 in charge of &lt;br /&gt;
The new government was called &lt;br /&gt;
 and lordship of &lt;br /&gt;
 over &lt;br /&gt;
 and demanded tribute from &lt;br /&gt;
 and the demand of tribute from &lt;br /&gt;
 and took over &lt;br /&gt;
 and takeover of &lt;br /&gt;
 routed &lt;br /&gt;
the route of &lt;br /&gt;
their&lt;br /&gt;
 settlement of &lt;br /&gt;
 withered.&lt;br /&gt;
the withering of &lt;br /&gt;
 formed&lt;br /&gt;
 merged with &lt;br /&gt;
 abandoned the settlement of &lt;br /&gt;
the formation of &lt;br /&gt;
the incorporation of &lt;br /&gt;
 into &lt;br /&gt;
the abandonment of the settlement of &lt;br /&gt;
 finished the construction of &lt;br /&gt;
 as a part of &lt;br /&gt;
 connecting &lt;br /&gt;
the completion of &lt;br /&gt;
 constructed &lt;br /&gt;
 replaced &lt;br /&gt;
 razed &lt;br /&gt;
 founded &lt;br /&gt;
the foundation of &lt;br /&gt;
the construction of &lt;br /&gt;
the replacement of &lt;br /&gt;
the razing of &lt;br /&gt;
 launched an expedition to reclaim &lt;br /&gt;
the reclamation of &lt;br /&gt;
 devoured &lt;br /&gt;
the devouring of &lt;br /&gt;
 was &lt;br /&gt;
broken away&lt;br /&gt;
slashed out&lt;br /&gt;
slashed off&lt;br /&gt;
torn out&lt;br /&gt;
torn off&lt;br /&gt;
stabbed out&lt;br /&gt;
ripped off&lt;br /&gt;
burned out&lt;br /&gt;
burned away&lt;br /&gt;
smashed&lt;br /&gt;
slashed&lt;br /&gt;
ripped&lt;br /&gt;
stabbed&lt;br /&gt;
slashing out&lt;br /&gt;
slashing off&lt;br /&gt;
tearing out&lt;br /&gt;
tearing off&lt;br /&gt;
stabbing out&lt;br /&gt;
ripping off&lt;br /&gt;
burning out&lt;br /&gt;
burning away&lt;br /&gt;
smashing&lt;br /&gt;
slashing&lt;br /&gt;
ripping&lt;br /&gt;
stabbing&lt;br /&gt;
burning&lt;br /&gt;
 was&lt;br /&gt;
 were&lt;br /&gt;
 the first to reach the summit of &lt;br /&gt;
an unknown peak&lt;br /&gt;
, which rises above &lt;br /&gt;
the climbing of &lt;br /&gt;
 escaped from &lt;br /&gt;
 returned to &lt;br /&gt;
 made a journey to &lt;br /&gt;
unknown lands&lt;br /&gt;
the escape from &lt;br /&gt;
the return of &lt;br /&gt;
the journey of &lt;br /&gt;
 tamed the &lt;br /&gt;
wild beasts&lt;br /&gt;
the taming of the &lt;br /&gt;
 fought with &lt;br /&gt;
.  While defeated, the latter escaped unscathed&lt;br /&gt;
 managed to escape from &lt;br /&gt;
's onslaught&lt;br /&gt;
 was forced to retreat from &lt;br /&gt;
 despite the latter's wounds&lt;br /&gt;
 eventually prevailed and &lt;br /&gt;
 was forced to make a hasty escape&lt;br /&gt;
 surprised &lt;br /&gt;
 ambushed &lt;br /&gt;
 happened upon &lt;br /&gt;
 cornered &lt;br /&gt;
 confronted &lt;br /&gt;
a scuffle between &lt;br /&gt;
 in which the former emerged victorious&lt;br /&gt;
the escape of &lt;br /&gt;
 after a punishing fight&lt;br /&gt;
 after a horrific combat&lt;br /&gt;
attack on&lt;br /&gt;
surprising of&lt;br /&gt;
ambush of&lt;br /&gt;
happening upon&lt;br /&gt;
cornering of&lt;br /&gt;
confrontation of&lt;br /&gt;
 burned &lt;br /&gt;
 in dragon fire&lt;br /&gt;
 to death&lt;br /&gt;
 shot and killed &lt;br /&gt;
 mortally wounded &lt;br /&gt;
, who bled to death&lt;br /&gt;
, with &lt;br /&gt;
, who suffocated&lt;br /&gt;
 hacked &lt;br /&gt;
 to pieces&lt;br /&gt;
 beheaded &lt;br /&gt;
 crucified &lt;br /&gt;
 buried &lt;br /&gt;
 alive&lt;br /&gt;
 left &lt;br /&gt;
 out in the air&lt;br /&gt;
 drowned &lt;br /&gt;
 fed &lt;br /&gt;
 to beasts&lt;br /&gt;
 struck down &lt;br /&gt;
 murdered &lt;br /&gt;
 threw &lt;br /&gt;
 against an obstacle, causing immediate death&lt;br /&gt;
 into a pit of spikes&lt;br /&gt;
boiled&lt;br /&gt;
melted&lt;br /&gt;
condensed&lt;br /&gt;
solidified&lt;br /&gt;
died in the heat&lt;br /&gt;
was encased in cooling lava&lt;br /&gt;
was encased in cooling magma&lt;br /&gt;
was encased in ice&lt;br /&gt;
froze to death&lt;br /&gt;
died in a cage&lt;br /&gt;
fell into a deep chasm&lt;br /&gt;
died of old age&lt;br /&gt;
starved to death&lt;br /&gt;
died from thirst&lt;br /&gt;
drowned&lt;br /&gt;
burned up in magma&lt;br /&gt;
burned up in &lt;br /&gt;
 dragon fire&lt;br /&gt;
dragon fire&lt;br /&gt;
was burned to death by &lt;br /&gt;
 fire&lt;br /&gt;
burned to death&lt;br /&gt;
was scalded to death&lt;br /&gt;
burned up in a magma mist&lt;br /&gt;
was crushed by a drawbridge&lt;br /&gt;
was crushed under a collapsing ceiling&lt;br /&gt;
was killed by falling rocks&lt;br /&gt;
was shot and killed&lt;br /&gt;
bled to death&lt;br /&gt;
, slain by &lt;br /&gt;
succumbed to infection&lt;br /&gt;
suffocated&lt;br /&gt;
was hacked to pieces&lt;br /&gt;
was beheaded&lt;br /&gt;
was crucified&lt;br /&gt;
was buried alive&lt;br /&gt;
was left out in the air&lt;br /&gt;
was drowned&lt;br /&gt;
was burned alive&lt;br /&gt;
was fed to beasts&lt;br /&gt;
was struck down&lt;br /&gt;
was scuttled&lt;br /&gt;
was murdered by &lt;br /&gt;
was killed by a trap&lt;br /&gt;
collapsed&lt;br /&gt;
died after colliding with an obstacle&lt;br /&gt;
was impaled on spikes&lt;br /&gt;
the death of &lt;br /&gt;
 in a cage&lt;br /&gt;
the fall of &lt;br /&gt;
 into a deep chasm&lt;br /&gt;
the passing of &lt;br /&gt;
the starvation of &lt;br /&gt;
the dehydration of &lt;br /&gt;
the drowning of &lt;br /&gt;
the burning of &lt;br /&gt;
 in magma&lt;br /&gt;
the boiling of &lt;br /&gt;
the melting of &lt;br /&gt;
the condensation of &lt;br /&gt;
the freezing of &lt;br /&gt;
the heat-induced death of &lt;br /&gt;
the encasement of &lt;br /&gt;
 in cooling lava&lt;br /&gt;
 in cooling magma&lt;br /&gt;
 in ice&lt;br /&gt;
the scalding of &lt;br /&gt;
 in a magma mist&lt;br /&gt;
the crushing of &lt;br /&gt;
 under a drawbridge&lt;br /&gt;
 under a collapsing ceiling&lt;br /&gt;
 by falling rocks&lt;br /&gt;
the shooting of &lt;br /&gt;
the mortal wounding of &lt;br /&gt;
the fatal illness of &lt;br /&gt;
the hacking of &lt;br /&gt;
the beheading of &lt;br /&gt;
the crucifixion of &lt;br /&gt;
the burial of &lt;br /&gt;
the leaving of &lt;br /&gt;
the feeding of &lt;br /&gt;
the killing of &lt;br /&gt;
the scuttling of &lt;br /&gt;
the murder of &lt;br /&gt;
 by a trap&lt;br /&gt;
the collapse of &lt;br /&gt;
the collision of &lt;br /&gt;
 with an obstacle&lt;br /&gt;
, after the death strike by &lt;br /&gt;
the impalement of &lt;br /&gt;
 on spikes&lt;br /&gt;
were&lt;br /&gt;
was&lt;br /&gt;
 reunited with &lt;br /&gt;
the reunion of &lt;br /&gt;
 abducted &lt;br /&gt;
 was abducted&lt;br /&gt;
the abduction of &lt;br /&gt;
gave up being a &lt;br /&gt;
 to become a &lt;br /&gt;
became a &lt;br /&gt;
stopped being a &lt;br /&gt;
lost a hist fig entry&lt;br /&gt;
 in&lt;br /&gt;
 the wilds&lt;br /&gt;
the career change from &lt;br /&gt;
the start as a &lt;br /&gt;
the giving up on being a &lt;br /&gt;
the loss of a hist fig entry&lt;br /&gt;
began wandering&lt;br /&gt;
began scouting&lt;br /&gt;
began hunting great beasts in&lt;br /&gt;
settled in&lt;br /&gt;
decided to become a baby-snatcher, operating out of&lt;br /&gt;
decided to become a thief, operating out of&lt;br /&gt;
fled into&lt;br /&gt;
the area around &lt;br /&gt;
wandering&lt;br /&gt;
scouting&lt;br /&gt;
hunting of great beasts&lt;br /&gt;
settling&lt;br /&gt;
baby-snatching&lt;br /&gt;
thievery&lt;br /&gt;
flight&lt;br /&gt;
 into the area around&lt;br /&gt;
 into&lt;br /&gt;
 around&lt;br /&gt;
, based in&lt;br /&gt;
gave birth to&lt;br /&gt;
sired&lt;br /&gt;
married&lt;br /&gt;
was born to&lt;br /&gt;
received the worship of&lt;br /&gt;
became romantically involved with&lt;br /&gt;
was sired by&lt;br /&gt;
became the parent of&lt;br /&gt;
began worshipping&lt;br /&gt;
stopped being the mother of&lt;br /&gt;
stopped being the father of&lt;br /&gt;
divorced&lt;br /&gt;
stopped being the child of&lt;br /&gt;
lost the worship of&lt;br /&gt;
ended the romantic relationship with&lt;br /&gt;
stopped being the parent of&lt;br /&gt;
lost faith in&lt;br /&gt;
became a shopkeeper at&lt;br /&gt;
ruled from&lt;br /&gt;
started hanging out at&lt;br /&gt;
took up residence in&lt;br /&gt;
stopped shopkeeping at&lt;br /&gt;
stopped ruling from&lt;br /&gt;
stopped hanging out at&lt;br /&gt;
moved out of&lt;br /&gt;
 fooled &lt;br /&gt;
 into believing &lt;br /&gt;
 a manifestation of the deity&lt;br /&gt;
the impersonation of&lt;br /&gt;
 the deity &lt;br /&gt;
members of &lt;br /&gt;
created&lt;br /&gt;
compelled the creation of&lt;br /&gt;
collaborated to create&lt;br /&gt;
 the position of &lt;br /&gt;
 within &lt;br /&gt;
 through force of argument&lt;br /&gt;
 with threats of violence&lt;br /&gt;
, pushed by a wave of popular support&lt;br /&gt;
 as a matter of course&lt;br /&gt;
audacious creation&lt;br /&gt;
forcible creation&lt;br /&gt;
collaborative creation&lt;br /&gt;
popularly-supported creation&lt;br /&gt;
 of the position of &lt;br /&gt;
 was enslaved by&lt;br /&gt;
 was imprisoned by&lt;br /&gt;
 became &lt;br /&gt;
 of&lt;br /&gt;
a mercenary for&lt;br /&gt;
an enemy of&lt;br /&gt;
a criminal in the eyes of&lt;br /&gt;
a member of&lt;br /&gt;
a former member of&lt;br /&gt;
a former mercenary of&lt;br /&gt;
a former slave of&lt;br /&gt;
a former prisoner of&lt;br /&gt;
ceased to be &lt;br /&gt;
left the service of&lt;br /&gt;
made peace with&lt;br /&gt;
was brought to the justice of&lt;br /&gt;
left&lt;br /&gt;
escaped from the slavery of&lt;br /&gt;
escaped from the prisons of&lt;br /&gt;
the status of&lt;br /&gt;
the marriage of&lt;br /&gt;
the belief of&lt;br /&gt;
the romantic relationship between&lt;br /&gt;
as the child of&lt;br /&gt;
and&lt;br /&gt;
as the parent of&lt;br /&gt;
the termination of&lt;br /&gt;
the divorce of&lt;br /&gt;
the loss of faith of&lt;br /&gt;
the end of the romantic relationship between&lt;br /&gt;
the shopkeeping of&lt;br /&gt;
the seat of power of&lt;br /&gt;
the hanging-out of&lt;br /&gt;
the residence of&lt;br /&gt;
at&lt;br /&gt;
the close of business of&lt;br /&gt;
the removal of the seat of power of&lt;br /&gt;
the stoppage of hanging-out of&lt;br /&gt;
the moving out of&lt;br /&gt;
from&lt;br /&gt;
the ascension&lt;br /&gt;
the appointment&lt;br /&gt;
the election&lt;br /&gt;
the selection&lt;br /&gt;
the entry&lt;br /&gt;
the rise&lt;br /&gt;
the crimes&lt;br /&gt;
the acceptance&lt;br /&gt;
the status&lt;br /&gt;
the enslavement&lt;br /&gt;
the imprisonment&lt;br /&gt;
to the position of &lt;br /&gt;
into the mercenary service of&lt;br /&gt;
as an enemy of&lt;br /&gt;
in the eyes of&lt;br /&gt;
as a member of&lt;br /&gt;
as a former member of&lt;br /&gt;
as a former mercenary of&lt;br /&gt;
as a former slave of&lt;br /&gt;
as a former prisoner of&lt;br /&gt;
by&lt;br /&gt;
the fall of&lt;br /&gt;
the removal of&lt;br /&gt;
the departure of&lt;br /&gt;
the peace-making of&lt;br /&gt;
the resolution of criminal matters between&lt;br /&gt;
the end of the membership of&lt;br /&gt;
the end of the former membership of&lt;br /&gt;
the end of the former mercenary status of&lt;br /&gt;
the end of the former enslavement of&lt;br /&gt;
the end of the former imprisonment of&lt;br /&gt;
the escape of&lt;br /&gt;
from the position of &lt;br /&gt;
from the mercenary service of&lt;br /&gt;
with&lt;br /&gt;
from the slavery of&lt;br /&gt;
from the prisons of&lt;br /&gt;
 made contact with &lt;br /&gt;
the first contact of &lt;br /&gt;
 rejected contact with &lt;br /&gt;
the rejection of contact by &lt;br /&gt;
 between &lt;br /&gt;
 concluded&lt;br /&gt;
, cementing bonds of mutual trust&lt;br /&gt;
 with a positive outcome&lt;br /&gt;
 fairly&lt;br /&gt;
 in an unsatisfactory fashion&lt;br /&gt;
 in failure&lt;br /&gt;
 with miserable outcome&lt;br /&gt;
the brilliant&lt;br /&gt;
the positive&lt;br /&gt;
the fair conclusion&lt;br /&gt;
the unsatisfactory conclusion&lt;br /&gt;
the failure&lt;br /&gt;
the miserable failure&lt;br /&gt;
 proposed by &lt;br /&gt;
 was rejected by &lt;br /&gt;
the rejection of &lt;br /&gt;
 was accepted by &lt;br /&gt;
the acceptance of &lt;br /&gt;
 accepted an offer of peace from &lt;br /&gt;
the acceptance of an offer of peace from &lt;br /&gt;
 rejected an offer of peace from &lt;br /&gt;
the rejection of an offer of peace from &lt;br /&gt;
the bodies&lt;br /&gt;
the body&lt;br /&gt;
impaled on &lt;br /&gt;
added to a grisly mound&lt;br /&gt;
added to a grotesque pillar&lt;br /&gt;
added to a gruesome sculpture&lt;br /&gt;
flayed and the skin stretched over &lt;br /&gt;
hung from a &lt;br /&gt;
horribly mutilated&lt;br /&gt;
 on behalf of &lt;br /&gt;
impalement on &lt;br /&gt;
construction of a grisly mound from&lt;br /&gt;
construction of a grotesque pillar from&lt;br /&gt;
construction of a gruesome sculpture from&lt;br /&gt;
the display on &lt;br /&gt;
 of the skins of&lt;br /&gt;
hanging from a &lt;br /&gt;
horrible mutilation of&lt;br /&gt;
 lost a diplomat at &lt;br /&gt;
They suspected the involvement of &lt;br /&gt;
the loss of a diplomat of &lt;br /&gt;
 with the possible involvment of &lt;br /&gt;
 voided all agreements with &lt;br /&gt;
the voiding of agreements with &lt;br /&gt;
, merchants from &lt;br /&gt;
 visited &lt;br /&gt;
 and were never heard from again&lt;br /&gt;
 and suffered great hardships&lt;br /&gt;
.  They reported a seizure of goods&lt;br /&gt;
.  They reported irregularities with their goods&lt;br /&gt;
.  They were greatly offended by the locals&lt;br /&gt;
ill-fated&lt;br /&gt;
tragic&lt;br /&gt;
terrible&lt;br /&gt;
costly&lt;br /&gt;
unfortunate&lt;br /&gt;
 visit of merchants from &lt;br /&gt;
 was hidden in &lt;br /&gt;
the concealment of &lt;br /&gt;
 was claimed in &lt;br /&gt;
the acquisition of &lt;br /&gt;
 received its name in &lt;br /&gt;
 was created in &lt;br /&gt;
the naming of &lt;br /&gt;
the creation of &lt;br /&gt;
 was lost in &lt;br /&gt;
the disappearance of &lt;br /&gt;
 was found in &lt;br /&gt;
the discovery of &lt;br /&gt;
 was stolen&lt;br /&gt;
 and brought to &lt;br /&gt;
the theft of &lt;br /&gt;
 was recovered by &lt;br /&gt;
the recovery of &lt;br /&gt;
 was dropped by &lt;br /&gt;
the discardment of &lt;br /&gt;
 is a &lt;br /&gt;
 was a &lt;br /&gt;
 that occurs in the myths of &lt;br /&gt;
force&lt;br /&gt;
 which permeates &lt;br /&gt;
 which was said to permeate &lt;br /&gt;
 born in &lt;br /&gt;
 of unknown parentage&lt;br /&gt;
 is the &lt;br /&gt;
 was the &lt;br /&gt;
The identity of &lt;br /&gt;
 has been lost to time&lt;br /&gt;
 the first of &lt;br /&gt;
 one of the first of &lt;br /&gt;
 the only one of &lt;br /&gt;
 one of the only ones of &lt;br /&gt;
 kind&lt;br /&gt;
Although accounts vary, it is universally agreed that &lt;br /&gt;
guided by forces unknown.  &lt;br /&gt;
 most often takes the form of a &lt;br /&gt;
 was most often depicted as a &lt;br /&gt;
rotting &lt;br /&gt;
associated with &lt;br /&gt;
a mountain fortress&lt;br /&gt;
a dark fortress&lt;br /&gt;
a cave&lt;br /&gt;
a forest retreat&lt;br /&gt;
a town&lt;br /&gt;
an important location&lt;br /&gt;
 was a legendary &lt;br /&gt;
 could be found within &lt;br /&gt;
 were a population within &lt;br /&gt;
 civilization of &lt;br /&gt;
 religion of &lt;br /&gt;
 group from &lt;br /&gt;
 centered around the worship of various beings&lt;br /&gt;
 centered around the worship of &lt;br /&gt;
, a force&lt;br /&gt;
[C:3:0:1]Related Historical Figures[C:7:0:0][B]&lt;br /&gt;
object of &lt;br /&gt;
ardent &lt;br /&gt;
faithful &lt;br /&gt;
casual &lt;br /&gt;
dubious &lt;br /&gt;
worship&lt;br /&gt;
lover&lt;br /&gt;
[R]&lt;br /&gt;
[C:1:0:1]Related Entities[C:7:0:0][B]&lt;br /&gt;
mercenary&lt;br /&gt;
former mercenary&lt;br /&gt;
enemy&lt;br /&gt;
criminal&lt;br /&gt;
member&lt;br /&gt;
former member&lt;br /&gt;
slave&lt;br /&gt;
former slave&lt;br /&gt;
prisoner&lt;br /&gt;
former prisoner&lt;br /&gt;
)[R]&lt;br /&gt;
[C:6:0:1]Related Sites[C:7:0:0][B]&lt;br /&gt;
shopkeeper&lt;br /&gt;
seat of power&lt;br /&gt;
hangout&lt;br /&gt;
home&lt;br /&gt;
late &lt;br /&gt;
early &lt;br /&gt;
mid&lt;br /&gt;
spring&lt;br /&gt;
summer&lt;br /&gt;
autumn&lt;br /&gt;
winter&lt;br /&gt;
a time before time&lt;br /&gt;
an unknown civiliation&lt;br /&gt;
me&lt;br /&gt;
my&lt;br /&gt;
myself&lt;br /&gt;
I&lt;br /&gt;
an unknown creature&lt;br /&gt;
an unknown site&lt;br /&gt;
a road&lt;br /&gt;
a tunnel&lt;br /&gt;
a bridge&lt;br /&gt;
a wall&lt;br /&gt;
an unknown construction&lt;br /&gt;
an unknown store&lt;br /&gt;
a hovel&lt;br /&gt;
an apartment complex&lt;br /&gt;
an apartment&lt;br /&gt;
a dark tower&lt;br /&gt;
an unknown building&lt;br /&gt;
an unknown artifact&lt;br /&gt;
an unknown underground region&lt;br /&gt;
an unknown region&lt;br /&gt;
an empty population&lt;br /&gt;
an unknown population&lt;br /&gt;
a peace agreement&lt;br /&gt;
a lumber agreement&lt;br /&gt;
the establishment of landed nobility&lt;br /&gt;
the elevation of the landed nobility&lt;br /&gt;
a trade agreement&lt;br /&gt;
a vague agreement&lt;br /&gt;
Only the barest fragments of this amazing story have been uncovered.  It is one of the great untold tales of our times.  &lt;br /&gt;
Its nature is still an intriguing puzzle to the learned.  &lt;br /&gt;
It is still shrouded in mystery.  &lt;br /&gt;
Many facts are still unclear to historians.  &lt;br /&gt;
A few issues still trouble scholars, but the picture is fairly clear.  &lt;br /&gt;
HF_LINK&lt;br /&gt;
RANDOM_DEF_SPHERE&lt;br /&gt;
some vague concept&lt;br /&gt;
Age of Three Powers&lt;br /&gt;
Age of &lt;br /&gt;
Two &lt;br /&gt;
Two Powers&lt;br /&gt;
Age of the &lt;br /&gt;
 Age&lt;br /&gt;
Age of One Power&lt;br /&gt;
Age of Myth&lt;br /&gt;
Age of Legends&lt;br /&gt;
Twilight Age&lt;br /&gt;
Age of Fairy Tales&lt;br /&gt;
Age of Heroes&lt;br /&gt;
Golden Age&lt;br /&gt;
Age of Death&lt;br /&gt;
Age of Civilization&lt;br /&gt;
Age of Emptiness&lt;br /&gt;
The world has passed into &lt;br /&gt;
Unknown Age&lt;br /&gt;
[C:4:0:1]&lt;br /&gt;
 Notable Kill&lt;br /&gt;
[C:7:0:0][B]&lt;br /&gt;
 Kill&lt;br /&gt;
Unknown creature in &lt;br /&gt;
Unknown creature[R]&lt;br /&gt;
 Other Kill&lt;br /&gt;
 in the wilds&lt;br /&gt;
Duel of &lt;br /&gt;
Pillaging&lt;br /&gt;
Conquest&lt;br /&gt;
Destruction&lt;br /&gt;
Attempted &lt;br /&gt;
Abduction&lt;br /&gt;
 in the Wilds&lt;br /&gt;
Theft&lt;br /&gt;
Monster&lt;br /&gt;
Rampage&lt;br /&gt;
the Wilds&lt;br /&gt;
Journey&lt;br /&gt;
master&lt;br /&gt;
masters&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
&amp;lt;historical_event&amp;gt;&lt;br /&gt;
&amp;lt;/id&amp;gt;&lt;br /&gt;
&amp;lt;id&amp;gt;&lt;br /&gt;
&amp;lt;/year&amp;gt;&lt;br /&gt;
&amp;lt;year&amp;gt;&lt;br /&gt;
&amp;lt;/seconds72&amp;gt;&lt;br /&gt;
&amp;lt;seconds72&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;field battle&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;attacker_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/defender_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;defender_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/subregion_id&amp;gt;&lt;br /&gt;
&amp;lt;subregion_id&amp;gt;&lt;br /&gt;
&amp;lt;/feature_layer_id&amp;gt;&lt;br /&gt;
&amp;lt;feature_layer_id&amp;gt;&lt;br /&gt;
&amp;lt;/coords&amp;gt;&lt;br /&gt;
&amp;lt;coords&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacker_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/defender_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;defender_general_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;attacked site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/site_id&amp;gt;&lt;br /&gt;
&amp;lt;site_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;destroyed site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;plundered site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site tribute forced&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;new site leader&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/new_site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;new_site_civ_id&amp;gt;&lt;br /&gt;
&amp;lt;/new_leader_hfid&amp;gt;&lt;br /&gt;
&amp;lt;new_leader_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site taken over&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf destroyed site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/attacker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacker_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site died&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/civ_id&amp;gt;&lt;br /&gt;
&amp;lt;civ_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site abandoned&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/structure_id&amp;gt;&lt;br /&gt;
&amp;lt;structure_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;replaced structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/old_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;old_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;/new_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;new_ab_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;razed structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf razed structure&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/hist_fig_id&amp;gt;&lt;br /&gt;
&amp;lt;hist_fig_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;created world construction&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/wcid&amp;gt;&lt;br /&gt;
&amp;lt;wcid&amp;gt;&lt;br /&gt;
&amp;lt;/master_wcid&amp;gt;&lt;br /&gt;
&amp;lt;master_wcid&amp;gt;&lt;br /&gt;
&amp;lt;/site_id1&amp;gt;&lt;br /&gt;
&amp;lt;site_id1&amp;gt;&lt;br /&gt;
&amp;lt;/site_id2&amp;gt;&lt;br /&gt;
&amp;lt;site_id2&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;reclaim site&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;creature devoured&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf wounded&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/woundee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;woundee_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/wounder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;wounder_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf simple battle event&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;subtype&amp;gt;&lt;br /&gt;
scuffle&lt;br /&gt;
attacked&lt;br /&gt;
surprised&lt;br /&gt;
ambushed&lt;br /&gt;
happen upon&lt;br /&gt;
corner&lt;br /&gt;
confront&lt;br /&gt;
2 lost after receiving wounds&lt;br /&gt;
2 lost after giving wounds&lt;br /&gt;
2 lost after mutual wounds&lt;br /&gt;
&amp;lt;/subtype&amp;gt;&lt;br /&gt;
&amp;lt;/group_1_hfid&amp;gt;&lt;br /&gt;
&amp;lt;group_1_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/group_2_hfid&amp;gt;&lt;br /&gt;
&amp;lt;group_2_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf reach summit&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/group_hfid&amp;gt;&lt;br /&gt;
&amp;lt;group_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf travel&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;return/&amp;gt;&lt;br /&gt;
&amp;lt;escape/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf new pet&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf reunion&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf died&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/hfid&amp;gt;&lt;br /&gt;
&amp;lt;hfid&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;slayer_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_item_id&amp;gt;&lt;br /&gt;
&amp;lt;slayer_item_id&amp;gt;&lt;br /&gt;
&amp;lt;/slayer_shooter_item_id&amp;gt;&lt;br /&gt;
&amp;lt;slayer_shooter_item_id&amp;gt;&lt;br /&gt;
&amp;lt;cause&amp;gt;&lt;br /&gt;
old age&lt;br /&gt;
hunger&lt;br /&gt;
thirst&lt;br /&gt;
shot&lt;br /&gt;
blood&lt;br /&gt;
drown&lt;br /&gt;
air&lt;br /&gt;
struck&lt;br /&gt;
scuttled&lt;br /&gt;
obstacle&lt;br /&gt;
lava&lt;br /&gt;
lava mist&lt;br /&gt;
dragonfire&lt;br /&gt;
steam&lt;br /&gt;
crushed&lt;br /&gt;
crushed bridge&lt;br /&gt;
chasm&lt;br /&gt;
cage blasted&lt;br /&gt;
murdered&lt;br /&gt;
trap&lt;br /&gt;
summon&lt;br /&gt;
quitdead&lt;br /&gt;
abandon&lt;br /&gt;
heat&lt;br /&gt;
cold&lt;br /&gt;
spikes&lt;br /&gt;
cooling lava&lt;br /&gt;
cooling magma&lt;br /&gt;
freezing water&lt;br /&gt;
exec beheaded&lt;br /&gt;
exec crucified&lt;br /&gt;
exec buried alive&lt;br /&gt;
exec drowned&lt;br /&gt;
exec burned alive&lt;br /&gt;
exec fed to beasts&lt;br /&gt;
exec hacked to pieces&lt;br /&gt;
exec left out in air&lt;br /&gt;
boil&lt;br /&gt;
melt&lt;br /&gt;
condense&lt;br /&gt;
solid&lt;br /&gt;
infection&lt;br /&gt;
&amp;lt;/cause&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;hf abducted&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/target_hfid&amp;gt;&lt;br /&gt;
&amp;lt;target_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/snatcher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;snatcher_hfid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf entity link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf entity link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;change hf state&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;state&amp;gt;&lt;br /&gt;
settled&lt;br /&gt;
snatcher&lt;br /&gt;
thief&lt;br /&gt;
refugee&lt;br /&gt;
&amp;lt;/state&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;change hf job&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf hf link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/hfid_target&amp;gt;&lt;br /&gt;
&amp;lt;hfid_target&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf hf link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;add hf site link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;remove hf site link&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;first contact&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/contactor_enid&amp;gt;&lt;br /&gt;
&amp;lt;contactor_enid&amp;gt;&lt;br /&gt;
&amp;lt;/contacted_enid&amp;gt;&lt;br /&gt;
&amp;lt;contacted_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;first contact failed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/rejector_enid&amp;gt;&lt;br /&gt;
&amp;lt;rejector_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement concluded&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement rejected&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement made&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;peace accepted&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;peace rejected&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;diplomat lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;body abused&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;agreement void&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;merchant&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact hidden&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;artifact_id&amp;gt;&lt;br /&gt;
&amp;lt;/unit_id&amp;gt;&lt;br /&gt;
&amp;lt;unit_id&amp;gt;&lt;br /&gt;
&amp;lt;/hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;hist_figure_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact possessed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;name_only/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact found&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;item stolen&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact recovered&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;artifact dropped&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;injury/&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity created&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/entity_id&amp;gt;&lt;br /&gt;
&amp;lt;entity_id&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;entity incorporated&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/migrant_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;migrant_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/join_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;join_entity_id&amp;gt;&lt;br /&gt;
&amp;lt;/skill_at_time&amp;gt;&lt;br /&gt;
&amp;lt;skill_at_time&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece arch design&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece arch constructed&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece item&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece dye&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece item improvement&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece food&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece engraving&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;masterpiece lost&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;impersonate hf&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/trickster_hfid&amp;gt;&lt;br /&gt;
&amp;lt;trickster_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/cover_hfid&amp;gt;&lt;br /&gt;
&amp;lt;cover_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/target_enid&amp;gt;&lt;br /&gt;
&amp;lt;target_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;create entity position&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;historical_event_collection&amp;gt;&lt;br /&gt;
&amp;lt;/start_year&amp;gt;&lt;br /&gt;
&amp;lt;start_year&amp;gt;&lt;br /&gt;
&amp;lt;/start_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;start_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/end_year&amp;gt;&lt;br /&gt;
&amp;lt;end_year&amp;gt;&lt;br /&gt;
&amp;lt;/end_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;end_seconds72&amp;gt;&lt;br /&gt;
&amp;lt;/eventcol&amp;gt;&lt;br /&gt;
&amp;lt;eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/event&amp;gt;&lt;br /&gt;
&amp;lt;event&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;war&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/name&amp;gt;&lt;br /&gt;
&amp;lt;name&amp;gt;&lt;br /&gt;
&amp;lt;/aggressor_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;aggressor_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/defender_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;defender_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event_collection&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;battle&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/war_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;war_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;attacking_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/defending_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;defending_ent_id&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_hfid&amp;gt;&lt;br /&gt;
&amp;lt;attacking_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/defending_hfid&amp;gt;&lt;br /&gt;
&amp;lt;defending_hfid&amp;gt;&lt;br /&gt;
&amp;lt;/noncom_hfid&amp;gt;&lt;br /&gt;
&amp;lt;noncom_hfid&amp;gt;&lt;br /&gt;
&amp;lt;outcome&amp;gt;&lt;br /&gt;
attacker won&lt;br /&gt;
defender won&lt;br /&gt;
&amp;lt;/outcome&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;duel&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/parent_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;parent_eventcol&amp;gt;&lt;br /&gt;
&amp;lt;/ordinal&amp;gt;&lt;br /&gt;
&amp;lt;ordinal&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;site conquered&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/attacking_enid&amp;gt;&lt;br /&gt;
&amp;lt;attacking_enid&amp;gt;&lt;br /&gt;
&amp;lt;/defending_enid&amp;gt;&lt;br /&gt;
&amp;lt;defending_enid&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;abduction&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;theft&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;beast attack&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;journey&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Set Building/Item Properties&lt;br /&gt;
Set Traffic Areas&lt;br /&gt;
Select&lt;br /&gt;
Secondary Select&lt;br /&gt;
Deselect&lt;br /&gt;
Select all&lt;br /&gt;
Deselect All&lt;br /&gt;
Leave screen&lt;br /&gt;
Leave all screens&lt;br /&gt;
Close mega announcement&lt;br /&gt;
Toggle Fullscreen&lt;br /&gt;
World Param: Add&lt;br /&gt;
World Param: Copy&lt;br /&gt;
World Param: Delete&lt;br /&gt;
World Param: Title&lt;br /&gt;
World Param: Name, Random&lt;br /&gt;
World Param: Name, Enter&lt;br /&gt;
World Param: Seed, Random&lt;br /&gt;
World Param: Seed, Enter&lt;br /&gt;
World Param: Load&lt;br /&gt;
World Param: Save&lt;br /&gt;
World Param: Dim X, Up&lt;br /&gt;
World Param: Dim X, Down&lt;br /&gt;
World Param: Dim Y, Up&lt;br /&gt;
World Param: Dim Y, Down&lt;br /&gt;
World Param: Enter Advanced Parameters&lt;br /&gt;
World Param: Increase Parameter&lt;br /&gt;
World Param: Decrease Parameter&lt;br /&gt;
World Param: Enter Value&lt;br /&gt;
World Param: Nullify Parameter&lt;br /&gt;
World Param: Set Presets&lt;br /&gt;
World Param: Reject, Continue&lt;br /&gt;
World Param: Reject, Abort&lt;br /&gt;
World Param: Reject, Allow This&lt;br /&gt;
World Param: Reject, Allow All&lt;br /&gt;
World Generation: Continue&lt;br /&gt;
World Generation: Use&lt;br /&gt;
World Generation: Abort&lt;br /&gt;
Setup game: Embark&lt;br /&gt;
Setup game: Name Fort&lt;br /&gt;
Setup game: Name Group&lt;br /&gt;
Setup game: Reclaim&lt;br /&gt;
Setup game: Find&lt;br /&gt;
Setup game: Notes&lt;br /&gt;
Setup game: Notes, New Note&lt;br /&gt;
Setup game: Notes, Delete Note&lt;br /&gt;
Setup game: Notes, Change Symbol Selection&lt;br /&gt;
Setup game: Notes, Adopt Symbol&lt;br /&gt;
Setup game: Resize Local Y Up&lt;br /&gt;
Setup game: Resize Local Y Down&lt;br /&gt;
Setup game: Resize Local X Up&lt;br /&gt;
Setup game: Resize Local X Down&lt;br /&gt;
Setup game: Move Local Y Up&lt;br /&gt;
Setup game: Move Local Y Down&lt;br /&gt;
Setup game: Move Local X Up&lt;br /&gt;
Setup game: Move Local X Down&lt;br /&gt;
Setup game: View Biome 1&lt;br /&gt;
Setup game: View Biome 2&lt;br /&gt;
Setup game: View Biome 3&lt;br /&gt;
Setup game: View Biome 4&lt;br /&gt;
Setup game: View Biome 5&lt;br /&gt;
Setup game: View Biome 6&lt;br /&gt;
Setup game: View Biome 7&lt;br /&gt;
Setup game: View Biome 8&lt;br /&gt;
Setup game: View Biome 9&lt;br /&gt;
Choose name: Random&lt;br /&gt;
Choose name: Clear&lt;br /&gt;
Choose name: Type&lt;br /&gt;
View item: Description&lt;br /&gt;
View item: Forbid&lt;br /&gt;
View item: Melt&lt;br /&gt;
View item: Dump&lt;br /&gt;
View item: Hide&lt;br /&gt;
Main menu&lt;br /&gt;
Options, Export Local Image&lt;br /&gt;
Help&lt;br /&gt;
Movies&lt;br /&gt;
Change tab or highlight selection&lt;br /&gt;
Change tab or highlight selection, secondary&lt;br /&gt;
Move selector up&lt;br /&gt;
Move selector down&lt;br /&gt;
Move selector left&lt;br /&gt;
Move selector right&lt;br /&gt;
Page selector up&lt;br /&gt;
Page selector down&lt;br /&gt;
Move secondary selector up&lt;br /&gt;
Move secondary selector down&lt;br /&gt;
Page secondary selector up&lt;br /&gt;
Page secondary selector down&lt;br /&gt;
Move view/cursor up&lt;br /&gt;
Move view/cursor down&lt;br /&gt;
Move view/cursor left&lt;br /&gt;
Move view/cursor right&lt;br /&gt;
Move view/cursor up and left&lt;br /&gt;
Move view/cursor up and right&lt;br /&gt;
Move view/cursor down and left&lt;br /&gt;
Move view/cursor down and right&lt;br /&gt;
Move view/cursor up, fast&lt;br /&gt;
Move view/cursor down, fast&lt;br /&gt;
Move view/cursor left, fast&lt;br /&gt;
Move view/cursor right, fast&lt;br /&gt;
Move view/cursor up and left, fast&lt;br /&gt;
Move view/cursor up and right, fast&lt;br /&gt;
Move view/cursor down and left, fast&lt;br /&gt;
Move view/cursor down and right, fast&lt;br /&gt;
Move view/cursor up (z)&lt;br /&gt;
Move view/cursor down (z)&lt;br /&gt;
Move view/cursor up (z), aux&lt;br /&gt;
Move view/cursor down (z), aux&lt;br /&gt;
Adventure: return to arena&lt;br /&gt;
Adventure: move north&lt;br /&gt;
Adventure: move south&lt;br /&gt;
Adventure: move east&lt;br /&gt;
Adventure: move west&lt;br /&gt;
Adventure: move northwest&lt;br /&gt;
Adventure: move northeast&lt;br /&gt;
Adventure: move southwest&lt;br /&gt;
Adventure: move southeast&lt;br /&gt;
Adventure: move wait&lt;br /&gt;
Adventure: careful move north up/down&lt;br /&gt;
Adventure: careful move south up/down&lt;br /&gt;
Adventure: careful move east up/down&lt;br /&gt;
Adventure: careful move west up/down&lt;br /&gt;
Adventure: careful move northwest up/down&lt;br /&gt;
Adventure: careful move northeast up/down&lt;br /&gt;
Adventure: careful move southwest up/down&lt;br /&gt;
Adventure: careful move southeast up/down&lt;br /&gt;
Adventure: careful move up/down&lt;br /&gt;
Adventure: move north/up&lt;br /&gt;
Adventure: move south/up&lt;br /&gt;
Adventure: move east/up&lt;br /&gt;
Adventure: move west/up&lt;br /&gt;
Adventure: move northwest/up&lt;br /&gt;
Adventure: move northeast/up&lt;br /&gt;
Adventure: move southwest/up&lt;br /&gt;
Adventure: move southeast/up&lt;br /&gt;
Adventure: move up&lt;br /&gt;
Adventure: move north/down&lt;br /&gt;
Adventure: move south/down&lt;br /&gt;
Adventure: move east/down&lt;br /&gt;
Adventure: move west/down&lt;br /&gt;
Adventure: move northwest/down&lt;br /&gt;
Adventure: move northeast/down&lt;br /&gt;
Adventure: move southwest/down&lt;br /&gt;
Adventure: move southeast/down&lt;br /&gt;
Adventure: move down&lt;br /&gt;
Adventure: move up, aux&lt;br /&gt;
Adventure: move down, aux&lt;br /&gt;
World Gen: Export Map&lt;br /&gt;
Legends: Export Map&lt;br /&gt;
Legends: Export XML&lt;br /&gt;
Legends: Export Detailed Map&lt;br /&gt;
Legends: Civ/Site&lt;br /&gt;
Legends: String filter&lt;br /&gt;
Adventure: Combat, Attack Mode&lt;br /&gt;
Adventure: Combat, Dodge Mode&lt;br /&gt;
Adventure: Combat, Charge Defend Mode&lt;br /&gt;
Adventure: Status&lt;br /&gt;
Adventure: Status, Close Combat&lt;br /&gt;
Adventure: Status, Customize&lt;br /&gt;
Adventure: Status, Kills&lt;br /&gt;
Adventure: Status, Health&lt;br /&gt;
Adventure: Status, Att/Skills&lt;br /&gt;
Adventure: Status, Desc&lt;br /&gt;
Unit View, Customize&lt;br /&gt;
Unit View, Health&lt;br /&gt;
Unit View, Relationships&lt;br /&gt;
Unit View, Relationships, Zoom&lt;br /&gt;
Unit View, Relationships, View&lt;br /&gt;
Unit View, Kills&lt;br /&gt;
Customize Unit, Nickname&lt;br /&gt;
Customize Unit, Profession&lt;br /&gt;
Adventure: Clear announcements&lt;br /&gt;
Adventure: Sleep&lt;br /&gt;
Adventure: Wait&lt;br /&gt;
Adventure: Attack&lt;br /&gt;
Adventure: Look&lt;br /&gt;
Adventure: Search&lt;br /&gt;
Adventure: Talk&lt;br /&gt;
Adventure: Inv. Interact&lt;br /&gt;
Adventure: Inv. Look&lt;br /&gt;
Adventure: Inv. Remove&lt;br /&gt;
Adventure: Inv. Wear&lt;br /&gt;
Adventure: Inv. Eat/Drink&lt;br /&gt;
Adventure: Inv. Put In&lt;br /&gt;
Adventure: Inv. Drop&lt;br /&gt;
Adventure: Get/Ground&lt;br /&gt;
Adventure: Throw&lt;br /&gt;
Adventure: Fire&lt;br /&gt;
Adventure: Announcements&lt;br /&gt;
Adventure: Combat Options&lt;br /&gt;
Adventure: Movement Options&lt;br /&gt;
Adventure: Movement Options, Swim&lt;br /&gt;
Adventure: Sneak&lt;br /&gt;
Adventure: Center&lt;br /&gt;
Adventure: Building Interact&lt;br /&gt;
Adventure: Travel&lt;br /&gt;
Adventure: Get Date&lt;br /&gt;
Adventure: Get Weather&lt;br /&gt;
Adventure: Get Temperature&lt;br /&gt;
Adventure: Change Stance&lt;br /&gt;
Option 1&lt;br /&gt;
Option 2&lt;br /&gt;
Option 3&lt;br /&gt;
Option 4&lt;br /&gt;
Option 5&lt;br /&gt;
Option 6&lt;br /&gt;
Option 7&lt;br /&gt;
Option 8&lt;br /&gt;
Option 9&lt;br /&gt;
Option 10&lt;br /&gt;
Option 11&lt;br /&gt;
Option 12&lt;br /&gt;
Option 13&lt;br /&gt;
Option 14&lt;br /&gt;
Option 15&lt;br /&gt;
Option 16&lt;br /&gt;
Option 17&lt;br /&gt;
Option 18&lt;br /&gt;
Option 19&lt;br /&gt;
Option 20&lt;br /&gt;
Secondary Option 1&lt;br /&gt;
Secondary Option 2&lt;br /&gt;
Secondary Option 3&lt;br /&gt;
Secondary Option 4&lt;br /&gt;
Secondary Option 5&lt;br /&gt;
Secondary Option 6&lt;br /&gt;
Secondary Option 7&lt;br /&gt;
Secondary Option 8&lt;br /&gt;
Secondary Option 9&lt;br /&gt;
Secondary Option 10&lt;br /&gt;
Secondary Option 11&lt;br /&gt;
Secondary Option 12&lt;br /&gt;
Secondary Option 13&lt;br /&gt;
Secondary Option 14&lt;br /&gt;
Secondary Option 15&lt;br /&gt;
Secondary Option 16&lt;br /&gt;
Secondary Option 17&lt;br /&gt;
Secondary Option 18&lt;br /&gt;
Secondary Option 19&lt;br /&gt;
Secondary Option 20&lt;br /&gt;
Hotkey: Make Ash&lt;br /&gt;
Hotkey: Make Charcoal&lt;br /&gt;
Hotkey: Melt Object&lt;br /&gt;
Hotkey: Green Glass&lt;br /&gt;
Hotkey: Clear Glass&lt;br /&gt;
Hotkey: Crystal Glass&lt;br /&gt;
Hotkey: Collect Sand&lt;br /&gt;
Hotkey: Raw Glass&lt;br /&gt;
Hotkey: Glass Armorstand&lt;br /&gt;
Hotkey: Glass Box&lt;br /&gt;
Hotkey: Glass Cabinet&lt;br /&gt;
Hotkey: Glass Coffin&lt;br /&gt;
Hotkey: Glass Floodgate&lt;br /&gt;
Hotkey: Glass Hatch Cover&lt;br /&gt;
Hotkey: Glass Grate&lt;br /&gt;
Hotkey: Glass Goblet&lt;br /&gt;
Hotkey: Glass Toy&lt;br /&gt;
Hotkey: Glass Instrument&lt;br /&gt;
Hotkey: Glass Portal&lt;br /&gt;
Hotkey: Glass Statue&lt;br /&gt;
Hotkey: Glass Table&lt;br /&gt;
Hotkey: Glass Cage&lt;br /&gt;
Hotkey: Glass Chair&lt;br /&gt;
Hotkey: Glass Blocks&lt;br /&gt;
Hotkey: Glass Vial&lt;br /&gt;
Hotkey: Glass Weaponrack&lt;br /&gt;
Hotkey: Glass Window&lt;br /&gt;
Hotkey: Ashery, Lye&lt;br /&gt;
Hotkey: Ashery, Potash (Lye)&lt;br /&gt;
Hotkey: Ashery, Potash (Ash)&lt;br /&gt;
Hotkey: Carpenter, Barrel&lt;br /&gt;
Hotkey: Carpenter, Blocks&lt;br /&gt;
Hotkey: Carpenter, Bucket&lt;br /&gt;
Hotkey: Carpenter, Animal Trap&lt;br /&gt;
Hotkey: Carpenter, Cage&lt;br /&gt;
Hotkey: Carpenter, Armorstand&lt;br /&gt;
Hotkey: Carpenter, Bed&lt;br /&gt;
Hotkey: Carpenter, Chair&lt;br /&gt;
Hotkey: Carpenter, Coffin&lt;br /&gt;
Hotkey: Carpenter, Door&lt;br /&gt;
Hotkey: Carpenter, Floodgate&lt;br /&gt;
Hotkey: Carpenter, Hatch Cover&lt;br /&gt;
Hotkey: Carpenter, Grate&lt;br /&gt;
Hotkey: Carpenter, Cabinet&lt;br /&gt;
Hotkey: Carpenter, Bin&lt;br /&gt;
Hotkey: Carpenter, Box&lt;br /&gt;
Hotkey: Carpenter, Weaponrack&lt;br /&gt;
Hotkey: Carpenter, Table&lt;br /&gt;
Hotkey: Siege Shop, Ballista&lt;br /&gt;
Hotkey: Siege Shop, Catapult&lt;br /&gt;
Hotkey: Leather, Bag&lt;br /&gt;
Hotkey: Leather, Flask&lt;br /&gt;
Hotkey: Leather, Shirt&lt;br /&gt;
Hotkey: Leather, Cloak&lt;br /&gt;
Hotkey: Leather, Backpack&lt;br /&gt;
Hotkey: Leather, Quiver&lt;br /&gt;
Hotkey: Leather, Image&lt;br /&gt;
Hotkey: Clothes, Cloth&lt;br /&gt;
Hotkey: Clothes, Silk&lt;br /&gt;
Hotkey: Clothes, Shirt&lt;br /&gt;
Hotkey: Clothes, Cloak&lt;br /&gt;
Hotkey: Clothes, Box&lt;br /&gt;
Hotkey: Clothes, Rope&lt;br /&gt;
Hotkey: Clothes, Image&lt;br /&gt;
Hotkey: Crafts, Mat Stone&lt;br /&gt;
Hotkey: Crafts, Mat Wood&lt;br /&gt;
Hotkey: Crafts, Dec Bone&lt;br /&gt;
Hotkey: Crafts, Dec Shell&lt;br /&gt;
Hotkey: Crafts, Dec Tooth&lt;br /&gt;
Hotkey: Crafts, Dec Horn&lt;br /&gt;
Hotkey: Crafts, Dec Pearl&lt;br /&gt;
Hotkey: Crafts, Totem&lt;br /&gt;
Hotkey: Crafts, Cloth&lt;br /&gt;
Hotkey: Crafts, Silk&lt;br /&gt;
Hotkey: Crafts, Shell&lt;br /&gt;
Hotkey: Crafts, Tooth&lt;br /&gt;
Hotkey: Crafts, Horn&lt;br /&gt;
Hotkey: Crafts, Pearl&lt;br /&gt;
Hotkey: Crafts, Bone&lt;br /&gt;
Hotkey: Crafts, Leather&lt;br /&gt;
Hotkey: Crafts, Mat Crafts&lt;br /&gt;
Hotkey: Crafts, Mat Goblet&lt;br /&gt;
Hotkey: Crafts, Mat Instrument&lt;br /&gt;
Hotkey: Crafts, Mat Toy&lt;br /&gt;
Hotkey: Forge, Weapon&lt;br /&gt;
Hotkey: Forge, Armor&lt;br /&gt;
Hotkey: Forge, Furniture&lt;br /&gt;
Hotkey: Forge, Siege&lt;br /&gt;
Hotkey: Forge, Trap&lt;br /&gt;
Hotkey: Forge, Other&lt;br /&gt;
Hotkey: Forge, Metal Clothing&lt;br /&gt;
Hotkey: Building, Armorstand&lt;br /&gt;
Hotkey: Building, Bed&lt;br /&gt;
Hotkey: Building, Traction Bench&lt;br /&gt;
Hotkey: Building, Chair&lt;br /&gt;
Hotkey: Building, Coffin&lt;br /&gt;
Hotkey: Building, Door&lt;br /&gt;
Hotkey: Building, Floodgate&lt;br /&gt;
Hotkey: Building, Hatch&lt;br /&gt;
Hotkey: Building, Wall Grate&lt;br /&gt;
Hotkey: Building, Floor Grate&lt;br /&gt;
Hotkey: Building, Vertical Bars&lt;br /&gt;
Hotkey: Building, Floor Bars&lt;br /&gt;
Hotkey: Building, Cabinet&lt;br /&gt;
Hotkey: Building, Chest&lt;br /&gt;
Hotkey: Building, Kennel&lt;br /&gt;
Hotkey: Building, Farm Plot&lt;br /&gt;
Hotkey: Building, Weaponrack&lt;br /&gt;
Hotkey: Building, Statue&lt;br /&gt;
Hotkey: Building, Table&lt;br /&gt;
Hotkey: Building, Dirt Road&lt;br /&gt;
Hotkey: Building, Paved Road&lt;br /&gt;
Hotkey: Building, Bridge&lt;br /&gt;
Hotkey: Building, Well&lt;br /&gt;
Hotkey: Building, Siege&lt;br /&gt;
Hotkey: Building, Workshop&lt;br /&gt;
Hotkey: Building, Furnace&lt;br /&gt;
Hotkey: Building, Glass Window&lt;br /&gt;
Hotkey: Building, Gem Window&lt;br /&gt;
Hotkey: Building, Shop&lt;br /&gt;
Hotkey: Building, Animal Trap&lt;br /&gt;
Hotkey: Building, Chain&lt;br /&gt;
Hotkey: Building, Cage&lt;br /&gt;
Hotkey: Building, Trade Depot&lt;br /&gt;
Hotkey: Building, Trap&lt;br /&gt;
Hotkey: Building, Machine Component&lt;br /&gt;
Hotkey: Building, Support&lt;br /&gt;
Hotkey: Building, Archery Target&lt;br /&gt;
Hotkey: Building, Machine Component, Screw Pump&lt;br /&gt;
Hotkey: Building, Machine Component, Water Wheel&lt;br /&gt;
Hotkey: Building, Machine Component, Windmill&lt;br /&gt;
Hotkey: Building, Machine Component, Gear Assembly&lt;br /&gt;
Hotkey: Building, Machine Component, Horizontal Axle&lt;br /&gt;
Hotkey: Building, Machine Component, Vertical Axle&lt;br /&gt;
Hotkey: Building, Siege, Ballista&lt;br /&gt;
Hotkey: Building, Siege, Catapult&lt;br /&gt;
Hotkey: Building, Trap, Stone&lt;br /&gt;
Hotkey: Building, Trap, Weapon&lt;br /&gt;
Hotkey: Building, Trap, Lever&lt;br /&gt;
Hotkey: Building, Trap, Trigger&lt;br /&gt;
Hotkey: Building, Trap, Cage&lt;br /&gt;
Hotkey: Building, Trap, Upright Spear/Spike&lt;br /&gt;
Hotkey: Building, Wall/Floor/Stairs&lt;br /&gt;
Hotkey: Building, Construction, Fortification&lt;br /&gt;
Hotkey: Building, Construction, Wall&lt;br /&gt;
Hotkey: Building, Construction, Floor&lt;br /&gt;
Hotkey: Building, Construction, Ramp&lt;br /&gt;
Hotkey: Building, Construction, Upward Stair&lt;br /&gt;
Hotkey: Building, Construction, Downward Stair&lt;br /&gt;
Hotkey: Building, Construction, Up/Down Stair&lt;br /&gt;
Hotkey: Building, Wksp, Leather&lt;br /&gt;
Hotkey: Building, Wksp, Quern&lt;br /&gt;
Hotkey: Building, Wksp, Millstone&lt;br /&gt;
Hotkey: Building, Wksp, Loom&lt;br /&gt;
Hotkey: Building, Wksp, Clothes&lt;br /&gt;
Hotkey: Building, Wksp, Bowyer&lt;br /&gt;
Hotkey: Building, Wksp, Carpenter&lt;br /&gt;
Hotkey: Building, Wksp, Metalsmith&lt;br /&gt;
Hotkey: Building, Wksp, Lavamill&lt;br /&gt;
Hotkey: Building, Wksp, Jeweler&lt;br /&gt;
Hotkey: Building, Wksp, Mason&lt;br /&gt;
Hotkey: Building, Wksp, Butcher&lt;br /&gt;
Hotkey: Building, Wksp, Tanner&lt;br /&gt;
Hotkey: Building, Wksp, Dyer&lt;br /&gt;
Hotkey: Building, Wksp, Craftsman&lt;br /&gt;
Hotkey: Building, Wksp, Siege&lt;br /&gt;
Hotkey: Building, Wksp, Mechanic&lt;br /&gt;
Hotkey: Building, Wksp, Still&lt;br /&gt;
Hotkey: Building, Wksp, Farmer&lt;br /&gt;
Hotkey: Building, Wksp, Kitchen&lt;br /&gt;
Hotkey: Building, Wksp, Fishery&lt;br /&gt;
Hotkey: Building, Wksp, Ashery&lt;br /&gt;
Hotkey: Building, Furn, Wood&lt;br /&gt;
Hotkey: Building, Furn, Smelter&lt;br /&gt;
Hotkey: Building, Furn, Glass&lt;br /&gt;
Hotkey: Building, Furn, Kiln&lt;br /&gt;
Main: One-Step&lt;br /&gt;
Main: Pause/Resume&lt;br /&gt;
Depot Access&lt;br /&gt;
Main: Hot Keys&lt;br /&gt;
Main: Hot Key 1&lt;br /&gt;
Main: Hot Key 2&lt;br /&gt;
Main: Hot Key 3&lt;br /&gt;
Main: Hot Key 4&lt;br /&gt;
Main: Hot Key 5&lt;br /&gt;
Main: Hot Key 6&lt;br /&gt;
Main: Hot Key 7&lt;br /&gt;
Main: Hot Key 8&lt;br /&gt;
Main: Hot Key 9&lt;br /&gt;
Main: Hot Key 10&lt;br /&gt;
Main: Hot Key 11&lt;br /&gt;
Main: Hot Key 12&lt;br /&gt;
Main: Hot Key 13&lt;br /&gt;
Main: Hot Key 14&lt;br /&gt;
Main: Hot Key 15&lt;br /&gt;
Main: Hot Key 16&lt;br /&gt;
Hot Keys: Change Name&lt;br /&gt;
Hot Keys: Zoom&lt;br /&gt;
Main: Announcements&lt;br /&gt;
Main: Reports&lt;br /&gt;
Main: Place Building&lt;br /&gt;
Main: Civilizations&lt;br /&gt;
Main: Designations&lt;br /&gt;
Main: Artifacts&lt;br /&gt;
Main: Nobles&lt;br /&gt;
Main: Standing Orders&lt;br /&gt;
Main: Military&lt;br /&gt;
Main: Military, Create Squad&lt;br /&gt;
Main: Military, Disband Squad&lt;br /&gt;
Main: Military, Create Sub-Squad&lt;br /&gt;
Main: Military, Cancel Orders&lt;br /&gt;
Main: Military, Positions&lt;br /&gt;
Main: Military, Alerts&lt;br /&gt;
Main: Military, Alerts, Add&lt;br /&gt;
Main: Military, Alerts, Delete&lt;br /&gt;
Main: Military, Alerts, Set&lt;br /&gt;
Main: Military, Alerts, Name&lt;br /&gt;
Main: Military, Alerts, Set/Retain&lt;br /&gt;
Main: Military, Equip&lt;br /&gt;
Main: Military, Equip, Customize&lt;br /&gt;
Main: Military, Equip, Uniform&lt;br /&gt;
Main: Military, Equip, Priority&lt;br /&gt;
Main: Military, Uniforms&lt;br /&gt;
Main: Military, Supplies&lt;br /&gt;
Main: Military, Supplies, Water Down&lt;br /&gt;
Main: Military, Supplies, Water Up&lt;br /&gt;
Main: Military, Supplies, Food Down&lt;br /&gt;
Main: Military, Supplies, Food Up&lt;br /&gt;
Main: Military, Ammunition&lt;br /&gt;
Main: Military, Ammunition, Add Item&lt;br /&gt;
Main: Military, Ammunition, Remove Item&lt;br /&gt;
Main: Military, Ammunition, Lower Amount&lt;br /&gt;
Main: Military, Ammunition, Raise Amount&lt;br /&gt;
Main: Military, Ammunition, Lower Amount Lots&lt;br /&gt;
Main: Military, Ammunition, Raise Amount Lots&lt;br /&gt;
Main: Military, Ammunition, Material&lt;br /&gt;
Main: Military, Ammunition, Combat&lt;br /&gt;
Main: Military, Ammunition, Training&lt;br /&gt;
Main: Military, Training&lt;br /&gt;
Main: Military, Schedule&lt;br /&gt;
Main: Military, Add Uniform&lt;br /&gt;
Main: Military, Delete Uniform&lt;br /&gt;
Main: Military, Name Uniform&lt;br /&gt;
Main: Military, Add Armor&lt;br /&gt;
Main: Military, Add Pants&lt;br /&gt;
Main: Military, Add Helm&lt;br /&gt;
Main: Military, Add Gloves&lt;br /&gt;
Main: Military, Add Boots&lt;br /&gt;
Main: Military, Add Shield&lt;br /&gt;
Main: Military, Add Weapon&lt;br /&gt;
Main: Military, Add Material&lt;br /&gt;
Main: Military, Add Color&lt;br /&gt;
Main: Military, Replace Clothing&lt;br /&gt;
Main: Military, Exact Match&lt;br /&gt;
Main: Rooms&lt;br /&gt;
Building List: Zoom T&lt;br /&gt;
Building List: Zoom Q&lt;br /&gt;
Main: Control Squads&lt;br /&gt;
Main: Control Squads, Move&lt;br /&gt;
Main: Control Squads, Kill&lt;br /&gt;
Main: Control Squads, Kill List&lt;br /&gt;
Main: Control Squads, Kill Rect&lt;br /&gt;
Main: Control Squads, Schedule&lt;br /&gt;
Main: Control Squads, Cancel Order&lt;br /&gt;
Main: Control Squads, Alert&lt;br /&gt;
Main: Control Squads, Select Individuals&lt;br /&gt;
Main: Control Squads, Center&lt;br /&gt;
Squad Schedule: Sleep&lt;br /&gt;
Squad Schedule: Civilian Uniform&lt;br /&gt;
Squad Schedule: Give Order&lt;br /&gt;
Squad Schedule: Edit Order&lt;br /&gt;
Squad Schedule: Cancel Order&lt;br /&gt;
Squad Schedule: Copy Orders&lt;br /&gt;
Squad Schedule: Paste Orders&lt;br /&gt;
Squad Schedule: Name Grid Cell&lt;br /&gt;
Main: Stockpiles&lt;br /&gt;
Main: Activity Zone&lt;br /&gt;
Main: View Units&lt;br /&gt;
Main: Job List&lt;br /&gt;
Main: Unit List&lt;br /&gt;
Main: Look&lt;br /&gt;
Main: Burrows&lt;br /&gt;
Main: Burrows, Add&lt;br /&gt;
Main: Burrows, Delete&lt;br /&gt;
Main: Burrows, Define&lt;br /&gt;
Main: Burrows, Add Citizen&lt;br /&gt;
Main: Burrows, Center&lt;br /&gt;
Main: Burrows, Name&lt;br /&gt;
Main: Burrows, Change Selector&lt;br /&gt;
Main: Burrows, Brush&lt;br /&gt;
Main: Burrows, Paint/Erase&lt;br /&gt;
Main: Note&lt;br /&gt;
Main: Note, Place&lt;br /&gt;
Main: Note, Delete&lt;br /&gt;
Main: Note, Enter Name&lt;br /&gt;
Main: Note, Enter Text&lt;br /&gt;
Main: Note, Adopt Symbol&lt;br /&gt;
Main: Note, Change Selection&lt;br /&gt;
Main: Note, Route, Done&lt;br /&gt;
Main: Note, Routes&lt;br /&gt;
Main: Note, Route, Add&lt;br /&gt;
Main: Note, Route, Edit&lt;br /&gt;
Main: Note, Route, Delete&lt;br /&gt;
Main: Note, Route, Center&lt;br /&gt;
Main: Note, Route, Name&lt;br /&gt;
Main: Building Jobs&lt;br /&gt;
Main: Overall Status&lt;br /&gt;
Main: Status, Overall Health, Recenter&lt;br /&gt;
Main: Building Items&lt;br /&gt;
Building Items: Forbid&lt;br /&gt;
Building Items: Dump&lt;br /&gt;
Building Items: Melt&lt;br /&gt;
Building Items: Hide&lt;br /&gt;
Dwf Look: Forbid&lt;br /&gt;
Dwf Look: Dump&lt;br /&gt;
Dwf Look: Melt&lt;br /&gt;
Dwf Look: Hide&lt;br /&gt;
Dwf Look: Arena Creature&lt;br /&gt;
Dwf Look: Arena Adv Mode&lt;br /&gt;
Dwf Look: Arena Water&lt;br /&gt;
Dwf Look: Arena Magma&lt;br /&gt;
Arena Creature: Side Down&lt;br /&gt;
Arena Creature: Side Up&lt;br /&gt;
Arena Creature: New Item&lt;br /&gt;
Arena Creature: Blank List&lt;br /&gt;
Arena Creature: Remove Item&lt;br /&gt;
Adventure: Creation, Name Entry&lt;br /&gt;
Adventure: Creation, Customize Name&lt;br /&gt;
Adventure: Creation, Random Name&lt;br /&gt;
Adventure: Creation, Change Gender&lt;br /&gt;
Adventure: Travel, Visit Site&lt;br /&gt;
Adventure: Travel, Clouds&lt;br /&gt;
Adventure: Log&lt;br /&gt;
Adventure: Travel, Log&lt;br /&gt;
Adventure: Log, Tasks&lt;br /&gt;
Adventure: Log, Entities&lt;br /&gt;
Adventure: Log, Sites&lt;br /&gt;
Adventure: Log, Regions&lt;br /&gt;
Adventure: Log, Feature Layers&lt;br /&gt;
Adventure: Log, Zoom to Current Location&lt;br /&gt;
Adventure: Log, Zoom to Selected&lt;br /&gt;
Adventure: Log, Toggle Line&lt;br /&gt;
Adventure: Log, Toggle Map/Info&lt;br /&gt;
Orders: Forbid&lt;br /&gt;
Orders: Forbid Projectiles&lt;br /&gt;
Orders: Forbid Your Corpse&lt;br /&gt;
Orders: Forbid Your Items&lt;br /&gt;
Orders: Forbid Other Corpse&lt;br /&gt;
Orders: Forbid Other Items&lt;br /&gt;
Orders: Gather Refuse&lt;br /&gt;
Orders: Gather Outside&lt;br /&gt;
Orders: Dump Corpse&lt;br /&gt;
Orders: Dump Skull&lt;br /&gt;
Orders: Dump Skin&lt;br /&gt;
Orders: Dump Bone&lt;br /&gt;
Orders: Dump Shell&lt;br /&gt;
Orders: Dump Other&lt;br /&gt;
Orders: Gather Furniture&lt;br /&gt;
Orders: Gather Animals&lt;br /&gt;
Orders: Gather Food&lt;br /&gt;
Orders: Gather Bodies&lt;br /&gt;
Orders: Refuse&lt;br /&gt;
Orders: Gather Stone&lt;br /&gt;
Orders: Gather Wood&lt;br /&gt;
Orders: All Harvest&lt;br /&gt;
Orders: Piles Same&lt;br /&gt;
Orders: Mix Foods&lt;br /&gt;
Orders: Exceptions&lt;br /&gt;
Orders: Loom&lt;br /&gt;
Orders: Dyed Cloth&lt;br /&gt;
Orders: Workshop&lt;br /&gt;
Orders: Auto-Collect Web&lt;br /&gt;
Orders: Auto-Slaughter&lt;br /&gt;
Orders: Auto-Butcher&lt;br /&gt;
Orders: Auto-Tan&lt;br /&gt;
Orders: Auto-Fishery&lt;br /&gt;
Orders: Auto-Kitchen&lt;br /&gt;
Orders: Auto-Kiln&lt;br /&gt;
Orders: Auto-Smelter&lt;br /&gt;
Orders: Auto-Other&lt;br /&gt;
Orders: Zone&lt;br /&gt;
Orders: Zone, Drinking&lt;br /&gt;
Orders: Zone, Fishing&lt;br /&gt;
Destroy Building&lt;br /&gt;
Suspend Building&lt;br /&gt;
Menu Confirm&lt;br /&gt;
Save Bindings&lt;br /&gt;
Change Bindings&lt;br /&gt;
Hotkey: Alchemist, Soap&lt;br /&gt;
Hotkey: Still, Brew&lt;br /&gt;
Hotkey: Still, Extract&lt;br /&gt;
Hotkey: Loom, Collect Silk&lt;br /&gt;
Hotkey: Loom, Weave Cloth&lt;br /&gt;
Hotkey: Loom, Weave Silk&lt;br /&gt;
Hotkey: Loom, Metal&lt;br /&gt;
Hotkey: Kitchen, Meal 1&lt;br /&gt;
Hotkey: Kitchen, Meal 2&lt;br /&gt;
Hotkey: Kitchen, Meal 3&lt;br /&gt;
Hotkey: Kitchen, Render Fat&lt;br /&gt;
Hotkey: Farmer, Process&lt;br /&gt;
Hotkey: Farmer, Vial&lt;br /&gt;
Hotkey: Farmer, Bag&lt;br /&gt;
Hotkey: Farmer, Barrel&lt;br /&gt;
Hotkey: Farmer, Cheese&lt;br /&gt;
Hotkey: Farmer, Milk&lt;br /&gt;
Hotkey: Mill, Mill&lt;br /&gt;
Hotkey: Kennel, Hunt&lt;br /&gt;
Hotkey: Kennel, Catch&lt;br /&gt;
Hotkey: Kennel, Tame Small&lt;br /&gt;
Hotkey: Kennel, Tame Large&lt;br /&gt;
Hotkey: Kennel, War&lt;br /&gt;
Hotkey: Fishery, Process&lt;br /&gt;
Hotkey: Fishery, Extract&lt;br /&gt;
Hotkey: Fishery, Catch&lt;br /&gt;
Hotkey: Butcher, Butcher&lt;br /&gt;
Hotkey: Butcher, Extract&lt;br /&gt;
Hotkey: Butcher, Catch&lt;br /&gt;
Hotkey: Tanner, Tan&lt;br /&gt;
Hotkey: Dyer, Thread&lt;br /&gt;
Hotkey: Dyer, Cloth&lt;br /&gt;
Hotkey: Jeweler, Furniture&lt;br /&gt;
Hotkey: Jeweler, Finished&lt;br /&gt;
Hotkey: Jeweler, Ammo&lt;br /&gt;
Hotkey: Jeweler, Cut&lt;br /&gt;
Hotkey: Jeweler, Encrust&lt;br /&gt;
Hotkey: Mechanic, Mechanisms&lt;br /&gt;
Hotkey: Mechanic, Traction Bench&lt;br /&gt;
Hotkey: Mason, Armorstand&lt;br /&gt;
Hotkey: Mason, Blocks&lt;br /&gt;
Hotkey: Mason, Chair&lt;br /&gt;
Hotkey: Mason, Coffin&lt;br /&gt;
Hotkey: Mason, Door&lt;br /&gt;
Hotkey: Mason, Floodgate&lt;br /&gt;
Hotkey: Mason, Hatch Cover&lt;br /&gt;
Hotkey: Mason, Grate&lt;br /&gt;
Hotkey: Mason, Cabinet&lt;br /&gt;
Hotkey: Mason, Box&lt;br /&gt;
Hotkey: Mason, Statue&lt;br /&gt;
Hotkey: Mason, Quern&lt;br /&gt;
Hotkey: Mason, Millstone&lt;br /&gt;
Hotkey: Mason, Table&lt;br /&gt;
Hotkey: Mason, Weaponrack&lt;br /&gt;
Hotkey: Trap, Bridge&lt;br /&gt;
Hotkey: Trap, Gear Assembly&lt;br /&gt;
Hotkey: Trap, Door&lt;br /&gt;
Hotkey: Trap, Floodgate&lt;br /&gt;
Hotkey: Trap, Spike&lt;br /&gt;
Hotkey: Trap, Hatch&lt;br /&gt;
Hotkey: Trap, Wall Grate&lt;br /&gt;
Hotkey: Trap, Floor Grate&lt;br /&gt;
Hotkey: Trap, Vertical Bars&lt;br /&gt;
Hotkey: Trap, Floor Bars&lt;br /&gt;
Hotkey: Trap, Support&lt;br /&gt;
Hotkey: Trap, Chain&lt;br /&gt;
Hotkey: Trap, Cage&lt;br /&gt;
Hotkey: Trap, Lever&lt;br /&gt;
Buildjob: Add&lt;br /&gt;
Buildjob: Cancel&lt;br /&gt;
Buildjob: Promote&lt;br /&gt;
Buildjob: Repeat&lt;br /&gt;
Buildjob: Suspend&lt;br /&gt;
Buildjob: Workshop Profile&lt;br /&gt;
Buildjob: Well, Free&lt;br /&gt;
Buildjob: Well, Size&lt;br /&gt;
Buildjob: Target, Free&lt;br /&gt;
Buildjob: Target, Size&lt;br /&gt;
Buildjob: Target, Down&lt;br /&gt;
Buildjob: Target, Up&lt;br /&gt;
Buildjob: Target, Right&lt;br /&gt;
Buildjob: Target, Left&lt;br /&gt;
Buildjob: Statue, Assign&lt;br /&gt;
Buildjob: Statue, Free&lt;br /&gt;
Buildjob: Statue, Size&lt;br /&gt;
Buildjob: Cage, Justice&lt;br /&gt;
Buildjob: Cage, Free&lt;br /&gt;
Buildjob: Cage, Size&lt;br /&gt;
Buildjob: Cage, Assign Occ&lt;br /&gt;
Buildjob: Cage, Water&lt;br /&gt;
Buildjob: Cage, Assign Owner&lt;br /&gt;
Buildjob: Chain, Assign Occ&lt;br /&gt;
Buildjob: Chain, Justice&lt;br /&gt;
Buildjob: Chain, Assign Owner&lt;br /&gt;
Buildjob: Chain, Free&lt;br /&gt;
Buildjob: Chain, Size&lt;br /&gt;
Buildjob: Siege, Fire&lt;br /&gt;
Buildjob: Siege, Orient&lt;br /&gt;
Buildjob: Door, Internal&lt;br /&gt;
Buildjob: Door, Forbid&lt;br /&gt;
Buildjob: Door, Pet-passable&lt;br /&gt;
Buildjob: Coffin, Assign&lt;br /&gt;
Buildjob: Coffin, Free&lt;br /&gt;
Buildjob: Coffin, Size&lt;br /&gt;
Buildjob: Coffin, Gen. Burial&lt;br /&gt;
Buildjob: Coffing, Allow Citizens&lt;br /&gt;
Buildjob: Coffing, Allow Pets&lt;br /&gt;
Buildjob: Chair, Assign&lt;br /&gt;
Buildjob: Chair, Free&lt;br /&gt;
Buildjob: Chair, Size&lt;br /&gt;
Buildjob: Table, Assign&lt;br /&gt;
Buildjob: Table, Hall&lt;br /&gt;
Buildjob: Table, Free&lt;br /&gt;
Buildjob: Table, Size&lt;br /&gt;
Buildjob: Bed, Assign&lt;br /&gt;
Buildjob: Bed, Free&lt;br /&gt;
Buildjob: Bed, Barracks&lt;br /&gt;
Buildjob: Bed, Dormitory&lt;br /&gt;
Buildjob: Bed, Rent&lt;br /&gt;
Buildjob: Bed, Size&lt;br /&gt;
Buildjob: Bed, Name&lt;br /&gt;
Buildjob: Bed, Sleep&lt;br /&gt;
Buildjob: Bed, Train&lt;br /&gt;
Buildjob: Bed, Indiv Eq&lt;br /&gt;
Buildjob: Bed, Squad Eq&lt;br /&gt;
Buildjob: Bed, Position&lt;br /&gt;
Buildjob: Depot, Bring&lt;br /&gt;
Buildjob: Depot, Trade&lt;br /&gt;
Buildjob: Depot, Request Trader&lt;br /&gt;
Buildjob: Depot, Broker Only&lt;br /&gt;
Buildjob: Animal Trap, No Bait&lt;br /&gt;
Buildjob: Animal Trap, Meat Bait&lt;br /&gt;
Buildjob: Animal Trap, Fish Bait&lt;br /&gt;
Buildjob: Animal Trap, Gem Bait&lt;br /&gt;
Buildjob: Farm, Fallow&lt;br /&gt;
Buildjob: Farm, Fertilize&lt;br /&gt;
Buildjob: Farm, Seas Fert&lt;br /&gt;
Buildjob: Farm, Spring&lt;br /&gt;
Buildjob: Farm, Summer&lt;br /&gt;
Buildjob: Farm, Autumn&lt;br /&gt;
Buildjob: Farm, Winter&lt;br /&gt;
Buildjob: Stockpile, Master&lt;br /&gt;
Buildjob: Stockpile, Delete Child&lt;br /&gt;
Buildjob: Stockpile, Settings&lt;br /&gt;
Buildjob: Stockpile, Barrel Up&lt;br /&gt;
Buildjob: Stockpile, Barrel Down&lt;br /&gt;
Buildjob: Stockpile, Barrel Zero&lt;br /&gt;
Buildjob: Stockpile, Barrel Max&lt;br /&gt;
Buildjob: Stockpile, Bin Up&lt;br /&gt;
Buildjob: Stockpile, Bin Down&lt;br /&gt;
Buildjob: Stockpile, Bin Zero&lt;br /&gt;
Buildjob: Stockpile, Bin Max&lt;br /&gt;
Buildjob: Rack, Mat, Bone&lt;br /&gt;
Buildjob: Rack, Mat, Bronze&lt;br /&gt;
Buildjob: Rack, Mat, Copper&lt;br /&gt;
Buildjob: Rack, Mat, Iron&lt;br /&gt;
Buildjob: Rack, Mat, Steel&lt;br /&gt;
Buildjob: Rack, Mat, Wood&lt;br /&gt;
Buildjob: Rack, Mat, Special Metal&lt;br /&gt;
Buildjob: Stand, Mat, Bone&lt;br /&gt;
Buildjob: Stand, Mat, Leather&lt;br /&gt;
Buildjob: Stand, Mat, Copper&lt;br /&gt;
Buildjob: Stand, Mat, Bronze&lt;br /&gt;
Buildjob: Stand, Mat, Steel&lt;br /&gt;
Buildjob: Stand, Mat, Iron&lt;br /&gt;
Buildjob: Stand, Mat, Wood&lt;br /&gt;
Buildjob: Stand, Mat, Special Metal&lt;br /&gt;
Buildjob: Rackstand, Assign&lt;br /&gt;
Buildjob: Rackstand, Free&lt;br /&gt;
Buildjob: Rackstand, Size&lt;br /&gt;
Buildjob: Rackstand, Item&lt;br /&gt;
Buildjob: Rackstand, Mat&lt;br /&gt;
Buildjob: Rackstand, All Items&lt;br /&gt;
Buildjob: Rackstand, No Items&lt;br /&gt;
Buildjob: Rackstand, All Mats&lt;br /&gt;
Buildjob: Rackstand, No Mats&lt;br /&gt;
Stockpile Settings: Enable&lt;br /&gt;
Stockpile Settings: Disable&lt;br /&gt;
Stockpile Settings: Permit All&lt;br /&gt;
Stockpile Settings: Forbid All&lt;br /&gt;
Stockpile Settings: Permit Sub&lt;br /&gt;
Stockpile Settings: Forbit Sub&lt;br /&gt;
Stockpile Settings: Specific 1&lt;br /&gt;
Stockpile Settings: Specific 2&lt;br /&gt;
Movie: Record&lt;br /&gt;
Movie: Play&lt;br /&gt;
Movie: Save&lt;br /&gt;
Movie: Load&lt;br /&gt;
Assign Trade: View&lt;br /&gt;
Assign Trade: String&lt;br /&gt;
Assign Trade: Exclude Prohibited&lt;br /&gt;
Assign Trade: Pending&lt;br /&gt;
Assign Trade: Sort&lt;br /&gt;
Noble List: Replace&lt;br /&gt;
Noble List: Settings&lt;br /&gt;
Noble List: Capital&lt;br /&gt;
Noble List: View Candidate&lt;br /&gt;
Adventure: Barter, View&lt;br /&gt;
Adventure: Barter, Currency 1&lt;br /&gt;
Adventure: Barter, Currency 2&lt;br /&gt;
Adventure: Barter, Currency 3&lt;br /&gt;
Adventure: Barter, Currency 4&lt;br /&gt;
Adventure: Barter, Currency 5&lt;br /&gt;
Adventure: Barter, Currency 6&lt;br /&gt;
Adventure: Barter, Currency 7&lt;br /&gt;
Adventure: Barter, Currency 8&lt;br /&gt;
Adventure: Barter, Currency 9&lt;br /&gt;
Adventure: Barter, Trade&lt;br /&gt;
Trade, View&lt;br /&gt;
Trade, Trade&lt;br /&gt;
Trade, Offer&lt;br /&gt;
Trade, Seize&lt;br /&gt;
Stores, View&lt;br /&gt;
Stores, Forbid&lt;br /&gt;
Stores, Melt&lt;br /&gt;
Stores, Dump&lt;br /&gt;
Stores, Zoom&lt;br /&gt;
Stores, Hide&lt;br /&gt;
Military, Activate&lt;br /&gt;
Military, View&lt;br /&gt;
Military, Weapon&lt;br /&gt;
Military, Zoom&lt;br /&gt;
Announcements, Zoom&lt;br /&gt;
Unitjob, Remove Unit&lt;br /&gt;
Unitjob, Zoom Unit&lt;br /&gt;
Unitjob, Zoom Building&lt;br /&gt;
Unitjob, View&lt;br /&gt;
Unitjob, Manager&lt;br /&gt;
Manager, New Order&lt;br /&gt;
Manager, Remove&lt;br /&gt;
Manager, Promote&lt;br /&gt;
Manager, Max&lt;br /&gt;
Manager, Wages&lt;br /&gt;
Animals, Slaughter&lt;br /&gt;
Kitchen, Cook&lt;br /&gt;
Kitchen, Brew&lt;br /&gt;
Setup, New&lt;br /&gt;
Setup, View&lt;br /&gt;
Setup, Customize Unit&lt;br /&gt;
Setup, Save Profile&lt;br /&gt;
Setup, Save Profile, Abort&lt;br /&gt;
Setup, Save Profile, Go&lt;br /&gt;
Setup, View Profile Problems&lt;br /&gt;
Main: Activity Zone, Remove&lt;br /&gt;
Main: Activity Zone, Remove Zone&lt;br /&gt;
Main: Activity Zone, Shape&lt;br /&gt;
Main: Activity Zone, Next&lt;br /&gt;
Main: Activity Zone, Water Source&lt;br /&gt;
Main: Activity Zone, Garbage Dump&lt;br /&gt;
Main: Activity Zone, Pond&lt;br /&gt;
Main: Activity Zone, Hospital&lt;br /&gt;
Main: Activity Zone, Sand Collect&lt;br /&gt;
Main: Activity Zone, Active&lt;br /&gt;
Main: Activity Zone, Fish&lt;br /&gt;
Main: Activity Zone, Meeting&lt;br /&gt;
Main: Activity Zone, Pond Options&lt;br /&gt;
Main: Activity Zone: Pond, Water&lt;br /&gt;
Main: Activity Zone, Hospital Options&lt;br /&gt;
Stockpile, Animal&lt;br /&gt;
Stockpile, Food&lt;br /&gt;
Stockpile, Weapon&lt;br /&gt;
Stockpile, Armor&lt;br /&gt;
Stockpile, Custom&lt;br /&gt;
Stockpile, Custom Settings&lt;br /&gt;
Stockpile, Furniture&lt;br /&gt;
Stockpile, Graveyard&lt;br /&gt;
Stockpile, Refuse&lt;br /&gt;
Stockpile, Wood&lt;br /&gt;
Stockpile, Stone&lt;br /&gt;
Stockpile, Gem&lt;br /&gt;
Stockpile, Bar/Block&lt;br /&gt;
Stockpile, Cloth&lt;br /&gt;
Stockpile, Leather&lt;br /&gt;
Stockpile, Ammo&lt;br /&gt;
Stockpile, Coins&lt;br /&gt;
Stockpile, Finished&lt;br /&gt;
Stockpile, None&lt;br /&gt;
Designate, Building/Item&lt;br /&gt;
Designate, Reclaim&lt;br /&gt;
Designate, Forbid&lt;br /&gt;
Designate, Melt&lt;br /&gt;
Designate, No Melt&lt;br /&gt;
Designate, Dump&lt;br /&gt;
Designate, No Dump&lt;br /&gt;
Designate, Hide&lt;br /&gt;
Designate, No Hide&lt;br /&gt;
Designate, Traffic&lt;br /&gt;
Designate, High Traffic&lt;br /&gt;
Designate, Normal Traffic&lt;br /&gt;
Designate, Low Traffic&lt;br /&gt;
Designate, Restricted Traffic&lt;br /&gt;
Designate, Increase Weight&lt;br /&gt;
Designate, Decrease Weight&lt;br /&gt;
Designate, Increase Weight More&lt;br /&gt;
Designate, Decrease Weight More&lt;br /&gt;
Designate, Dig&lt;br /&gt;
Designate, Dig Remove Stairs Ramps&lt;br /&gt;
Designate, U Stair&lt;br /&gt;
Designate, D Stair&lt;br /&gt;
Designate, UD Stair&lt;br /&gt;
Designate, Ramp&lt;br /&gt;
Designate, Channel&lt;br /&gt;
Designate, Chop&lt;br /&gt;
Designate, Plants&lt;br /&gt;
Designate, Smooth&lt;br /&gt;
Designate, Engrave&lt;br /&gt;
Designate, Fortify&lt;br /&gt;
Designate, Toggle Engraving&lt;br /&gt;
Designate, Undo&lt;br /&gt;
Designate, Remove Construction&lt;br /&gt;
Building, Change Height +&lt;br /&gt;
Building, Change Height -&lt;br /&gt;
Building, Change Width +&lt;br /&gt;
Building, Change Width -&lt;br /&gt;
Building, Orient Up&lt;br /&gt;
Building, Orient Left&lt;br /&gt;
Building, Orient Right&lt;br /&gt;
Building, Orient Down&lt;br /&gt;
Building, Orient None&lt;br /&gt;
Building, View Item&lt;br /&gt;
Building, Done Selecting&lt;br /&gt;
Building, Expand/Contract&lt;br /&gt;
Building, Trigger, Enable Water&lt;br /&gt;
Building, Trigger, Min Water Up&lt;br /&gt;
Building, Trigger, Min Water Down&lt;br /&gt;
Building, Trigger, Max Water Up&lt;br /&gt;
Building, Trigger, Max Water Down&lt;br /&gt;
Building, Trigger, Enabler Magma&lt;br /&gt;
Building, Trigger, Min Magma Up&lt;br /&gt;
Building, Trigger, Min Magma Down&lt;br /&gt;
Building, Trigger, Max Magma Up&lt;br /&gt;
Building, Trigger, Max Magma Down&lt;br /&gt;
Building, Trigger, Enable Creature&lt;br /&gt;
Building, Trigger, Enable Locals&lt;br /&gt;
Building, Trigger, Resets&lt;br /&gt;
Building, Trigger, Min Size Up&lt;br /&gt;
Building, Trigger, Min Size Down&lt;br /&gt;
Building, Trigger, Max Size Up&lt;br /&gt;
Building, Trigger, Max Size Down&lt;br /&gt;
Unitview, General&lt;br /&gt;
Unitview, Inventory&lt;br /&gt;
Unitview, Prefs&lt;br /&gt;
Unitview, Wounds&lt;br /&gt;
Unitview, Next Unit&lt;br /&gt;
Unitview, Slaughter&lt;br /&gt;
Unitview, General, Combat&lt;br /&gt;
Unitview, General, Labor&lt;br /&gt;
Unitview, General, Misc&lt;br /&gt;
Unitview, Prefs, Labor&lt;br /&gt;
Unitview, Prefs, Pets&lt;br /&gt;
Unitview, Prefs, Pets, Hunting&lt;br /&gt;
Unitview, Prefs, Pets, War&lt;br /&gt;
Unitview, Prefs, Profile&lt;br /&gt;
String: Backspace&lt;br /&gt;
String: Character 001&lt;br /&gt;
String: Character 002&lt;br /&gt;
String: Character 003&lt;br /&gt;
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String: Character 200&lt;br /&gt;
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String: Character 255&lt;br /&gt;
Custom: A&lt;br /&gt;
Custom: B&lt;br /&gt;
Custom: C&lt;br /&gt;
Custom: D&lt;br /&gt;
Custom: E&lt;br /&gt;
Custom: F&lt;br /&gt;
Custom: G&lt;br /&gt;
Custom: H&lt;br /&gt;
Custom: I&lt;br /&gt;
Custom: J&lt;br /&gt;
Custom: K&lt;br /&gt;
Custom: L&lt;br /&gt;
Custom: M&lt;br /&gt;
Custom: N&lt;br /&gt;
Custom: O&lt;br /&gt;
Custom: P&lt;br /&gt;
Custom: Q&lt;br /&gt;
Custom: R&lt;br /&gt;
Custom: S&lt;br /&gt;
Custom: T&lt;br /&gt;
Custom: U&lt;br /&gt;
Custom: V&lt;br /&gt;
Custom: W&lt;br /&gt;
Custom: X&lt;br /&gt;
Custom: Y&lt;br /&gt;
Custom: Z&lt;br /&gt;
Custom: Shift + A&lt;br /&gt;
Custom: Shift + B&lt;br /&gt;
Custom: Shift + C&lt;br /&gt;
Custom: Shift + D&lt;br /&gt;
Custom: Shift + E&lt;br /&gt;
Custom: Shift + F&lt;br /&gt;
Custom: Shift + G&lt;br /&gt;
Custom: Shift + H&lt;br /&gt;
Custom: Shift + I&lt;br /&gt;
Custom: Shift + J&lt;br /&gt;
Custom: Shift + K&lt;br /&gt;
Custom: Shift + L&lt;br /&gt;
Custom: Shift + M&lt;br /&gt;
Custom: Shift + N&lt;br /&gt;
Custom: Shift + O&lt;br /&gt;
Custom: Shift + P&lt;br /&gt;
Custom: Shift + Q&lt;br /&gt;
Custom: Shift + R&lt;br /&gt;
Custom: Shift + S&lt;br /&gt;
Custom: Shift + T&lt;br /&gt;
Custom: Shift + U&lt;br /&gt;
Custom: Shift + V&lt;br /&gt;
Custom: Shift + W&lt;br /&gt;
Custom: Shift + X&lt;br /&gt;
Custom: Shift + Y&lt;br /&gt;
Custom: Shift + Z&lt;br /&gt;
Custom: Ctrl + A&lt;br /&gt;
Custom: Ctrl + B&lt;br /&gt;
Custom: Ctrl + C&lt;br /&gt;
Custom: Ctrl + D&lt;br /&gt;
Custom: Ctrl + E&lt;br /&gt;
Custom: Ctrl + F&lt;br /&gt;
Custom: Ctrl + G&lt;br /&gt;
Custom: Ctrl + H&lt;br /&gt;
Custom: Ctrl + I&lt;br /&gt;
Custom: Ctrl + J&lt;br /&gt;
Custom: Ctrl + K&lt;br /&gt;
Custom: Ctrl + L&lt;br /&gt;
Custom: Ctrl + M&lt;br /&gt;
Custom: Ctrl + N&lt;br /&gt;
Custom: Ctrl + O&lt;br /&gt;
Custom: Ctrl + P&lt;br /&gt;
Custom: Ctrl + Q&lt;br /&gt;
Custom: Ctrl + R&lt;br /&gt;
Custom: Ctrl + S&lt;br /&gt;
Custom: Ctrl + T&lt;br /&gt;
Custom: Ctrl + U&lt;br /&gt;
Custom: Ctrl + V&lt;br /&gt;
Custom: Ctrl + W&lt;br /&gt;
Custom: Ctrl + X&lt;br /&gt;
Custom: Ctrl + Y&lt;br /&gt;
Custom: Ctrl + Z&lt;br /&gt;
Custom: Alt + A&lt;br /&gt;
Custom: Alt + B&lt;br /&gt;
Custom: Alt + C&lt;br /&gt;
Custom: Alt + D&lt;br /&gt;
Custom: Alt + E&lt;br /&gt;
Custom: Alt + F&lt;br /&gt;
Custom: Alt + G&lt;br /&gt;
Custom: Alt + H&lt;br /&gt;
Custom: Alt + I&lt;br /&gt;
Custom: Alt + J&lt;br /&gt;
Custom: Alt + K&lt;br /&gt;
Custom: Alt + L&lt;br /&gt;
Custom: Alt + M&lt;br /&gt;
Custom: Alt + N&lt;br /&gt;
Custom: Alt + O&lt;br /&gt;
Custom: Alt + P&lt;br /&gt;
Custom: Alt + Q&lt;br /&gt;
Custom: Alt + R&lt;br /&gt;
Custom: Alt + S&lt;br /&gt;
Custom: Alt + T&lt;br /&gt;
Custom: Alt + U&lt;br /&gt;
Custom: Alt + V&lt;br /&gt;
Custom: Alt + W&lt;br /&gt;
Custom: Alt + X&lt;br /&gt;
Custom: Alt + Y&lt;br /&gt;
Custom: Alt + Z&lt;br /&gt;
SELECT&lt;br /&gt;
SEC_SELECT&lt;br /&gt;
DESELECT&lt;br /&gt;
SELECT_ALL&lt;br /&gt;
DESELECT_ALL&lt;br /&gt;
LEAVESCREEN&lt;br /&gt;
LEAVESCREEN_ALL&lt;br /&gt;
CLOSE_MEGA_ANNOUNCEMENT&lt;br /&gt;
TOGGLE_FULLSCREEN&lt;br /&gt;
WORLD_PARAM_ADD&lt;br /&gt;
WORLD_PARAM_COPY&lt;br /&gt;
WORLD_PARAM_DELETE&lt;br /&gt;
WORLD_PARAM_TITLE&lt;br /&gt;
WORLD_PARAM_NAME_RANDOM&lt;br /&gt;
WORLD_PARAM_NAME_ENTER&lt;br /&gt;
WORLD_PARAM_SEED_RANDOM&lt;br /&gt;
WORLD_PARAM_SEED_ENTER&lt;br /&gt;
WORLD_PARAM_LOAD&lt;br /&gt;
WORLD_PARAM_SAVE&lt;br /&gt;
WORLD_PARAM_DIM_X_UP&lt;br /&gt;
WORLD_PARAM_DIM_X_DOWN&lt;br /&gt;
WORLD_PARAM_DIM_Y_UP&lt;br /&gt;
WORLD_PARAM_DIM_Y_DOWN&lt;br /&gt;
WORLD_PARAM_SET&lt;br /&gt;
WORLD_PARAM_INCREASE&lt;br /&gt;
WORLD_PARAM_DECREASE&lt;br /&gt;
WORLD_PARAM_ENTER_VALUE&lt;br /&gt;
WORLD_PARAM_NULLIFY&lt;br /&gt;
WORLD_PARAM_PRESET&lt;br /&gt;
WORLD_PARAM_REJECT_CONTINUE&lt;br /&gt;
WORLD_PARAM_REJECT_ABORT&lt;br /&gt;
WORLD_PARAM_REJECT_ALLOW_THIS&lt;br /&gt;
WORLD_PARAM_REJECT_ALLOW_ALL&lt;br /&gt;
WORLD_GEN_CONTINUE&lt;br /&gt;
WORLD_GEN_USE&lt;br /&gt;
WORLD_GEN_ABORT&lt;br /&gt;
SETUP_EMBARK&lt;br /&gt;
SETUP_NAME_FORT&lt;br /&gt;
SETUP_NAME_GROUP&lt;br /&gt;
SETUP_RECLAIM&lt;br /&gt;
SETUP_FIND&lt;br /&gt;
SETUP_NOTES&lt;br /&gt;
SETUP_NOTES_TAKE_NOTES&lt;br /&gt;
SETUP_NOTES_DELETE_NOTE&lt;br /&gt;
SETUP_NOTES_CHANGE_SYMBOL_SELECTION&lt;br /&gt;
SETUP_NOTES_ADOPT_SYMBOL&lt;br /&gt;
SETUP_LOCAL_Y_UP&lt;br /&gt;
SETUP_LOCAL_Y_DOWN&lt;br /&gt;
SETUP_LOCAL_X_UP&lt;br /&gt;
SETUP_LOCAL_X_DOWN&lt;br /&gt;
SETUP_LOCAL_Y_MUP&lt;br /&gt;
SETUP_LOCAL_Y_MDOWN&lt;br /&gt;
SETUP_LOCAL_X_MUP&lt;br /&gt;
SETUP_LOCAL_X_MDOWN&lt;br /&gt;
SETUP_BIOME_1&lt;br /&gt;
SETUP_BIOME_2&lt;br /&gt;
SETUP_BIOME_3&lt;br /&gt;
SETUP_BIOME_4&lt;br /&gt;
SETUP_BIOME_5&lt;br /&gt;
SETUP_BIOME_6&lt;br /&gt;
SETUP_BIOME_7&lt;br /&gt;
SETUP_BIOME_8&lt;br /&gt;
SETUP_BIOME_9&lt;br /&gt;
CHOOSE_NAME_RANDOM&lt;br /&gt;
CHOOSE_NAME_CLEAR&lt;br /&gt;
CHOOSE_NAME_TYPE&lt;br /&gt;
ITEM_DESCRIPTION&lt;br /&gt;
ITEM_FORBID&lt;br /&gt;
ITEM_MELT&lt;br /&gt;
ITEM_DUMP&lt;br /&gt;
ITEM_HIDE&lt;br /&gt;
HELP&lt;br /&gt;
MOVIES&lt;br /&gt;
OPTIONS&lt;br /&gt;
OPTION_EXPORT&lt;br /&gt;
CHANGETAB&lt;br /&gt;
SEC_CHANGETAB&lt;br /&gt;
STANDARDSCROLL_LEFT&lt;br /&gt;
STANDARDSCROLL_RIGHT&lt;br /&gt;
STANDARDSCROLL_UP&lt;br /&gt;
STANDARDSCROLL_DOWN&lt;br /&gt;
STANDARDSCROLL_PAGEUP&lt;br /&gt;
STANDARDSCROLL_PAGEDOWN&lt;br /&gt;
SECONDSCROLL_UP&lt;br /&gt;
SECONDSCROLL_DOWN&lt;br /&gt;
SECONDSCROLL_PAGEUP&lt;br /&gt;
SECONDSCROLL_PAGEDOWN&lt;br /&gt;
CURSOR_UP&lt;br /&gt;
CURSOR_DOWN&lt;br /&gt;
CURSOR_LEFT&lt;br /&gt;
CURSOR_RIGHT&lt;br /&gt;
CURSOR_UPLEFT&lt;br /&gt;
CURSOR_UPRIGHT&lt;br /&gt;
CURSOR_DOWNLEFT&lt;br /&gt;
CURSOR_DOWNRIGHT&lt;br /&gt;
CURSOR_UP_FAST&lt;br /&gt;
CURSOR_DOWN_FAST&lt;br /&gt;
CURSOR_LEFT_FAST&lt;br /&gt;
CURSOR_RIGHT_FAST&lt;br /&gt;
CURSOR_UPLEFT_FAST&lt;br /&gt;
CURSOR_UPRIGHT_FAST&lt;br /&gt;
CURSOR_DOWNLEFT_FAST&lt;br /&gt;
CURSOR_DOWNRIGHT_FAST&lt;br /&gt;
CURSOR_UP_Z&lt;br /&gt;
CURSOR_DOWN_Z&lt;br /&gt;
CURSOR_UP_Z_AUX&lt;br /&gt;
CURSOR_DOWN_Z_AUX&lt;br /&gt;
A_RETURN_TO_ARENA&lt;br /&gt;
A_MOVE_N&lt;br /&gt;
A_MOVE_S&lt;br /&gt;
A_MOVE_E&lt;br /&gt;
A_MOVE_W&lt;br /&gt;
A_MOVE_NW&lt;br /&gt;
A_MOVE_NE&lt;br /&gt;
A_MOVE_SW&lt;br /&gt;
A_MOVE_SE&lt;br /&gt;
A_MOVE_WAIT&lt;br /&gt;
A_CARE_MOVE_N&lt;br /&gt;
A_CARE_MOVE_S&lt;br /&gt;
A_CARE_MOVE_E&lt;br /&gt;
A_CARE_MOVE_W&lt;br /&gt;
A_CARE_MOVE_NW&lt;br /&gt;
A_CARE_MOVE_NE&lt;br /&gt;
A_CARE_MOVE_SW&lt;br /&gt;
A_CARE_MOVE_SE&lt;br /&gt;
A_CARE_MOVE_UPDOWN&lt;br /&gt;
A_MOVE_N_UP&lt;br /&gt;
A_MOVE_S_UP&lt;br /&gt;
A_MOVE_E_UP&lt;br /&gt;
A_MOVE_W_UP&lt;br /&gt;
A_MOVE_NW_UP&lt;br /&gt;
A_MOVE_NE_UP&lt;br /&gt;
A_MOVE_SW_UP&lt;br /&gt;
A_MOVE_SE_UP&lt;br /&gt;
A_MOVE_UP&lt;br /&gt;
A_MOVE_N_DOWN&lt;br /&gt;
A_MOVE_S_DOWN&lt;br /&gt;
A_MOVE_E_DOWN&lt;br /&gt;
A_MOVE_W_DOWN&lt;br /&gt;
A_MOVE_NW_DOWN&lt;br /&gt;
A_MOVE_NE_DOWN&lt;br /&gt;
A_MOVE_SW_DOWN&lt;br /&gt;
A_MOVE_SE_DOWN&lt;br /&gt;
A_MOVE_DOWN&lt;br /&gt;
A_MOVE_UP_AUX&lt;br /&gt;
A_MOVE_DOWN_AUX&lt;br /&gt;
WORLDGEN_EXPORT_MAP&lt;br /&gt;
LEGENDS_EXPORT_MAP&lt;br /&gt;
LEGENDS_EXPORT_XML&lt;br /&gt;
LEGENDS_EXPORT_DETAILED_MAP&lt;br /&gt;
LEGENDS_TOGGLE_CIVSITE&lt;br /&gt;
LEGENDS_STRING_FILTER&lt;br /&gt;
A_COMBAT_ATTACK&lt;br /&gt;
A_COMBAT_DODGE&lt;br /&gt;
A_COMBAT_CHARGEDEF&lt;br /&gt;
A_STATUS&lt;br /&gt;
A_STATUS_WRESTLE&lt;br /&gt;
A_STATUS_CUSTOMIZE&lt;br /&gt;
A_STATUS_KILLS&lt;br /&gt;
A_STATUS_HEALTH&lt;br /&gt;
A_STATUS_ATT_SKILL&lt;br /&gt;
A_STATUS_DESC&lt;br /&gt;
UNITVIEW_CUSTOMIZE&lt;br /&gt;
UNITVIEW_HEALTH&lt;br /&gt;
UNITVIEW_RELATIONSHIPS&lt;br /&gt;
UNITVIEW_RELATIONSHIPS_ZOOM&lt;br /&gt;
UNITVIEW_RELATIONSHIPS_VIEW&lt;br /&gt;
UNITVIEW_KILLS&lt;br /&gt;
CUSTOMIZE_UNIT_NICKNAME&lt;br /&gt;
CUSTOMIZE_UNIT_PROFNAME&lt;br /&gt;
A_CLEAR_ANNOUNCEMENTS&lt;br /&gt;
A_SLEEP&lt;br /&gt;
A_WAIT&lt;br /&gt;
A_ATTACK&lt;br /&gt;
A_LOOK&lt;br /&gt;
A_SEARCH&lt;br /&gt;
A_TALK&lt;br /&gt;
A_INTERACT&lt;br /&gt;
A_INV_LOOK&lt;br /&gt;
A_INV_REMOVE&lt;br /&gt;
A_INV_WEAR&lt;br /&gt;
A_INV_EATDRINK&lt;br /&gt;
A_INV_PUTIN&lt;br /&gt;
A_INV_DROP&lt;br /&gt;
A_GROUND&lt;br /&gt;
A_THROW&lt;br /&gt;
A_SHOOT&lt;br /&gt;
A_ANNOUNCEMENTS&lt;br /&gt;
A_COMBAT&lt;br /&gt;
A_MOVEMENT&lt;br /&gt;
A_MOVEMENT_SWIM&lt;br /&gt;
A_SNEAK&lt;br /&gt;
A_CENTER&lt;br /&gt;
A_BUILDING&lt;br /&gt;
A_TRAVEL&lt;br /&gt;
A_DATE&lt;br /&gt;
A_WEATHER&lt;br /&gt;
A_TEMPERATURE&lt;br /&gt;
A_STANCE&lt;br /&gt;
OPTION1&lt;br /&gt;
OPTION2&lt;br /&gt;
OPTION3&lt;br /&gt;
OPTION4&lt;br /&gt;
OPTION5&lt;br /&gt;
OPTION6&lt;br /&gt;
OPTION7&lt;br /&gt;
OPTION8&lt;br /&gt;
OPTION9&lt;br /&gt;
OPTION10&lt;br /&gt;
OPTION11&lt;br /&gt;
OPTION12&lt;br /&gt;
OPTION13&lt;br /&gt;
OPTION14&lt;br /&gt;
OPTION15&lt;br /&gt;
OPTION16&lt;br /&gt;
OPTION17&lt;br /&gt;
OPTION18&lt;br /&gt;
OPTION19&lt;br /&gt;
OPTION20&lt;br /&gt;
SEC_OPTION1&lt;br /&gt;
SEC_OPTION2&lt;br /&gt;
SEC_OPTION3&lt;br /&gt;
SEC_OPTION4&lt;br /&gt;
SEC_OPTION5&lt;br /&gt;
SEC_OPTION6&lt;br /&gt;
SEC_OPTION7&lt;br /&gt;
SEC_OPTION8&lt;br /&gt;
SEC_OPTION9&lt;br /&gt;
SEC_OPTION10&lt;br /&gt;
SEC_OPTION11&lt;br /&gt;
SEC_OPTION12&lt;br /&gt;
SEC_OPTION13&lt;br /&gt;
SEC_OPTION14&lt;br /&gt;
SEC_OPTION15&lt;br /&gt;
SEC_OPTION16&lt;br /&gt;
SEC_OPTION17&lt;br /&gt;
SEC_OPTION18&lt;br /&gt;
SEC_OPTION19&lt;br /&gt;
SEC_OPTION20&lt;br /&gt;
HOTKEY_MAKE_ASH&lt;br /&gt;
HOTKEY_MAKE_CHARCOAL&lt;br /&gt;
HOTKEY_MELT_OBJECT&lt;br /&gt;
HOTKEY_GLASS_GREEN&lt;br /&gt;
HOTKEY_GLASS_CLEAR&lt;br /&gt;
HOTKEY_GLASS_CRYSTAL&lt;br /&gt;
HOTKEY_COLLECT_SAND&lt;br /&gt;
HOTKEY_GLASS_ROUGH&lt;br /&gt;
HOTKEY_GLASS_ARMORSTAND&lt;br /&gt;
HOTKEY_GLASS_BOX&lt;br /&gt;
HOTKEY_GLASS_CABINET&lt;br /&gt;
HOTKEY_GLASS_COFFIN&lt;br /&gt;
HOTKEY_GLASS_FLOODGATE&lt;br /&gt;
HOTKEY_GLASS_HATCH_COVER&lt;br /&gt;
HOTKEY_GLASS_GRATE&lt;br /&gt;
HOTKEY_GLASS_GOBLET&lt;br /&gt;
HOTKEY_GLASS_TOY&lt;br /&gt;
HOTKEY_GLASS_INSTRUMENT&lt;br /&gt;
HOTKEY_GLASS_DOOR&lt;br /&gt;
HOTKEY_GLASS_STATUE&lt;br /&gt;
HOTKEY_GLASS_TABLE&lt;br /&gt;
HOTKEY_GLASS_CAGE&lt;br /&gt;
HOTKEY_GLASS_CHAIR&lt;br /&gt;
HOTKEY_GLASS_BLOCKS&lt;br /&gt;
HOTKEY_GLASS_FLASK&lt;br /&gt;
HOTKEY_GLASS_WEAPONRACK&lt;br /&gt;
HOTKEY_GLASS_WINDOW&lt;br /&gt;
HOTKEY_ASHERY_LYE&lt;br /&gt;
HOTKEY_ASHERY_POTASH&lt;br /&gt;
HOTKEY_ASHERY_POTASH_DIRECT&lt;br /&gt;
HOTKEY_CARPENTER_BARREL&lt;br /&gt;
HOTKEY_CARPENTER_BLOCKS&lt;br /&gt;
HOTKEY_CARPENTER_BUCKET&lt;br /&gt;
HOTKEY_CARPENTER_TRAP_ANIMAL&lt;br /&gt;
HOTKEY_CARPENTER_CAGE&lt;br /&gt;
HOTKEY_CARPENTER_ARMORSTAND&lt;br /&gt;
HOTKEY_CARPENTER_BED&lt;br /&gt;
HOTKEY_CARPENTER_CHAIR&lt;br /&gt;
HOTKEY_CARPENTER_COFFIN&lt;br /&gt;
HOTKEY_CARPENTER_DOOR&lt;br /&gt;
HOTKEY_CARPENTER_FLOODGATE&lt;br /&gt;
HOTKEY_CARPENTER_HATCH_COVER&lt;br /&gt;
HOTKEY_CARPENTER_GRATE&lt;br /&gt;
HOTKEY_CARPENTER_CABINET&lt;br /&gt;
HOTKEY_CARPENTER_BIN&lt;br /&gt;
HOTKEY_CARPENTER_BOX&lt;br /&gt;
HOTKEY_CARPENTER_WEAPONRACK&lt;br /&gt;
HOTKEY_CARPENTER_TABLE&lt;br /&gt;
HOTKEY_SIEGE_BALLISTA&lt;br /&gt;
HOTKEY_SIEGE_CATAPULT&lt;br /&gt;
HOTKEY_LEATHER_BOX&lt;br /&gt;
HOTKEY_LEATHER_FLASK&lt;br /&gt;
HOTKEY_LEATHER_SHIRT&lt;br /&gt;
HOTKEY_LEATHER_CLOAK&lt;br /&gt;
HOTKEY_LEATHER_BACKPACK&lt;br /&gt;
HOTKEY_LEATHER_QUIVER&lt;br /&gt;
HOTKEY_LEATHER_IMAGE&lt;br /&gt;
HOTKEY_CLOTHES_MAT_PLANT&lt;br /&gt;
HOTKEY_CLOTHES_MAT_SILK&lt;br /&gt;
HOTKEY_CLOTHES_SHIRT&lt;br /&gt;
HOTKEY_CLOTHES_CLOAK&lt;br /&gt;
HOTKEY_CLOTHES_BOX&lt;br /&gt;
HOTKEY_CLOTHES_CHAIN&lt;br /&gt;
HOTKEY_CLOTHES_IMAGE&lt;br /&gt;
HOTKEY_CRAFTS_MAT_STONE&lt;br /&gt;
HOTKEY_CRAFTS_MAT_WOOD&lt;br /&gt;
HOTKEY_CRAFTS_DEC_BONE&lt;br /&gt;
HOTKEY_CRAFTS_DEC_SHELL&lt;br /&gt;
HOTKEY_CRAFTS_DEC_TOOTH&lt;br /&gt;
HOTKEY_CRAFTS_DEC_HORN&lt;br /&gt;
HOTKEY_CRAFTS_DEC_PEARL&lt;br /&gt;
HOTKEY_CRAFTS_TOTEM&lt;br /&gt;
HOTKEY_CRAFTS_CLOTH&lt;br /&gt;
HOTKEY_CRAFTS_SILK&lt;br /&gt;
HOTKEY_CRAFTS_SHELL&lt;br /&gt;
HOTKEY_CRAFTS_TOOTH&lt;br /&gt;
HOTKEY_CRAFTS_HORN&lt;br /&gt;
HOTKEY_CRAFTS_PEARL&lt;br /&gt;
HOTKEY_CRAFTS_BONE&lt;br /&gt;
HOTKEY_CRAFTS_LEATHER&lt;br /&gt;
HOTKEY_CRAFTS_MAT_CRAFTS&lt;br /&gt;
HOTKEY_CRAFTS_MAT_GOBLET&lt;br /&gt;
HOTKEY_CRAFTS_MAT_INSTRUMENT&lt;br /&gt;
HOTKEY_CRAFTS_MAT_TOY&lt;br /&gt;
HOTKEY_SMITH_WEAPON&lt;br /&gt;
HOTKEY_SMITH_ARMOR&lt;br /&gt;
HOTKEY_SMITH_FURNITURE&lt;br /&gt;
HOTKEY_SMITH_SIEGE&lt;br /&gt;
HOTKEY_SMITH_TRAP&lt;br /&gt;
HOTKEY_SMITH_OTHER&lt;br /&gt;
HOTKEY_SMITH_METAL&lt;br /&gt;
HOTKEY_BUILDING_ARMORSTAND&lt;br /&gt;
HOTKEY_BUILDING_BED&lt;br /&gt;
HOTKEY_BUILDING_TRACTION_BENCH&lt;br /&gt;
HOTKEY_BUILDING_CHAIR&lt;br /&gt;
HOTKEY_BUILDING_COFFIN&lt;br /&gt;
HOTKEY_BUILDING_DOOR&lt;br /&gt;
HOTKEY_BUILDING_FLOODGATE&lt;br /&gt;
HOTKEY_BUILDING_HATCH&lt;br /&gt;
HOTKEY_BUILDING_GRATE_WALL&lt;br /&gt;
HOTKEY_BUILDING_GRATE_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_BARS_VERTICAL&lt;br /&gt;
HOTKEY_BUILDING_BARS_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_CABINET&lt;br /&gt;
HOTKEY_BUILDING_BOX&lt;br /&gt;
HOTKEY_BUILDING_KENNEL&lt;br /&gt;
HOTKEY_BUILDING_FARMPLOT&lt;br /&gt;
HOTKEY_BUILDING_WEAPONRACK&lt;br /&gt;
HOTKEY_BUILDING_STATUE&lt;br /&gt;
HOTKEY_BUILDING_TABLE&lt;br /&gt;
HOTKEY_BUILDING_ROAD_DIRT&lt;br /&gt;
HOTKEY_BUILDING_ROAD_PAVED&lt;br /&gt;
HOTKEY_BUILDING_BRIDGE&lt;br /&gt;
HOTKEY_BUILDING_WELL&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP&lt;br /&gt;
HOTKEY_BUILDING_FURNACE&lt;br /&gt;
HOTKEY_BUILDING_WINDOW_GLASS&lt;br /&gt;
HOTKEY_BUILDING_WINDOW_GEM&lt;br /&gt;
HOTKEY_BUILDING_SHOP&lt;br /&gt;
HOTKEY_BUILDING_ANIMALTRAP&lt;br /&gt;
HOTKEY_BUILDING_CHAIN&lt;br /&gt;
HOTKEY_BUILDING_CAGE&lt;br /&gt;
HOTKEY_BUILDING_TRADEDEPOT&lt;br /&gt;
HOTKEY_BUILDING_TRAP&lt;br /&gt;
HOTKEY_BUILDING_MACHINE&lt;br /&gt;
HOTKEY_BUILDING_SUPPORT&lt;br /&gt;
HOTKEY_BUILDING_ARCHERYTARGET&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_SCREW_PUMP&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_WATER_WHEEL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_WINDMILL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_GEAR_ASSEMBLY&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_AXLE_HORIZONTAL&lt;br /&gt;
HOTKEY_BUILDING_MACHINE_AXLE_VERTICAL&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE_BALLISTA&lt;br /&gt;
HOTKEY_BUILDING_SIEGEENGINE_CATAPULT&lt;br /&gt;
HOTKEY_BUILDING_TRAP_STONE&lt;br /&gt;
HOTKEY_BUILDING_TRAP_WEAPON&lt;br /&gt;
HOTKEY_BUILDING_TRAP_LEVER&lt;br /&gt;
HOTKEY_BUILDING_TRAP_TRIGGER&lt;br /&gt;
HOTKEY_BUILDING_TRAP_CAGE&lt;br /&gt;
HOTKEY_BUILDING_TRAP_SPIKE&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_FORTIFICATION&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_WALL&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_FLOOR&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_RAMP&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UP&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_DOWN&lt;br /&gt;
HOTKEY_BUILDING_CONSTRUCTION_STAIR_UPDOWN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LEATHER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_QUERN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MILLSTONE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LOOM&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CLOTHES&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_BOWYER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CARPENTER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_METALSMITH&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_LAVAMILL&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_JEWELER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MASON&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_BUTCHER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_TANNER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_DYER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_CRAFTSMAN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_SIEGE&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_MECHANIC&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_STILL&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_FARMER&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_KITCHEN&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_FISHERY&lt;br /&gt;
HOTKEY_BUILDING_WORKSHOP_ASHERY&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_WOOD&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_SMELTER&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_GLASS&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_KILN&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_SMELTER_LAVA&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_GLASS_LAVA&lt;br /&gt;
HOTKEY_BUILDING_FURNACE_KILN_LAVA&lt;br /&gt;
D_ONESTEP&lt;br /&gt;
D_PAUSE&lt;br /&gt;
D_DEPOT&lt;br /&gt;
D_HOT_KEYS&lt;br /&gt;
D_HOTKEY1&lt;br /&gt;
D_HOTKEY2&lt;br /&gt;
D_HOTKEY3&lt;br /&gt;
D_HOTKEY4&lt;br /&gt;
D_HOTKEY5&lt;br /&gt;
D_HOTKEY6&lt;br /&gt;
D_HOTKEY7&lt;br /&gt;
D_HOTKEY8&lt;br /&gt;
D_HOTKEY9&lt;br /&gt;
D_HOTKEY10&lt;br /&gt;
D_HOTKEY11&lt;br /&gt;
D_HOTKEY12&lt;br /&gt;
D_HOTKEY13&lt;br /&gt;
D_HOTKEY14&lt;br /&gt;
D_HOTKEY15&lt;br /&gt;
D_HOTKEY16&lt;br /&gt;
D_HOTKEY_CHANGE_NAME&lt;br /&gt;
D_HOTKEY_ZOOM&lt;br /&gt;
D_ANNOUNCE&lt;br /&gt;
D_REPORTS&lt;br /&gt;
D_BUILDING&lt;br /&gt;
D_CIVLIST&lt;br /&gt;
D_DESIGNATE&lt;br /&gt;
D_ARTLIST&lt;br /&gt;
D_NOBLES&lt;br /&gt;
D_ORDERS&lt;br /&gt;
D_MILITARY&lt;br /&gt;
D_MILITARY_CREATE_SQUAD&lt;br /&gt;
D_MILITARY_DISBAND_SQUAD&lt;br /&gt;
D_MILITARY_CREATE_SUB_SQUAD&lt;br /&gt;
D_MILITARY_CANCEL_ORDERS&lt;br /&gt;
D_MILITARY_POSITIONS&lt;br /&gt;
D_MILITARY_ALERTS&lt;br /&gt;
D_MILITARY_ALERTS_ADD&lt;br /&gt;
D_MILITARY_ALERTS_DELETE&lt;br /&gt;
D_MILITARY_ALERTS_SET&lt;br /&gt;
D_MILITARY_ALERTS_NAME&lt;br /&gt;
D_MILITARY_ALERTS_SET_RETAIN&lt;br /&gt;
D_MILITARY_EQUIP&lt;br /&gt;
D_MILITARY_EQUIP_CUSTOMIZE&lt;br /&gt;
D_MILITARY_EQUIP_UNIFORM&lt;br /&gt;
D_MILITARY_EQUIP_PRIORITY&lt;br /&gt;
D_MILITARY_UNIFORMS&lt;br /&gt;
D_MILITARY_SUPPLIES&lt;br /&gt;
D_MILITARY_SUPPLIES_WATER_DOWN&lt;br /&gt;
D_MILITARY_SUPPLIES_WATER_UP&lt;br /&gt;
D_MILITARY_SUPPLIES_FOOD_DOWN&lt;br /&gt;
D_MILITARY_SUPPLIES_FOOD_UP&lt;br /&gt;
D_MILITARY_AMMUNITION&lt;br /&gt;
D_MILITARY_AMMUNITION_ADD_ITEM&lt;br /&gt;
D_MILITARY_AMMUNITION_REMOVE_ITEM&lt;br /&gt;
D_MILITARY_AMMUNITION_LOWER_AMOUNT&lt;br /&gt;
D_MILITARY_AMMUNITION_RAISE_AMOUNT&lt;br /&gt;
D_MILITARY_AMMUNITION_LOWER_AMOUNT_LOTS&lt;br /&gt;
D_MILITARY_AMMUNITION_RAISE_AMOUNT_LOTS&lt;br /&gt;
D_MILITARY_AMMUNITION_MATERIAL&lt;br /&gt;
D_MILITARY_AMMUNITION_COMBAT&lt;br /&gt;
D_MILITARY_AMMUNITION_TRAINING&lt;br /&gt;
D_MILITARY_TRAINING&lt;br /&gt;
D_MILITARY_SCHEDULE&lt;br /&gt;
D_MILITARY_ADD_UNIFORM&lt;br /&gt;
D_MILITARY_DELETE_UNIFORM&lt;br /&gt;
D_MILITARY_NAME_UNIFORM&lt;br /&gt;
D_MILITARY_ADD_ARMOR&lt;br /&gt;
D_MILITARY_ADD_PANTS&lt;br /&gt;
D_MILITARY_ADD_HELM&lt;br /&gt;
D_MILITARY_ADD_GLOVES&lt;br /&gt;
D_MILITARY_ADD_BOOTS&lt;br /&gt;
D_MILITARY_ADD_SHIELD&lt;br /&gt;
D_MILITARY_ADD_WEAPON&lt;br /&gt;
D_MILITARY_ADD_MATERIAL&lt;br /&gt;
D_MILITARY_ADD_COLOR&lt;br /&gt;
D_MILITARY_REPLACE_CLOTHING&lt;br /&gt;
D_MILITARY_EXACT_MATCH&lt;br /&gt;
D_ROOMS&lt;br /&gt;
BUILDINGLIST_ZOOM_T&lt;br /&gt;
BUILDINGLIST_ZOOM_Q&lt;br /&gt;
D_SQUADS&lt;br /&gt;
D_SQUADS_MOVE&lt;br /&gt;
D_SQUADS_KILL&lt;br /&gt;
D_SQUADS_KILL_LIST&lt;br /&gt;
D_SQUADS_KILL_RECT&lt;br /&gt;
D_SQUADS_SCHEDULE&lt;br /&gt;
D_SQUADS_CANCEL_ORDER&lt;br /&gt;
D_SQUADS_ALERT&lt;br /&gt;
D_SQUADS_SELECT_INDIVIDUALS&lt;br /&gt;
D_SQUADS_CENTER&lt;br /&gt;
D_SQUAD_SCH_SLEEP&lt;br /&gt;
D_SQUAD_SCH_CIVILIAN_UNIFORM&lt;br /&gt;
D_SQUAD_SCH_GIVE_ORDER&lt;br /&gt;
D_SQUAD_SCH_EDIT_ORDER&lt;br /&gt;
D_SQUAD_SCH_CANCEL_ORDER&lt;br /&gt;
D_SQUAD_SCH_COPY_ORDERS&lt;br /&gt;
D_SQUAD_SCH_PASTE_ORDERS&lt;br /&gt;
D_SQUAD_SCH_MS_NAME&lt;br /&gt;
D_STOCKPILES&lt;br /&gt;
D_CIVZONE&lt;br /&gt;
D_VIEWUNIT&lt;br /&gt;
D_JOBLIST&lt;br /&gt;
D_UNITLIST&lt;br /&gt;
D_LOOK&lt;br /&gt;
D_BURROWS&lt;br /&gt;
D_BURROWS_ADD&lt;br /&gt;
D_BURROWS_DELETE&lt;br /&gt;
D_BURROWS_DEFINE&lt;br /&gt;
D_BURROWS_ADD_UNIT&lt;br /&gt;
D_BURROWS_CENTER&lt;br /&gt;
D_BURROWS_NAME&lt;br /&gt;
D_BURROWS_CHANGE_SELECTION&lt;br /&gt;
D_BURROWS_BRUSH&lt;br /&gt;
D_BURROWS_REMOVE&lt;br /&gt;
D_NOTE&lt;br /&gt;
D_NOTE_PLACE&lt;br /&gt;
D_NOTE_DELETE&lt;br /&gt;
D_NOTE_NAME&lt;br /&gt;
D_NOTE_ENTER&lt;br /&gt;
D_NOTE_ADOPT_SYMBOL&lt;br /&gt;
D_NOTE_CHANGE_SELECTION&lt;br /&gt;
D_NOTE_POINTS&lt;br /&gt;
D_NOTE_ROUTE&lt;br /&gt;
D_NOTE_ROUTE_ADD&lt;br /&gt;
D_NOTE_ROUTE_EDIT&lt;br /&gt;
D_NOTE_ROUTE_DELETE&lt;br /&gt;
D_NOTE_ROUTE_CENTER&lt;br /&gt;
D_NOTE_ROUTE_NAME&lt;br /&gt;
D_BUILDJOB&lt;br /&gt;
D_STATUS&lt;br /&gt;
D_STATUS_OVERALL_HEALTH_RECENTER&lt;br /&gt;
D_BUILDITEM&lt;br /&gt;
D_BITEM_FORBID&lt;br /&gt;
D_BITEM_DUMP&lt;br /&gt;
D_BITEM_HIDE&lt;br /&gt;
D_BITEM_MELT&lt;br /&gt;
D_LOOK_FORBID&lt;br /&gt;
D_LOOK_DUMP&lt;br /&gt;
D_LOOK_MELT&lt;br /&gt;
D_LOOK_HIDE&lt;br /&gt;
D_LOOK_ARENA_CREATURE&lt;br /&gt;
D_LOOK_ARENA_ADV_MODE&lt;br /&gt;
D_LOOK_ARENA_WATER&lt;br /&gt;
D_LOOK_ARENA_MAGMA&lt;br /&gt;
ARENA_CREATURE_SIDE_DOWN&lt;br /&gt;
ARENA_CREATURE_SIDE_UP&lt;br /&gt;
ARENA_CREATURE_NEW_ITEM&lt;br /&gt;
ARENA_CREATURE_BLANK_LIST&lt;br /&gt;
ARENA_CREATURE_REMOVE_ITEM&lt;br /&gt;
A_ENTER_NAME&lt;br /&gt;
A_CUST_NAME&lt;br /&gt;
A_RANDOM_NAME&lt;br /&gt;
A_CHANGE_GENDER&lt;br /&gt;
A_END_TRAVEL&lt;br /&gt;
A_TRAVEL_CLOUDS&lt;br /&gt;
A_LOG&lt;br /&gt;
A_TRAVEL_LOG&lt;br /&gt;
A_LOG_TASKS&lt;br /&gt;
A_LOG_ENTITIES&lt;br /&gt;
A_LOG_SITES&lt;br /&gt;
A_LOG_SUBREGIONS&lt;br /&gt;
A_LOG_FEATURE_LAYERS&lt;br /&gt;
A_LOG_ZOOM_CURRENT_LOCATION&lt;br /&gt;
A_LOG_ZOOM_SELECTED&lt;br /&gt;
A_LOG_LINE&lt;br /&gt;
A_LOG_MAP&lt;br /&gt;
ORDERS_AUTOFORBID&lt;br /&gt;
ORDERS_FORBID_PROJECTILE&lt;br /&gt;
ORDERS_FORBID_YOUR_CORPSE&lt;br /&gt;
ORDERS_FORBID_YOUR_ITEMS&lt;br /&gt;
ORDERS_FORBID_OTHER_CORPSE&lt;br /&gt;
ORDERS_FORBID_OTHER_ITEMS&lt;br /&gt;
ORDERS_REFUSE_GATHER&lt;br /&gt;
ORDERS_REFUSE_OUTSIDE&lt;br /&gt;
ORDERS_REFUSE_DUMP_CORPSE&lt;br /&gt;
ORDERS_REFUSE_DUMP_SKULL&lt;br /&gt;
ORDERS_REFUSE_DUMP_SKIN&lt;br /&gt;
ORDERS_REFUSE_DUMP_BONE&lt;br /&gt;
ORDERS_REFUSE_DUMP_SHELL&lt;br /&gt;
ORDERS_REFUSE_DUMP_OTHER&lt;br /&gt;
ORDERS_GATHER_FURNITURE&lt;br /&gt;
ORDERS_GATHER_ANIMALS&lt;br /&gt;
ORDERS_GATHER_FOOD&lt;br /&gt;
ORDERS_GATHER_BODIES&lt;br /&gt;
ORDERS_REFUSE&lt;br /&gt;
ORDERS_GATHER_STONE&lt;br /&gt;
ORDERS_GATHER_WOOD&lt;br /&gt;
ORDERS_ALL_HARVEST&lt;br /&gt;
ORDERS_SAMEPILE&lt;br /&gt;
ORDERS_MIXFOODS&lt;br /&gt;
ORDERS_EXCEPTIONS&lt;br /&gt;
ORDERS_LOOM&lt;br /&gt;
ORDERS_DYED_CLOTH&lt;br /&gt;
ORDERS_WORKSHOP&lt;br /&gt;
ORDERS_COLLECT_WEB&lt;br /&gt;
ORDERS_SLAUGHTER&lt;br /&gt;
ORDERS_BUTCHER&lt;br /&gt;
ORDERS_TAN&lt;br /&gt;
ORDERS_AUTO_FISHERY&lt;br /&gt;
ORDERS_AUTO_KITCHEN&lt;br /&gt;
ORDERS_AUTO_KILN&lt;br /&gt;
ORDERS_AUTO_SMELTER&lt;br /&gt;
ORDERS_AUTO_OTHER&lt;br /&gt;
ORDERS_ZONE&lt;br /&gt;
ORDERS_ZONE_DRINKING&lt;br /&gt;
ORDERS_ZONE_FISHING&lt;br /&gt;
DESTROYBUILDING&lt;br /&gt;
SUSPENDBUILDING&lt;br /&gt;
MENU_CONFIRM&lt;br /&gt;
SAVE_BINDINGS&lt;br /&gt;
CHANGE_BINDINGS&lt;br /&gt;
HOTKEY_ALCHEMIST_SOAP&lt;br /&gt;
HOTKEY_STILL_BREW&lt;br /&gt;
HOTKEY_STILL_EXTRACT&lt;br /&gt;
HOTKEY_LOOM_COLLECT_SILK&lt;br /&gt;
HOTKEY_LOOM_WEAVE_CLOTH&lt;br /&gt;
HOTKEY_LOOM_WEAVE_SILK&lt;br /&gt;
HOTKEY_LOOM_WEAVE_METAL&lt;br /&gt;
HOTKEY_KITCHEN_COOK_2&lt;br /&gt;
HOTKEY_KITCHEN_COOK_3&lt;br /&gt;
HOTKEY_KITCHEN_COOK_4&lt;br /&gt;
HOTKEY_KITCHEN_RENDER_FAT&lt;br /&gt;
HOTKEY_FARMER_PROCESS&lt;br /&gt;
HOTKEY_FARMER_PROCESS_VIAL&lt;br /&gt;
HOTKEY_FARMER_PROCESS_BAG&lt;br /&gt;
HOTKEY_FARMER_PROCESS_BARREL&lt;br /&gt;
HOTKEY_FARMER_CHEESE&lt;br /&gt;
HOTKEY_FARMER_MILK&lt;br /&gt;
HOTKEY_MILL_MILL&lt;br /&gt;
HOTKEY_KENNEL_TRAIN_HUNT&lt;br /&gt;
HOTKEY_KENNEL_CATCH_VERMIN&lt;br /&gt;
HOTKEY_KENNEL_TAME_VERMIN&lt;br /&gt;
HOTKEY_KENNEL_TAME_UNIT&lt;br /&gt;
HOTKEY_KENNEL_TRAIN_WAR&lt;br /&gt;
HOTKEY_FISHERY_PROCESS&lt;br /&gt;
HOTKEY_FISHERY_EXTRACT&lt;br /&gt;
HOTKEY_FISHERY_CATCH&lt;br /&gt;
HOTKEY_BUTCHER_BUTCHER&lt;br /&gt;
HOTKEY_BUTCHER_EXTRACT&lt;br /&gt;
HOTKEY_BUTCHER_CATCH&lt;br /&gt;
HOTKEY_TANNER_TAN&lt;br /&gt;
HOTKEY_DYER_THREAD&lt;br /&gt;
HOTKEY_DYER_CLOTH&lt;br /&gt;
HOTKEY_JEWELER_FURNITURE&lt;br /&gt;
HOTKEY_JEWELER_FINISHED&lt;br /&gt;
HOTKEY_JEWELER_AMMO&lt;br /&gt;
HOTKEY_JEWELER_CUT&lt;br /&gt;
HOTKEY_JEWELER_ENCRUST&lt;br /&gt;
HOTKEY_MECHANIC_PARTS&lt;br /&gt;
HOTKEY_MECHANIC_TRACTION_BENCH&lt;br /&gt;
HOTKEY_MASON_ARMORSTAND&lt;br /&gt;
HOTKEY_MASON_BLOCKS&lt;br /&gt;
HOTKEY_MASON_CHAIR&lt;br /&gt;
HOTKEY_MASON_COFFIN&lt;br /&gt;
HOTKEY_MASON_DOOR&lt;br /&gt;
HOTKEY_MASON_FLOODGATE&lt;br /&gt;
HOTKEY_MASON_HATCH_COVER&lt;br /&gt;
HOTKEY_MASON_GRATE&lt;br /&gt;
HOTKEY_MASON_CABINET&lt;br /&gt;
HOTKEY_MASON_BOX&lt;br /&gt;
HOTKEY_MASON_STATUE&lt;br /&gt;
HOTKEY_MASON_QUERN&lt;br /&gt;
HOTKEY_MASON_MILLSTONE&lt;br /&gt;
HOTKEY_MASON_TABLE&lt;br /&gt;
HOTKEY_MASON_WEAPONRACK&lt;br /&gt;
HOTKEY_TRAP_BRIDGE&lt;br /&gt;
HOTKEY_TRAP_GEAR_ASSEMBLY&lt;br /&gt;
HOTKEY_TRAP_DOOR&lt;br /&gt;
HOTKEY_TRAP_FLOODGATE&lt;br /&gt;
HOTKEY_TRAP_SPIKE&lt;br /&gt;
HOTKEY_TRAP_HATCH&lt;br /&gt;
HOTKEY_TRAP_GRATE_WALL&lt;br /&gt;
HOTKEY_TRAP_GRATE_FLOOR&lt;br /&gt;
HOTKEY_TRAP_BARS_VERTICAL&lt;br /&gt;
HOTKEY_TRAP_BARS_FLOOR&lt;br /&gt;
HOTKEY_TRAP_SUPPORT&lt;br /&gt;
HOTKEY_TRAP_CHAIN&lt;br /&gt;
HOTKEY_TRAP_CAGE&lt;br /&gt;
HOTKEY_TRAP_PULL_LEVER&lt;br /&gt;
BUILDJOB_ADD&lt;br /&gt;
BUILDJOB_CANCEL&lt;br /&gt;
BUILDJOB_PROMOTE&lt;br /&gt;
BUILDJOB_REPEAT&lt;br /&gt;
BUILDJOB_SUSPEND&lt;br /&gt;
BUILDJOB_WORKSHOP_PROFILE&lt;br /&gt;
BUILDJOB_WELL_FREE&lt;br /&gt;
BUILDJOB_WELL_SIZE&lt;br /&gt;
BUILDJOB_TARGET_FREE&lt;br /&gt;
BUILDJOB_TARGET_SIZE&lt;br /&gt;
BUILDJOB_TARGET_DOWN&lt;br /&gt;
BUILDJOB_TARGET_UP&lt;br /&gt;
BUILDJOB_TARGET_RIGHT&lt;br /&gt;
BUILDJOB_TARGET_LEFT&lt;br /&gt;
BUILDJOB_STATUE_ASSIGN&lt;br /&gt;
BUILDJOB_STATUE_FREE&lt;br /&gt;
BUILDJOB_STATUE_SIZE&lt;br /&gt;
BUILDJOB_CAGE_JUSTICE&lt;br /&gt;
BUILDJOB_CAGE_FREE&lt;br /&gt;
BUILDJOB_CAGE_SIZE&lt;br /&gt;
BUILDJOB_CAGE_ASSIGN_OCC&lt;br /&gt;
BUILDJOB_CAGE_WATER&lt;br /&gt;
BUILDJOB_CAGE_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIN_ASSIGN_OCC&lt;br /&gt;
BUILDJOB_CHAIN_JUSTICE&lt;br /&gt;
BUILDJOB_CHAIN_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIN_FREE&lt;br /&gt;
BUILDJOB_CHAIN_SIZE&lt;br /&gt;
BUILDJOB_SIEGE_FIRING&lt;br /&gt;
BUILDJOB_SIEGE_ORIENT&lt;br /&gt;
BUILDJOB_DOOR_INTERNAL&lt;br /&gt;
BUILDJOB_DOOR_LOCK&lt;br /&gt;
BUILDJOB_DOOR_AJAR&lt;br /&gt;
BUILDJOB_COFFIN_ASSIGN&lt;br /&gt;
BUILDJOB_COFFIN_FREE&lt;br /&gt;
BUILDJOB_COFFIN_SIZE&lt;br /&gt;
BUILDJOB_COFFIN_BURIAL&lt;br /&gt;
BUILDJOB_COFFIN_CIV&lt;br /&gt;
BUILDJOB_COFFIN_PET&lt;br /&gt;
BUILDJOB_CHAIR_ASSIGN&lt;br /&gt;
BUILDJOB_CHAIR_FREE&lt;br /&gt;
BUILDJOB_CHAIR_SIZE&lt;br /&gt;
BUILDJOB_TABLE_ASSIGN&lt;br /&gt;
BUILDJOB_TABLE_HALL&lt;br /&gt;
BUILDJOB_TABLE_FREE&lt;br /&gt;
BUILDJOB_TABLE_SIZE&lt;br /&gt;
BUILDJOB_BED_ASSIGN&lt;br /&gt;
BUILDJOB_BED_FREE&lt;br /&gt;
BUILDJOB_BED_BARRACKS&lt;br /&gt;
BUILDJOB_BED_DORMITORY&lt;br /&gt;
BUILDJOB_BED_RENT&lt;br /&gt;
BUILDJOB_BED_SIZE&lt;br /&gt;
BUILDJOB_BED_NAME&lt;br /&gt;
BUILDJOB_BED_SLEEP&lt;br /&gt;
BUILDJOB_BED_TRAIN&lt;br /&gt;
BUILDJOB_BED_INDIV_EQ&lt;br /&gt;
BUILDJOB_BED_SQUAD_EQ&lt;br /&gt;
BUILDJOB_BED_POSITION&lt;br /&gt;
BUILDJOB_DEPOT_BRING&lt;br /&gt;
BUILDJOB_DEPOT_TRADE&lt;br /&gt;
BUILDJOB_DEPOT_REQUEST_TRADER&lt;br /&gt;
BUILDJOB_DEPOT_BROKER_ONLY&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_NONE&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_MEAT&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_FISH&lt;br /&gt;
BUILDJOB_ANIMALTRAP_BAIT_GEM&lt;br /&gt;
BUILDJOB_FARM_FALLOW&lt;br /&gt;
BUILDJOB_FARM_FERTILIZE&lt;br /&gt;
BUILDJOB_FARM_SEASFERT&lt;br /&gt;
BUILDJOB_FARM_SPRING&lt;br /&gt;
BUILDJOB_FARM_SUMMER&lt;br /&gt;
BUILDJOB_FARM_AUTUMN&lt;br /&gt;
BUILDJOB_FARM_WINTER&lt;br /&gt;
BUILDJOB_STOCKPILE_MASTER&lt;br /&gt;
BUILDJOB_STOCKPILE_DELETE_CHILD&lt;br /&gt;
BUILDJOB_STOCKPILE_SETTINGS&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_UP&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_DOWN&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_ZERO&lt;br /&gt;
BUILDJOB_STOCKPILE_BARREL_MAX&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_UP&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_DOWN&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_ZERO&lt;br /&gt;
BUILDJOB_STOCKPILE_BIN_MAX&lt;br /&gt;
BUILDJOB_RACK_MAT_BONE&lt;br /&gt;
BUILDJOB_RACK_MAT_BRONZE&lt;br /&gt;
BUILDJOB_RACK_MAT_COPPER&lt;br /&gt;
BUILDJOB_RACK_MAT_IRON&lt;br /&gt;
BUILDJOB_RACK_MAT_STEEL&lt;br /&gt;
BUILDJOB_RACK_MAT_WOOD&lt;br /&gt;
BUILDJOB_RACK_MAT_METAL&lt;br /&gt;
BUILDJOB_STAND_MAT_BONE&lt;br /&gt;
BUILDJOB_STAND_MAT_LEATHER&lt;br /&gt;
BUILDJOB_STAND_MAT_COPPER&lt;br /&gt;
BUILDJOB_STAND_MAT_BRONZE&lt;br /&gt;
BUILDJOB_STAND_MAT_STEEL&lt;br /&gt;
BUILDJOB_STAND_MAT_IRON&lt;br /&gt;
BUILDJOB_STAND_MAT_WOOD&lt;br /&gt;
BUILDJOB_STAND_MAT_METAL&lt;br /&gt;
BUILDJOB_RACKSTAND_ASSIGN&lt;br /&gt;
BUILDJOB_RACKSTAND_FREE&lt;br /&gt;
BUILDJOB_RACKSTAND_SIZE&lt;br /&gt;
BUILDJOB_RACKSTAND_ITEM&lt;br /&gt;
BUILDJOB_RACKSTAND_MAT&lt;br /&gt;
BUILDJOB_RACKSTAND_DEFAULTS1&lt;br /&gt;
BUILDJOB_RACKSTAND_KILL1&lt;br /&gt;
BUILDJOB_RACKSTAND_DEFAULTS2&lt;br /&gt;
BUILDJOB_RACKSTAND_KILL2&lt;br /&gt;
STOCKPILE_SETTINGS_ENABLE&lt;br /&gt;
STOCKPILE_SETTINGS_DISABLE&lt;br /&gt;
STOCKPILE_SETTINGS_PERMIT_ALL&lt;br /&gt;
STOCKPILE_SETTINGS_FORBID_ALL&lt;br /&gt;
STOCKPILE_SETTINGS_PERMIT_SUB&lt;br /&gt;
STOCKPILE_SETTINGS_FORBID_SUB&lt;br /&gt;
STOCKPILE_SETTINGS_SPECIFIC1&lt;br /&gt;
STOCKPILE_SETTINGS_SPECIFIC2&lt;br /&gt;
MOVIE_RECORD&lt;br /&gt;
MOVIE_PLAY&lt;br /&gt;
MOVIE_SAVE&lt;br /&gt;
MOVIE_LOAD&lt;br /&gt;
ASSIGNTRADE_VIEW&lt;br /&gt;
ASSIGNTRADE_STRING&lt;br /&gt;
ASSIGNTRADE_EXCLUDE_PROHIBITED&lt;br /&gt;
ASSIGNTRADE_PENDING&lt;br /&gt;
ASSIGNTRADE_SORT&lt;br /&gt;
NOBLELIST_REPLACE&lt;br /&gt;
NOBLELIST_SETTINGS&lt;br /&gt;
NOBLELIST_CAPITAL&lt;br /&gt;
NOBLELIST_VIEW_CANDIDATE&lt;br /&gt;
A_BARTER_VIEW&lt;br /&gt;
A_BARTER_CURRENCY_1&lt;br /&gt;
A_BARTER_CURRENCY_2&lt;br /&gt;
A_BARTER_CURRENCY_3&lt;br /&gt;
A_BARTER_CURRENCY_4&lt;br /&gt;
A_BARTER_CURRENCY_5&lt;br /&gt;
A_BARTER_CURRENCY_6&lt;br /&gt;
A_BARTER_CURRENCY_7&lt;br /&gt;
A_BARTER_CURRENCY_8&lt;br /&gt;
A_BARTER_CURRENCY_9&lt;br /&gt;
A_BARTER_TRADE&lt;br /&gt;
TRADE_VIEW&lt;br /&gt;
TRADE_TRADE&lt;br /&gt;
TRADE_OFFER&lt;br /&gt;
TRADE_SEIZE&lt;br /&gt;
STORES_VIEW&lt;br /&gt;
STORES_ZOOM&lt;br /&gt;
STORES_FORBID&lt;br /&gt;
STORES_MELT&lt;br /&gt;
STORES_DUMP&lt;br /&gt;
STORES_HIDE&lt;br /&gt;
MILITARY_ACTIVATE&lt;br /&gt;
MILITARY_VIEW&lt;br /&gt;
MILITARY_WEAPON&lt;br /&gt;
MILITARY_ZOOM&lt;br /&gt;
ANNOUNCE_ZOOM&lt;br /&gt;
UNITJOB_REMOVE_CRE&lt;br /&gt;
UNITJOB_ZOOM_CRE&lt;br /&gt;
UNITJOB_ZOOM_BUILD&lt;br /&gt;
UNITJOB_VIEW&lt;br /&gt;
UNITJOB_MANAGER&lt;br /&gt;
MANAGER_NEW_ORDER&lt;br /&gt;
MANAGER_REMOVE&lt;br /&gt;
MANAGER_PROMOTE&lt;br /&gt;
MANAGER_MAX&lt;br /&gt;
MANAGER_WAGES&lt;br /&gt;
PET_BUTCHER&lt;br /&gt;
KITCHEN_COOK&lt;br /&gt;
KITCHEN_BREW&lt;br /&gt;
SETUPGAME_NEW&lt;br /&gt;
SETUPGAME_VIEW&lt;br /&gt;
SETUPGAME_CUSTOMIZE_UNIT&lt;br /&gt;
SETUPGAME_SAVE_PROFILE&lt;br /&gt;
SETUPGAME_SAVE_PROFILE_ABORT&lt;br /&gt;
SETUPGAME_SAVE_PROFILE_GO&lt;br /&gt;
SETUPGAME_VIEW_PROFILE_PROBLEMS&lt;br /&gt;
CIVZONE_REMOVE&lt;br /&gt;
CIVZONE_REMOVE_ZONE&lt;br /&gt;
CIVZONE_SHAPE&lt;br /&gt;
CIVZONE_NEXT&lt;br /&gt;
CIVZONE_POND_OPTIONS&lt;br /&gt;
CIVZONE_HOSPITAL_OPTIONS&lt;br /&gt;
CIVZONE_WATER_SOURCE&lt;br /&gt;
CIVZONE_FISH&lt;br /&gt;
CIVZONE_DUMP&lt;br /&gt;
CIVZONE_POND&lt;br /&gt;
CIVZONE_HOSPITAL&lt;br /&gt;
CIVZONE_SAND_COLLECT&lt;br /&gt;
CIVZONE_ACTIVE&lt;br /&gt;
CIVZONE_MEETING&lt;br /&gt;
CIVZONE_POND_WATER&lt;br /&gt;
STOCKPILE_ANIMAL&lt;br /&gt;
STOCKPILE_FOOD&lt;br /&gt;
STOCKPILE_WEAPON&lt;br /&gt;
STOCKPILE_ARMOR&lt;br /&gt;
STOCKPILE_CUSTOM&lt;br /&gt;
STOCKPILE_CUSTOM_SETTINGS&lt;br /&gt;
STOCKPILE_FURNITURE&lt;br /&gt;
STOCKPILE_GRAVEYARD&lt;br /&gt;
STOCKPILE_REFUSE&lt;br /&gt;
STOCKPILE_WOOD&lt;br /&gt;
STOCKPILE_STONE&lt;br /&gt;
STOCKPILE_GEM&lt;br /&gt;
STOCKPILE_BARBLOCK&lt;br /&gt;
STOCKPILE_CLOTH&lt;br /&gt;
STOCKPILE_LEATHER&lt;br /&gt;
STOCKPILE_AMMO&lt;br /&gt;
STOCKPILE_COINS&lt;br /&gt;
STOCKPILE_FINISHED&lt;br /&gt;
STOCKPILE_NONE&lt;br /&gt;
DESIGNATE_BITEM&lt;br /&gt;
DESIGNATE_CLAIM&lt;br /&gt;
DESIGNATE_UNCLAIM&lt;br /&gt;
DESIGNATE_MELT&lt;br /&gt;
DESIGNATE_NO_MELT&lt;br /&gt;
DESIGNATE_DUMP&lt;br /&gt;
DESIGNATE_NO_DUMP&lt;br /&gt;
DESIGNATE_HIDE&lt;br /&gt;
DESIGNATE_NO_HIDE&lt;br /&gt;
DESIGNATE_TRAFFIC&lt;br /&gt;
DESIGNATE_TRAFFIC_HIGH&lt;br /&gt;
DESIGNATE_TRAFFIC_NORMAL&lt;br /&gt;
DESIGNATE_TRAFFIC_LOW&lt;br /&gt;
DESIGNATE_TRAFFIC_RESTRICTED&lt;br /&gt;
DESIGNATE_TRAFFIC_INCREASE_WEIGHT&lt;br /&gt;
DESIGNATE_TRAFFIC_DECREASE_WEIGHT&lt;br /&gt;
DESIGNATE_TRAFFIC_INCREASE_WEIGHT_MORE&lt;br /&gt;
DESIGNATE_TRAFFIC_DECREASE_WEIGHT_MORE&lt;br /&gt;
DESIGNATE_DIG&lt;br /&gt;
DESIGNATE_DIG_REMOVE_STAIRS_RAMPS&lt;br /&gt;
DESIGNATE_STAIR_UP&lt;br /&gt;
DESIGNATE_STAIR_DOWN&lt;br /&gt;
DESIGNATE_STAIR_UPDOWN&lt;br /&gt;
DESIGNATE_RAMP&lt;br /&gt;
DESIGNATE_CHANNEL&lt;br /&gt;
DESIGNATE_CHOP&lt;br /&gt;
DESIGNATE_PLANTS&lt;br /&gt;
DESIGNATE_SMOOTH&lt;br /&gt;
DESIGNATE_ENGRAVE&lt;br /&gt;
DESIGNATE_FORTIFY&lt;br /&gt;
DESIGNATE_TOGGLE_ENGRAVING&lt;br /&gt;
DESIGNATE_UNDO&lt;br /&gt;
DESIGNATE_REMOVE_CONSTRUCTION&lt;br /&gt;
BUILDING_DIM_Y_UP&lt;br /&gt;
BUILDING_DIM_Y_DOWN&lt;br /&gt;
BUILDING_DIM_X_UP&lt;br /&gt;
BUILDING_DIM_X_DOWN&lt;br /&gt;
BUILDING_ORIENT_UP&lt;br /&gt;
BUILDING_ORIENT_LEFT&lt;br /&gt;
BUILDING_ORIENT_RIGHT&lt;br /&gt;
BUILDING_ORIENT_DOWN&lt;br /&gt;
BUILDING_ORIENT_NONE&lt;br /&gt;
BUILDING_VIEW_ITEM&lt;br /&gt;
BUILDING_ADVANCE_STAGE&lt;br /&gt;
BUILDING_EXPAND_CONTRACT&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_WATER&lt;br /&gt;
BUILDING_TRIGGER_MIN_WATER_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_WATER_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_WATER_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_WATER_DOWN&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_MAGMA&lt;br /&gt;
BUILDING_TRIGGER_MIN_MAGMA_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_MAGMA_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_MAGMA_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_MAGMA_DOWN&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_CREATURE&lt;br /&gt;
BUILDING_TRIGGER_ENABLE_LOCALS&lt;br /&gt;
BUILDING_TRIGGER_RESETS&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_UP&lt;br /&gt;
BUILDING_TRIGGER_MIN_SIZE_DOWN&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_UP&lt;br /&gt;
BUILDING_TRIGGER_MAX_SIZE_DOWN&lt;br /&gt;
UNITVIEW_GEN&lt;br /&gt;
UNITVIEW_INV&lt;br /&gt;
UNITVIEW_PRF&lt;br /&gt;
UNITVIEW_WND&lt;br /&gt;
UNITVIEW_NEXT&lt;br /&gt;
UNITVIEW_SLAUGHTER&lt;br /&gt;
UNITVIEW_GEN_COMBAT&lt;br /&gt;
UNITVIEW_GEN_LABOR&lt;br /&gt;
UNITVIEW_GEN_MISC&lt;br /&gt;
UNITVIEW_PRF_PROF&lt;br /&gt;
UNITVIEW_PRF_PET&lt;br /&gt;
UNITVIEW_PRF_PET_HUNT&lt;br /&gt;
UNITVIEW_PRF_PET_WAR&lt;br /&gt;
UNITVIEW_PRF_VIEW&lt;br /&gt;
STRING_A000&lt;br /&gt;
STRING_A001&lt;br /&gt;
STRING_A002&lt;br /&gt;
STRING_A003&lt;br /&gt;
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STRING_A005&lt;br /&gt;
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STRING_A245&lt;br /&gt;
STRING_A246&lt;br /&gt;
STRING_A247&lt;br /&gt;
STRING_A248&lt;br /&gt;
STRING_A249&lt;br /&gt;
STRING_A250&lt;br /&gt;
STRING_A251&lt;br /&gt;
STRING_A252&lt;br /&gt;
STRING_A253&lt;br /&gt;
STRING_A254&lt;br /&gt;
STRING_A255&lt;br /&gt;
CUSTOM_A&lt;br /&gt;
CUSTOM_B&lt;br /&gt;
CUSTOM_C&lt;br /&gt;
CUSTOM_D&lt;br /&gt;
CUSTOM_E&lt;br /&gt;
CUSTOM_F&lt;br /&gt;
CUSTOM_G&lt;br /&gt;
CUSTOM_H&lt;br /&gt;
CUSTOM_I&lt;br /&gt;
CUSTOM_J&lt;br /&gt;
CUSTOM_K&lt;br /&gt;
CUSTOM_L&lt;br /&gt;
CUSTOM_M&lt;br /&gt;
CUSTOM_N&lt;br /&gt;
CUSTOM_O&lt;br /&gt;
CUSTOM_P&lt;br /&gt;
CUSTOM_Q&lt;br /&gt;
CUSTOM_R&lt;br /&gt;
CUSTOM_S&lt;br /&gt;
CUSTOM_T&lt;br /&gt;
CUSTOM_U&lt;br /&gt;
CUSTOM_V&lt;br /&gt;
CUSTOM_W&lt;br /&gt;
CUSTOM_X&lt;br /&gt;
CUSTOM_Y&lt;br /&gt;
CUSTOM_Z&lt;br /&gt;
CUSTOM_SHIFT_A&lt;br /&gt;
CUSTOM_SHIFT_B&lt;br /&gt;
CUSTOM_SHIFT_C&lt;br /&gt;
CUSTOM_SHIFT_D&lt;br /&gt;
CUSTOM_SHIFT_E&lt;br /&gt;
CUSTOM_SHIFT_F&lt;br /&gt;
CUSTOM_SHIFT_G&lt;br /&gt;
CUSTOM_SHIFT_H&lt;br /&gt;
CUSTOM_SHIFT_I&lt;br /&gt;
CUSTOM_SHIFT_J&lt;br /&gt;
CUSTOM_SHIFT_K&lt;br /&gt;
CUSTOM_SHIFT_L&lt;br /&gt;
CUSTOM_SHIFT_M&lt;br /&gt;
CUSTOM_SHIFT_N&lt;br /&gt;
CUSTOM_SHIFT_O&lt;br /&gt;
CUSTOM_SHIFT_P&lt;br /&gt;
CUSTOM_SHIFT_Q&lt;br /&gt;
CUSTOM_SHIFT_R&lt;br /&gt;
CUSTOM_SHIFT_S&lt;br /&gt;
CUSTOM_SHIFT_T&lt;br /&gt;
CUSTOM_SHIFT_U&lt;br /&gt;
CUSTOM_SHIFT_V&lt;br /&gt;
CUSTOM_SHIFT_W&lt;br /&gt;
CUSTOM_SHIFT_X&lt;br /&gt;
CUSTOM_SHIFT_Y&lt;br /&gt;
CUSTOM_SHIFT_Z&lt;br /&gt;
CUSTOM_CTRL_A&lt;br /&gt;
CUSTOM_CTRL_B&lt;br /&gt;
CUSTOM_CTRL_C&lt;br /&gt;
CUSTOM_CTRL_D&lt;br /&gt;
CUSTOM_CTRL_E&lt;br /&gt;
CUSTOM_CTRL_F&lt;br /&gt;
CUSTOM_CTRL_G&lt;br /&gt;
CUSTOM_CTRL_H&lt;br /&gt;
CUSTOM_CTRL_I&lt;br /&gt;
CUSTOM_CTRL_J&lt;br /&gt;
CUSTOM_CTRL_K&lt;br /&gt;
CUSTOM_CTRL_L&lt;br /&gt;
CUSTOM_CTRL_M&lt;br /&gt;
CUSTOM_CTRL_N&lt;br /&gt;
CUSTOM_CTRL_O&lt;br /&gt;
CUSTOM_CTRL_P&lt;br /&gt;
CUSTOM_CTRL_Q&lt;br /&gt;
CUSTOM_CTRL_R&lt;br /&gt;
CUSTOM_CTRL_S&lt;br /&gt;
CUSTOM_CTRL_T&lt;br /&gt;
CUSTOM_CTRL_U&lt;br /&gt;
CUSTOM_CTRL_V&lt;br /&gt;
CUSTOM_CTRL_W&lt;br /&gt;
CUSTOM_CTRL_X&lt;br /&gt;
CUSTOM_CTRL_Y&lt;br /&gt;
CUSTOM_CTRL_Z&lt;br /&gt;
CUSTOM_ALT_A&lt;br /&gt;
CUSTOM_ALT_B&lt;br /&gt;
CUSTOM_ALT_C&lt;br /&gt;
CUSTOM_ALT_D&lt;br /&gt;
CUSTOM_ALT_E&lt;br /&gt;
CUSTOM_ALT_F&lt;br /&gt;
CUSTOM_ALT_G&lt;br /&gt;
CUSTOM_ALT_H&lt;br /&gt;
CUSTOM_ALT_I&lt;br /&gt;
CUSTOM_ALT_J&lt;br /&gt;
CUSTOM_ALT_K&lt;br /&gt;
CUSTOM_ALT_L&lt;br /&gt;
CUSTOM_ALT_M&lt;br /&gt;
CUSTOM_ALT_N&lt;br /&gt;
CUSTOM_ALT_O&lt;br /&gt;
CUSTOM_ALT_P&lt;br /&gt;
CUSTOM_ALT_Q&lt;br /&gt;
CUSTOM_ALT_R&lt;br /&gt;
CUSTOM_ALT_S&lt;br /&gt;
CUSTOM_ALT_T&lt;br /&gt;
CUSTOM_ALT_U&lt;br /&gt;
CUSTOM_ALT_V&lt;br /&gt;
CUSTOM_ALT_W&lt;br /&gt;
CUSTOM_ALT_X&lt;br /&gt;
CUSTOM_ALT_Y&lt;br /&gt;
CUSTOM_ALT_Z&lt;br /&gt;
Not Supported&lt;br /&gt;
Ctrl+&lt;br /&gt;
Alt+&lt;br /&gt;
Shft+&lt;br /&gt;
Backspace&lt;br /&gt;
Tab&lt;br /&gt;
Clear&lt;br /&gt;
Enter&lt;br /&gt;
Shift&lt;br /&gt;
Ctrl&lt;br /&gt;
Alt&lt;br /&gt;
Pause&lt;br /&gt;
Caps&lt;br /&gt;
Escape&lt;br /&gt;
Space&lt;br /&gt;
Page Up&lt;br /&gt;
Page Down&lt;br /&gt;
End&lt;br /&gt;
Up&lt;br /&gt;
Right&lt;br /&gt;
Down&lt;br /&gt;
Print&lt;br /&gt;
Execute&lt;br /&gt;
Print Screen&lt;br /&gt;
Insert&lt;br /&gt;
Delete&lt;br /&gt;
Numpad 0&lt;br /&gt;
Numpad 1&lt;br /&gt;
Numpad 2&lt;br /&gt;
Numpad 3&lt;br /&gt;
Numpad 4&lt;br /&gt;
Numpad 5&lt;br /&gt;
Numpad 6&lt;br /&gt;
Numpad 7&lt;br /&gt;
Numpad 8&lt;br /&gt;
Numpad 9&lt;br /&gt;
Separator&lt;br /&gt;
Subtract&lt;br /&gt;
Add&lt;br /&gt;
Multiply&lt;br /&gt;
Decimal&lt;br /&gt;
Divide&lt;br /&gt;
F1&lt;br /&gt;
F2&lt;br /&gt;
F3&lt;br /&gt;
F4&lt;br /&gt;
F5&lt;br /&gt;
F6&lt;br /&gt;
F7&lt;br /&gt;
F8&lt;br /&gt;
F9&lt;br /&gt;
F10&lt;br /&gt;
F11&lt;br /&gt;
F12&lt;br /&gt;
F13&lt;br /&gt;
F14&lt;br /&gt;
F15&lt;br /&gt;
F16&lt;br /&gt;
F17&lt;br /&gt;
F18&lt;br /&gt;
F19&lt;br /&gt;
F20&lt;br /&gt;
F21&lt;br /&gt;
F22&lt;br /&gt;
F23&lt;br /&gt;
F24&lt;br /&gt;
Numlock&lt;br /&gt;
Scroll&lt;br /&gt;
L Shift&lt;br /&gt;
R Shift&lt;br /&gt;
L Control&lt;br /&gt;
R Control&lt;br /&gt;
L Menu&lt;br /&gt;
R Menu&lt;br /&gt;
Key BA&lt;br /&gt;
Plus&lt;br /&gt;
Comma&lt;br /&gt;
Minus&lt;br /&gt;
Period&lt;br /&gt;
Key BF&lt;br /&gt;
Key C0&lt;br /&gt;
Key DB&lt;br /&gt;
Key DC&lt;br /&gt;
Key DD&lt;br /&gt;
Key DE&lt;br /&gt;
Key DF&lt;br /&gt;
Key E1&lt;br /&gt;
Key E2&lt;br /&gt;
Key E3&lt;br /&gt;
Key E4&lt;br /&gt;
Key E9&lt;br /&gt;
Key EA&lt;br /&gt;
Key EB&lt;br /&gt;
Key EC&lt;br /&gt;
Key ED&lt;br /&gt;
Key EE&lt;br /&gt;
Key EF&lt;br /&gt;
Key F1&lt;br /&gt;
Key F2&lt;br /&gt;
Key F3&lt;br /&gt;
Key F4&lt;br /&gt;
Key F5&lt;br /&gt;
Key Hangul/Kana&lt;br /&gt;
Key Junja&lt;br /&gt;
Key Final&lt;br /&gt;
Key Hanja/Kanji&lt;br /&gt;
Key Convert&lt;br /&gt;
Key Nonconvert&lt;br /&gt;
Key Accept&lt;br /&gt;
Key Mode Change&lt;br /&gt;
Key 92&lt;br /&gt;
Key 93&lt;br /&gt;
Key 94&lt;br /&gt;
Key 95&lt;br /&gt;
Key 96&lt;br /&gt;
NOT_SUPPORTED&lt;br /&gt;
CTRL+&lt;br /&gt;
ALT+&lt;br /&gt;
SHIFT+&lt;br /&gt;
BACKSPACE&lt;br /&gt;
TAB&lt;br /&gt;
CLEAR&lt;br /&gt;
ENTER&lt;br /&gt;
SHIFT&lt;br /&gt;
CTRL&lt;br /&gt;
ALT&lt;br /&gt;
CAPS&lt;br /&gt;
ESCAPE&lt;br /&gt;
SPACE&lt;br /&gt;
PAGEUP&lt;br /&gt;
PAGEDOWN&lt;br /&gt;
END&lt;br /&gt;
HOME&lt;br /&gt;
UP&lt;br /&gt;
DOWN&lt;br /&gt;
PRINT&lt;br /&gt;
EXECUTE&lt;br /&gt;
PRINTSCREEN&lt;br /&gt;
INSERT&lt;br /&gt;
DELETE&lt;br /&gt;
NUMPAD0&lt;br /&gt;
NUMPAD1&lt;br /&gt;
NUMPAD2&lt;br /&gt;
NUMPAD3&lt;br /&gt;
NUMPAD4&lt;br /&gt;
NUMPAD5&lt;br /&gt;
NUMPAD6&lt;br /&gt;
NUMPAD7&lt;br /&gt;
NUMPAD8&lt;br /&gt;
NUMPAD9&lt;br /&gt;
SEPARATOR&lt;br /&gt;
SUBTRACT&lt;br /&gt;
ADD&lt;br /&gt;
MULTIPLY&lt;br /&gt;
DECIMAL&lt;br /&gt;
DIVIDE&lt;br /&gt;
NUMLOCK&lt;br /&gt;
SCROLL&lt;br /&gt;
LSHIFT&lt;br /&gt;
RSHIFT&lt;br /&gt;
LCTRL&lt;br /&gt;
RCTRL&lt;br /&gt;
LMENU&lt;br /&gt;
RMENU&lt;br /&gt;
KEYBA&lt;br /&gt;
PLUS&lt;br /&gt;
COMMA&lt;br /&gt;
MINUS&lt;br /&gt;
PERIOD&lt;br /&gt;
KEYBF&lt;br /&gt;
KEYC0&lt;br /&gt;
KEYDB&lt;br /&gt;
KEYDC&lt;br /&gt;
KEYDD&lt;br /&gt;
KEYDE&lt;br /&gt;
KEYDF&lt;br /&gt;
KEYE1&lt;br /&gt;
KEYE2&lt;br /&gt;
KEYE3&lt;br /&gt;
KEYE4&lt;br /&gt;
KEYE9&lt;br /&gt;
KEYEA&lt;br /&gt;
KEYEB&lt;br /&gt;
KEYEC&lt;br /&gt;
KEYED&lt;br /&gt;
KEYEE&lt;br /&gt;
KEYEF&lt;br /&gt;
KEYF1&lt;br /&gt;
KEYF2&lt;br /&gt;
KEYF3&lt;br /&gt;
KEYF4&lt;br /&gt;
KEYF5&lt;br /&gt;
KEYHANGULKANA&lt;br /&gt;
KEYJUNJA&lt;br /&gt;
KEYFINAL&lt;br /&gt;
KEYHANJAKANJI&lt;br /&gt;
KEYCONVERT&lt;br /&gt;
KEYNONCONVERT&lt;br /&gt;
KEYACCEPT&lt;br /&gt;
KEYMODECHANGE&lt;br /&gt;
KEY92&lt;br /&gt;
KEY93&lt;br /&gt;
KEY94&lt;br /&gt;
KEY95&lt;br /&gt;
KEY96&lt;br /&gt;
  Dwarf Fortress Options  &lt;br /&gt;
Ending game...&lt;br /&gt;
Really retire?  All active saves will be deleted.  (&lt;br /&gt;
 = yes, other = no)&lt;br /&gt;
You will be saved for later use in the region.&lt;br /&gt;
Really quit?  All active saves will be deleted.  (&lt;br /&gt;
The region will be saved for later use.&lt;br /&gt;
Return to Title Screen&lt;br /&gt;
Return to Game&lt;br /&gt;
Save Game&lt;br /&gt;
Key Bindings&lt;br /&gt;
Export Local Image&lt;br /&gt;
Music and Sound&lt;br /&gt;
Abort Game&lt;br /&gt;
Succumb to the Invasion&lt;br /&gt;
Abandon the Fortress&lt;br /&gt;
Retire (or Rest a while) as a Peasant&lt;br /&gt;
Finish Game&lt;br /&gt;
Give in to Starvation&lt;br /&gt;
 (holding another's goods)&lt;br /&gt;
NULL unit pointer on load&lt;br /&gt;
NULL play unit on load: id #&lt;br /&gt;
NULL item pointer on load&lt;br /&gt;
NULL play item on load: id #&lt;br /&gt;
NULL job pointer on load&lt;br /&gt;
NULL building pointer on load&lt;br /&gt;
NULL play building on load: id #&lt;br /&gt;
NULL displayed announcement&lt;br /&gt;
Site&lt;br /&gt;
Error 1&lt;br /&gt;
Error 2&lt;br /&gt;
Nuked Activity Reference&lt;br /&gt;
Nuked Job Reference&lt;br /&gt;
Nuked Unit Reference (Worker/Inventory)&lt;br /&gt;
Nuked Building Reference (Party)&lt;br /&gt;
Nuked Item Reference (General)&lt;br /&gt;
Nuked Effect Reference&lt;br /&gt;
Nuked Pet Info Reference (Pet)&lt;br /&gt;
Nuked Pet Info Reference (Owner)&lt;br /&gt;
Nuked Vermin Event Reference&lt;br /&gt;
Nuked Vermin Reference (Escaped Pet)&lt;br /&gt;
Nuked Entity Reference&lt;br /&gt;
Nuked Plot Info Reference&lt;br /&gt;
Nuked Viewscreen Reference&lt;br /&gt;
Nuked Unit Reference (Item Wrestle)&lt;br /&gt;
Nuked Hist Fig Reference&lt;br /&gt;
Nuked Site Reference&lt;br /&gt;
Nuked Artifact Reference&lt;br /&gt;
Nuked Item Improvement Reference&lt;br /&gt;
Nuked Coin Front Reference&lt;br /&gt;
Nuked Coin Back Reference&lt;br /&gt;
Nuked Detail Event Reference&lt;br /&gt;
Nuked Subregion Reference&lt;br /&gt;
Nuked Feature Layer Reference&lt;br /&gt;
Nuked Entity Population Reference&lt;br /&gt;
Nuked Art Image Reference&lt;br /&gt;
Nuked Creature Def Reference&lt;br /&gt;
NULL JOB ITEM (1): &lt;br /&gt;
NULL JOB ITEM (2): &lt;br /&gt;
NULL item projectile loaded&lt;br /&gt;
NULL unit projectile loaded&lt;br /&gt;
Civ Zone &lt;br /&gt;
: Null Unit Assignment (Id &lt;br /&gt;
: Null Item Assignment (Id &lt;br /&gt;
Cage: Null Unit Assignment&lt;br /&gt;
Cage: Null Item Assignment&lt;br /&gt;
NULL Aid Requester&lt;br /&gt;
current&lt;br /&gt;
/world.sav&lt;br /&gt;
  Dwarf Fortress Options: Save Game  &lt;br /&gt;
Saving...&lt;br /&gt;
  Dwarf Fortress Options: Key Bindings  &lt;br /&gt;
 - Export to txt&lt;br /&gt;
 and a key&lt;br /&gt;
to change a key binding.&lt;br /&gt;
[DISPLAY_STRING:&lt;br /&gt;
NO_FILE&lt;br /&gt;
data/help/&lt;br /&gt;
: Customize Nickname&lt;br /&gt;
, `&lt;br /&gt;
'&lt;br /&gt;
: Customize Profession Name&lt;br /&gt;
: Done with string entry&lt;br /&gt;
: Abort string entry&lt;br /&gt;
This creature&lt;br /&gt;
 is non-hostile.&lt;br /&gt;
 is a skulking perpetrator of mischief.&lt;br /&gt;
 is a minion of evil.&lt;br /&gt;
 is a brutal enemy of your kind.&lt;br /&gt;
 is of the wilderness.&lt;br /&gt;
 is of the walking dead.&lt;br /&gt;
 is crazed!&lt;br /&gt;
 is an invader.&lt;br /&gt;
 is from the depths of the underworld.&lt;br /&gt;
 is an uninvited guest.&lt;br /&gt;
 is a current resident.&lt;br /&gt;
 is from &lt;br /&gt;
 is from a mysterious place.&lt;br /&gt;
Account:&lt;br /&gt;
Owned Objects:&lt;br /&gt;
Holdings:&lt;br /&gt;
Needs: &lt;br /&gt;
No&lt;br /&gt;
Chest&lt;br /&gt;
Demands:&lt;br /&gt;
Throne Room/Office&lt;br /&gt;
Bedroom&lt;br /&gt;
Mandates:&lt;br /&gt;
Export of &lt;br /&gt;
Make &lt;br /&gt;
Complete &lt;br /&gt;
 Jobs&lt;br /&gt;
 Prohibited&lt;br /&gt;
: Thoughts and preferences&lt;br /&gt;
: Relationships&lt;br /&gt;
: Customize&lt;br /&gt;
data/sound/&lt;br /&gt;
.ogg&lt;br /&gt;
  Moving Records  &lt;br /&gt;
: Start recording (active record is erased, stops when you return here)&lt;br /&gt;
: Play the active moving record&lt;br /&gt;
: Save the active moving record (you will be prompted for a name)&lt;br /&gt;
: Load a moving record&lt;br /&gt;
data/movies/&lt;br /&gt;
.cmv&lt;br /&gt;
data/movies/*.cmv&lt;br /&gt;
ecwe&lt;br /&gt;
hlaas&lt;br /&gt;
** Loading Fortress **&lt;br /&gt;
** Loading Adventurer **&lt;br /&gt;
  Dwarf Fortress Options: Load Game  &lt;br /&gt;
Unknown Type Error&lt;br /&gt;
There are no active games.&lt;br /&gt;
Loading game...&lt;br /&gt;
Mine&lt;br /&gt;
Channel&lt;br /&gt;
Remove Up Stairs/Ramps&lt;br /&gt;
Upward Stairway&lt;br /&gt;
Downward Stairway&lt;br /&gt;
Up/Down Stairway&lt;br /&gt;
Upward Ramp&lt;br /&gt;
Chop Down Trees&lt;br /&gt;
Gather Plants&lt;br /&gt;
Smooth Stone&lt;br /&gt;
Engrave Stone&lt;br /&gt;
Carve Fortifications&lt;br /&gt;
Toggle Engravings&lt;br /&gt;
Remove Designation&lt;br /&gt;
unprepared &lt;br /&gt;
Plant Cloth&lt;br /&gt;
Amber&lt;br /&gt;
Coral&lt;br /&gt;
Green Glass&lt;br /&gt;
Clear Glass&lt;br /&gt;
Crystal Glass&lt;br /&gt;
Standard&lt;br /&gt;
Well-crafted&lt;br /&gt;
Finely-crafted&lt;br /&gt;
Superior Quality&lt;br /&gt;
Exceptional&lt;br /&gt;
Masterwork&lt;br /&gt;
Artifact&lt;br /&gt;
Fresh Raw Hide&lt;br /&gt;
Rotten Raw Hide&lt;br /&gt;
Coal&lt;br /&gt;
Potash&lt;br /&gt;
Ash&lt;br /&gt;
Pearlash&lt;br /&gt;
Soap&lt;br /&gt;
Allow Plant/Animal&lt;br /&gt;
Allow Non-Plant/Animal&lt;br /&gt;
Use Seed&lt;br /&gt;
Yes&lt;br /&gt;
 Seed&lt;br /&gt;
Use History Seed&lt;br /&gt;
Use Name Seed&lt;br /&gt;
Use Creature Seed&lt;br /&gt;
Embark Points&lt;br /&gt;
End Year&lt;br /&gt;
Population Cap After Civ Creation&lt;br /&gt;
No Cap&lt;br /&gt;
Percentage Beasts Dead For Stoppage&lt;br /&gt;
Ignore&lt;br /&gt;
Year to Begin Checking Megabeast Percentage&lt;br /&gt;
Cull Unimportant Historical Figures&lt;br /&gt;
Reveal All Historical Events&lt;br /&gt;
Minimum &lt;br /&gt;
Maximum &lt;br /&gt;
 X-Variance&lt;br /&gt;
 Y-Variance&lt;br /&gt;
Elevation Mesh Size&lt;br /&gt;
2 x 2&lt;br /&gt;
4 x 4&lt;br /&gt;
8 x 8&lt;br /&gt;
16 x 16&lt;br /&gt;
32 x 32&lt;br /&gt;
 Elevation Weighted Range (&lt;br /&gt;
Rain Mesh Size&lt;br /&gt;
 Rain Weighted Range (&lt;br /&gt;
Drainage Mesh Size&lt;br /&gt;
 Drainage Weighted Range (&lt;br /&gt;
Savagery Mesh Size&lt;br /&gt;
 Savagery Weighted Range (&lt;br /&gt;
Temperature Mesh Size&lt;br /&gt;
 Temperature Weighted Range (&lt;br /&gt;
Volcanism Mesh Size&lt;br /&gt;
 Volcanism Weighted Range (&lt;br /&gt;
Minimum Mountain Peak Number&lt;br /&gt;
Minimum Partial Edge Oceans&lt;br /&gt;
Minimum Complete Edge Oceans&lt;br /&gt;
Minimum Volcano Number&lt;br /&gt;
Titan Number&lt;br /&gt;
Titan Attack Population Requirement&lt;br /&gt;
Titan Attack Exported Wealth Requirement&lt;br /&gt;
Titan Attack Created Wealth Requirement&lt;br /&gt;
Number of Demon Types&lt;br /&gt;
Desired Good Square Count in Small Subregions&lt;br /&gt;
Desired Good Square Count in Medium Subregions&lt;br /&gt;
Desired Good Square Count in Large Subregions&lt;br /&gt;
Desired Evil Square Count in Small Subregions&lt;br /&gt;
Desired Evil Square Count in Medium Subregions&lt;br /&gt;
Desired Evil Square Count in Large Subregions&lt;br /&gt;
Minimum Initial &lt;br /&gt;
 Square Count&lt;br /&gt;
 Region Count&lt;br /&gt;
Minimum Final &lt;br /&gt;
Erosion Cycle Count&lt;br /&gt;
Minimum River Start Locations (Pre-Erosion)&lt;br /&gt;
Desired River Start Locations (Post-Erosion)&lt;br /&gt;
Periodically Erode Extreme Cliffs&lt;br /&gt;
Do Orographic Precipitation and Rain Shadows&lt;br /&gt;
Maximum Number of Subregions&lt;br /&gt;
Cavern Layer Number&lt;br /&gt;
Cavern Layer Openness Min&lt;br /&gt;
Cavern Layer Openness Max&lt;br /&gt;
Cavern Layer Passage Density Min&lt;br /&gt;
Cavern Layer Passage Density Max&lt;br /&gt;
Cavern Layer Water Min&lt;br /&gt;
Cavern Layer Water Max&lt;br /&gt;
Magma Layer&lt;br /&gt;
Bottom Layer (Forces Magma)&lt;br /&gt;
Z Levels Above Ground&lt;br /&gt;
Z Levels Above Layer 1&lt;br /&gt;
Z Levels Above Layer 2&lt;br /&gt;
Z Levels Above Layer 3&lt;br /&gt;
Z Levels Above Layer 4&lt;br /&gt;
Z Levels Above Layer 5&lt;br /&gt;
Z Levels At Bottom&lt;br /&gt;
Minimum Natural Cave Size&lt;br /&gt;
Maximum Natural Cave Size&lt;br /&gt;
Number of Mountain Caves&lt;br /&gt;
Number of Non-Mountain Caves&lt;br /&gt;
Make Caves Visible&lt;br /&gt;
Allow Init Embark Options to Show Tunnels&lt;br /&gt;
Always&lt;br /&gt;
Only in Finder&lt;br /&gt;
Number of Civilizations&lt;br /&gt;
Playable Civilization Required&lt;br /&gt;
Minimum Number of Mid-Elevation Squares&lt;br /&gt;
Minimum Number of Low-Elevation Squares&lt;br /&gt;
Minimum Number of High-Elevation Squares&lt;br /&gt;
Minimum Number of Mid-Rain Squares&lt;br /&gt;
Minimum Number of Low-Rain Squares&lt;br /&gt;
Minimum Number of High-Rain Squares&lt;br /&gt;
Minimum Number of Mid-Drainage Squares&lt;br /&gt;
Minimum Number of Low-Drainage Squares&lt;br /&gt;
Minimum Number of High-Drainage Squares&lt;br /&gt;
Minimum Number of Mid-Savagery Squares&lt;br /&gt;
Minimum Number of Low-Savagery Squares&lt;br /&gt;
Minimum Number of High-Savagery Squares&lt;br /&gt;
Minimum Number of Mid-Volcanism Squares&lt;br /&gt;
Minimum Number of Low-Volcanism Squares&lt;br /&gt;
Minimum Number of High-Volcanism Squares&lt;br /&gt;
  Stockpile Settings  &lt;br /&gt;
Food&lt;br /&gt;
Furniture/Siege Ammo&lt;br /&gt;
Graveyard&lt;br /&gt;
Refuse&lt;br /&gt;
Coins&lt;br /&gt;
Bars/Blocks&lt;br /&gt;
Gems&lt;br /&gt;
Finished Goods&lt;br /&gt;
Cloth&lt;br /&gt;
Weapons/Trap Comps&lt;br /&gt;
Additional Options&lt;br /&gt;
Unprepared Fish&lt;br /&gt;
Drink (Plant)&lt;br /&gt;
Drink (Animal)&lt;br /&gt;
Cheese (Plant)&lt;br /&gt;
Cheese (Animal)&lt;br /&gt;
Leaves&lt;br /&gt;
Milled Plant&lt;br /&gt;
Bone Meal&lt;br /&gt;
Fat&lt;br /&gt;
Extract (Plant)&lt;br /&gt;
Extract (Animal)&lt;br /&gt;
Misc. Liquid&lt;br /&gt;
Item Types&lt;br /&gt;
Corpses&lt;br /&gt;
Body Parts&lt;br /&gt;
Type&lt;br /&gt;
Material&lt;br /&gt;
Metals&lt;br /&gt;
Other Materials&lt;br /&gt;
Bars&lt;br /&gt;
Bars: Metal&lt;br /&gt;
Blocks&lt;br /&gt;
Blocks: Metal&lt;br /&gt;
Metal Ores&lt;br /&gt;
Economic&lt;br /&gt;
Rough Glass&lt;br /&gt;
Cut Glass&lt;br /&gt;
Rough Gem&lt;br /&gt;
Cut Gem&lt;br /&gt;
Body&lt;br /&gt;
Head&lt;br /&gt;
Feet&lt;br /&gt;
Hands&lt;br /&gt;
Legs&lt;br /&gt;
Core Quality&lt;br /&gt;
Total Quality&lt;br /&gt;
: Toggle&lt;br /&gt;
: Enable&lt;br /&gt;
: Disable&lt;br /&gt;
Mill Products&lt;br /&gt;
Fats&lt;br /&gt;
Liquids&lt;br /&gt;
Types&lt;br /&gt;
Corpse&lt;br /&gt;
Materials&lt;br /&gt;
Silk Thread&lt;br /&gt;
Plant Thread&lt;br /&gt;
Silk Cloth&lt;br /&gt;
Trap Comps&lt;br /&gt;
Qualities&lt;br /&gt;
Empty Cages&lt;br /&gt;
Empty Animals Traps&lt;br /&gt;
Sand Bag&lt;br /&gt;
Usable&lt;br /&gt;
Unusable&lt;br /&gt;
: Allow All&lt;br /&gt;
: Block All&lt;br /&gt;
: Permit &lt;br /&gt;
: Forbid &lt;br /&gt;
: View Biomes&lt;br /&gt;
 x &lt;br /&gt;
Brush Radius &lt;br /&gt;
Smoothing Brush&lt;br /&gt;
Normal Brush&lt;br /&gt;
ELEV&lt;br /&gt;
TEMP&lt;br /&gt;
DRAIN&lt;br /&gt;
SAV&lt;br /&gt;
VOLC&lt;br /&gt;
(View)&lt;br /&gt;
Brush = &lt;br /&gt;
Painting&lt;br /&gt;
Not painting&lt;br /&gt;
Will be saved&lt;br /&gt;
Randomize at gen&lt;br /&gt;
: Type Value&lt;br /&gt;
: Nullify Value&lt;br /&gt;
: Decrease Value&lt;br /&gt;
: Increase Value&lt;br /&gt;
Range: &lt;br /&gt;
: Set Preset Field Values&lt;br /&gt;
  Export Local Image  &lt;br /&gt;
Your Units&lt;br /&gt;
Buildings&lt;br /&gt;
: Export Image&lt;br /&gt;
local_map&lt;br /&gt;
-param-&lt;br /&gt;
.txt&lt;br /&gt;
Created in DF &lt;br /&gt;
  Music and Sound Options  &lt;br /&gt;
Volume: &lt;br /&gt;
/255&lt;br /&gt;
=========&lt;br /&gt;
 or left-click: Change volume.  &lt;br /&gt;
: Done.&lt;br /&gt;
  Relationships of &lt;br /&gt;
Pet&lt;br /&gt;
Spouse&lt;br /&gt;
Mother&lt;br /&gt;
Father&lt;br /&gt;
Lover&lt;br /&gt;
Child&lt;br /&gt;
Friend&lt;br /&gt;
Grudge&lt;br /&gt;
Deity&lt;br /&gt;
Force&lt;br /&gt;
Object of Worship&lt;br /&gt;
Long-term Acquaintance&lt;br /&gt;
Passing Acquaintance&lt;br /&gt;
: Back to Main&lt;br /&gt;
  Workshop Profile  &lt;br /&gt;
Permitted Workers&lt;br /&gt;
: Permit All&lt;br /&gt;
: Min - &lt;br /&gt;
: Max - &lt;br /&gt;
 for more&lt;br /&gt;
 to close window&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
FAT&lt;br /&gt;
TALLOW&lt;br /&gt;
 has created a masterpiece!&lt;br /&gt;
This is&lt;br /&gt;
 a&lt;br /&gt;
n&lt;br /&gt;
This is a stack of&lt;br /&gt;
These are &lt;br /&gt;
 bundles of&lt;br /&gt;
This is a bundle of&lt;br /&gt;
 well-prepared&lt;br /&gt;
 finely-prepared&lt;br /&gt;
 superiorly prepared&lt;br /&gt;
 exceptional prepared&lt;br /&gt;
 masterfully prepared&lt;br /&gt;
 well-crafted&lt;br /&gt;
 finely-crafted&lt;br /&gt;
 superior quality&lt;br /&gt;
 exceptional&lt;br /&gt;
 masterful&lt;br /&gt;
 created by an unknown artisan&lt;br /&gt;
All &lt;br /&gt;
craftsman&lt;br /&gt;
ship is of the highest quality.  &lt;br /&gt;
The ingredients are &lt;br /&gt;
well-&lt;br /&gt;
finely &lt;br /&gt;
superiorly &lt;br /&gt;
exceptionally &lt;br /&gt;
masterfully &lt;br /&gt;
minced &lt;br /&gt;
cooked &lt;br /&gt;
It is &lt;br /&gt;
encrusted with&lt;br /&gt;
studded with&lt;br /&gt;
decorated with&lt;br /&gt;
well-crafted &lt;br /&gt;
finely-crafted &lt;br /&gt;
superior quality &lt;br /&gt;
exceptionally worked &lt;br /&gt;
masterfully worked &lt;br /&gt;
 by an unknown artist&lt;br /&gt;
encircled with bands of &lt;br /&gt;
The handle is made from &lt;br /&gt;
This object &lt;br /&gt;
is adorned with hanging rings of &lt;br /&gt;
menaces with spikes of &lt;br /&gt;
It is made from &lt;br /&gt;
The thread is &lt;br /&gt;
gray&lt;br /&gt;
superbly &lt;br /&gt;
colored&lt;br /&gt;
This object is showing some wear.  &lt;br /&gt;
This object is threadbare.  &lt;br /&gt;
This object is in tatters.  &lt;br /&gt;
This object is heavily worn.  &lt;br /&gt;
This object is mangled.  &lt;br /&gt;
&amp;amp;r&lt;br /&gt;
You gain possession of the &lt;br /&gt;
 remains stuck in your &lt;br /&gt;
You maintain possession of the &lt;br /&gt;
 is torn from your &lt;br /&gt;
You've lost possession of the &lt;br /&gt;
null item load -- type: &lt;br /&gt;
your &lt;br /&gt;
material&lt;br /&gt;
partial &lt;br /&gt;
skeleton&lt;br /&gt;
partial remains&lt;br /&gt;
mutilated &lt;br /&gt;
Seed&lt;br /&gt;
Cheese&lt;br /&gt;
Spice&lt;br /&gt;
Mill&lt;br /&gt;
Rendered Fat&lt;br /&gt;
 Barrel&lt;br /&gt;
 &amp;lt;#&lt;br /&gt;
&amp;gt;&lt;br /&gt;
Coin&lt;br /&gt;
Bar/Block&lt;br /&gt;
 Bin&lt;br /&gt;
aquarium&lt;br /&gt;
exceptional &lt;br /&gt;
masterful &lt;br /&gt;
 cloth&lt;br /&gt;
 woven by &lt;br /&gt;
NULL inventory item on load: id #&lt;br /&gt;
NULL inventory pointer on load&lt;br /&gt;
[C:5:0:1]&lt;br /&gt;
Slayer&lt;br /&gt;
Unknown creature&lt;br /&gt;
 kill&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
BOLT&lt;br /&gt;
ITEM_WEAPON&lt;br /&gt;
ITEM_TOY&lt;br /&gt;
ITEM_INSTRUMENT&lt;br /&gt;
ITEM_TRAPCOMP&lt;br /&gt;
ITEM_ARMOR&lt;br /&gt;
ITEM_AMMO&lt;br /&gt;
ITEM_SIEGEAMMO&lt;br /&gt;
ITEM_GLOVES&lt;br /&gt;
ITEM_SHOES&lt;br /&gt;
ITEM_SHIELD&lt;br /&gt;
ITEM_HELM&lt;br /&gt;
ITEM_PANTS&lt;br /&gt;
ITEM_FOOD&lt;br /&gt;
Unrecognized Item Definition Type: &lt;br /&gt;
ADJECTIVE&lt;br /&gt;
SIZE&lt;br /&gt;
WEIGHT&lt;br /&gt;
SHOOT_FORCE&lt;br /&gt;
SHOOT_MAXVEL&lt;br /&gt;
SKILL&lt;br /&gt;
RANGED&lt;br /&gt;
TWO_HANDED&lt;br /&gt;
MINIMUM_SIZE&lt;br /&gt;
CAN_STONE&lt;br /&gt;
TRAINING&lt;br /&gt;
MATERIAL_SIZE&lt;br /&gt;
EDGE&lt;br /&gt;
Unrecognized Item Definition (Weapon) Token: &lt;br /&gt;
HARD_MAT&lt;br /&gt;
Unrecognized Item Definition (Toy) Token: &lt;br /&gt;
Unrecognized Item Definition (Instrument) Token: &lt;br /&gt;
HITS&lt;br /&gt;
IS_SCREW&lt;br /&gt;
IS_SPIKE&lt;br /&gt;
Unrecognized Item Definition (Trap Component) Token: &lt;br /&gt;
SOFT&lt;br /&gt;
HARD&lt;br /&gt;
BARRED&lt;br /&gt;
SCALED&lt;br /&gt;
SHAPED&lt;br /&gt;
CHAIN_METAL_TEXT&lt;br /&gt;
STRUCTURAL_ELASTICITY_WOVEN_THREAD&lt;br /&gt;
STRUCTURAL_ELASTICITY_CHAIN_METAL&lt;br /&gt;
STRUCTURAL_ELASTICITY_CHAIN_ALL&lt;br /&gt;
LAYER_SIZE&lt;br /&gt;
LAYER_PERMIT&lt;br /&gt;
OVER&lt;br /&gt;
UNDER&lt;br /&gt;
COVER&lt;br /&gt;
COVERAGE&lt;br /&gt;
PREPLURAL&lt;br /&gt;
MATERIAL_PLACEHOLDER&lt;br /&gt;
VALUE&lt;br /&gt;
ARMORLEVEL&lt;br /&gt;
UBSTEP&lt;br /&gt;
MAX&lt;br /&gt;
LBSTEP&lt;br /&gt;
METAL_ARMOR_LEVELS&lt;br /&gt;
Unrecognized Item Definition (Armor) Token: &lt;br /&gt;
CLASS&lt;br /&gt;
Unrecognized Item Definition (Ammo) Token: &lt;br /&gt;
Unrecognized Item Definition (Siege Ammo) Token: &lt;br /&gt;
UPSTEP&lt;br /&gt;
Unrecognized Item Definition (Gloves) Token: &lt;br /&gt;
Unrecognized Item Definition (Shoes) Token: &lt;br /&gt;
BLOCKCHANCE&lt;br /&gt;
Unrecognized Item Definition (Shield) Token: &lt;br /&gt;
Unrecognized Item Definition (Helm) Token: &lt;br /&gt;
Unrecognized Item Definition (Pants) Token: &lt;br /&gt;
LEVEL&lt;br /&gt;
Unrecognized Item Definition (Food) Token: &lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
DOUBLE TAGGED ITEM: &lt;br /&gt;
Stop Bleeding&lt;br /&gt;
Repair Compound Fracture&lt;br /&gt;
Remove Rotten Tissue&lt;br /&gt;
Construct Building&lt;br /&gt;
Butcher an Animal&lt;br /&gt;
Catch Live Fish&lt;br /&gt;
Catch Live Land Animal&lt;br /&gt;
Prepare a Raw Fish&lt;br /&gt;
Mill Plants&lt;br /&gt;
Process Plants&lt;br /&gt;
Milk Creature&lt;br /&gt;
Make Cheese&lt;br /&gt;
Process Plants (Vial)&lt;br /&gt;
Process Plants (Bag)&lt;br /&gt;
Process Plants (Barrel)&lt;br /&gt;
Make Lye&lt;br /&gt;
Make Potash From Lye&lt;br /&gt;
Make Potash From Ash&lt;br /&gt;
Prepare Easy Meal&lt;br /&gt;
Prepare Fine Meal&lt;br /&gt;
Prepare Lavish Meal&lt;br /&gt;
Brew Drink&lt;br /&gt;
Extract from Plants&lt;br /&gt;
Extract from Raw Fish&lt;br /&gt;
Extract from Land Animal&lt;br /&gt;
Handle Large Creature&lt;br /&gt;
Unchain Pet&lt;br /&gt;
Release Large Creature&lt;br /&gt;
Release Pet&lt;br /&gt;
Release Small Creature&lt;br /&gt;
Handle Small Creature&lt;br /&gt;
Recover Pet&lt;br /&gt;
Cage Large Creature&lt;br /&gt;
Cage Small Creature&lt;br /&gt;
Pit/Pond Large Animal&lt;br /&gt;
Pit/Pond Small Animal&lt;br /&gt;
Drain Aquarium&lt;br /&gt;
Fill Aquarium&lt;br /&gt;
Fill Pond&lt;br /&gt;
Trade at Depot&lt;br /&gt;
Chain Animal&lt;br /&gt;
Slaughter Animal&lt;br /&gt;
Unchain Animal&lt;br /&gt;
Tame &lt;br /&gt;
a Large Animal&lt;br /&gt;
Tame a Small Animal&lt;br /&gt;
Mint &lt;br /&gt;
 Coins&lt;br /&gt;
Cut &lt;br /&gt;
Decorate With &lt;br /&gt;
Stud With &lt;br /&gt;
Encrust &lt;br /&gt;
 With &lt;br /&gt;
Collect Sand&lt;br /&gt;
Construct &lt;br /&gt;
 Blocks&lt;br /&gt;
Make Raw &lt;br /&gt;
 Portal&lt;br /&gt;
 Hatch Cover&lt;br /&gt;
 Grate&lt;br /&gt;
Construct Traction Bench&lt;br /&gt;
 Splint&lt;br /&gt;
 Crutch&lt;br /&gt;
 Box&lt;br /&gt;
Forge &lt;br /&gt;
Make Totem&lt;br /&gt;
 Terrarium&lt;br /&gt;
 Cage&lt;br /&gt;
 Waterskin&lt;br /&gt;
 Vial&lt;br /&gt;
 Flask&lt;br /&gt;
 Cup&lt;br /&gt;
 Mug&lt;br /&gt;
 Goblet&lt;br /&gt;
 Instrument&lt;br /&gt;
 Toy&lt;br /&gt;
 Tube&lt;br /&gt;
 Pipe Section&lt;br /&gt;
 Bucket&lt;br /&gt;
 Backpack&lt;br /&gt;
 Quiver&lt;br /&gt;
Bait Trap with &lt;br /&gt;
 Ballista Arrow Head&lt;br /&gt;
Assemble &lt;br /&gt;
Construct&lt;br /&gt;
 Catapult Parts&lt;br /&gt;
 Mechanisms&lt;br /&gt;
 Ballista Parts&lt;br /&gt;
 Anvil&lt;br /&gt;
 Bed&lt;br /&gt;
 Quern&lt;br /&gt;
 Millstone&lt;br /&gt;
Train Hunting Animal&lt;br /&gt;
Train War Animal&lt;br /&gt;
Make Charcoal&lt;br /&gt;
Make Ash&lt;br /&gt;
Reaction&lt;br /&gt;
Smelt &lt;br /&gt;
 Ore&lt;br /&gt;
Melt a Metal Object&lt;br /&gt;
Extract Metal Strands&lt;br /&gt;
Dye Thread&lt;br /&gt;
Dye Cloth&lt;br /&gt;
Sew &lt;br /&gt;
 Image&lt;br /&gt;
Collect Webs&lt;br /&gt;
Weave Metal Cloth&lt;br /&gt;
Weave Thread into Silk&lt;br /&gt;
Weave Thread into Cloth&lt;br /&gt;
 (Dyed Only)&lt;br /&gt;
Harvest Plants&lt;br /&gt;
Plant Seeds&lt;br /&gt;
Fertilize Field&lt;br /&gt;
Pull the Lever&lt;br /&gt;
Link a Building to Trigger&lt;br /&gt;
Carve Fortification&lt;br /&gt;
Detail Wall&lt;br /&gt;
Detail Floor&lt;br /&gt;
Remove Stairs/Ramps&lt;br /&gt;
Carve Upward Staircase&lt;br /&gt;
Carve Downward Staircase&lt;br /&gt;
Carve Up/Down Staircase&lt;br /&gt;
Carve Ramp&lt;br /&gt;
Dig Channel&lt;br /&gt;
Fell Tree&lt;br /&gt;
Bring Item to Shop&lt;br /&gt;
Bring Item to Depot&lt;br /&gt;
Eat&lt;br /&gt;
Get Provisions&lt;br /&gt;
Clean Self&lt;br /&gt;
Fill Waterskin&lt;br /&gt;
Sleep&lt;br /&gt;
Kidnap&lt;br /&gt;
Hunt&lt;br /&gt;
Starting Fist Fight&lt;br /&gt;
Hunt for Small Creature&lt;br /&gt;
Collect Taxes&lt;br /&gt;
Guard Tax Collector&lt;br /&gt;
Return Kill&lt;br /&gt;
Go Shopping&lt;br /&gt;
Store Owned Item&lt;br /&gt;
Pickup Equipment&lt;br /&gt;
Strange Mood&lt;br /&gt;
Clean Trap&lt;br /&gt;
Load Catapult&lt;br /&gt;
Load Ballista&lt;br /&gt;
Fire Catapult&lt;br /&gt;
Fire Ballista&lt;br /&gt;
Load Cage Trap&lt;br /&gt;
Load Stone Trap&lt;br /&gt;
Load Weapon Trap&lt;br /&gt;
Cast Spell&lt;br /&gt;
SYMBOL&lt;br /&gt;
NOUN&lt;br /&gt;
PREFIX&lt;br /&gt;
VERB&lt;br /&gt;
ADJ_DIST&lt;br /&gt;
THE_NOUN_SING&lt;br /&gt;
THE_NOUN_PLUR&lt;br /&gt;
THE_COMPOUND_NOUN_SING&lt;br /&gt;
THE_COMPOUND_NOUN_PLUR&lt;br /&gt;
THE_COMPOUND_ADJ&lt;br /&gt;
OF_NOUN_SING&lt;br /&gt;
OF_NOUN_PLUR&lt;br /&gt;
FRONT_COMPOUND_NOUN_SING&lt;br /&gt;
FRONT_COMPOUND_NOUN_PLUR&lt;br /&gt;
REAR_COMPOUND_NOUN_SING&lt;br /&gt;
REAR_COMPOUND_NOUN_PLUR&lt;br /&gt;
FRONT_COMPOUND_ADJ&lt;br /&gt;
REAR_COMPOUND_ADJ&lt;br /&gt;
FRONT_COMPOUND_PREFIX&lt;br /&gt;
THE_COMPOUND_PREFIX&lt;br /&gt;
STANDARD_VERB&lt;br /&gt;
Unrecognized Word Token: &lt;br /&gt;
S_WORD&lt;br /&gt;
Unrecognized Symbol Token: &lt;br /&gt;
T_WORD&lt;br /&gt;
Unrecognized Translation Token: &lt;br /&gt;
HOLY&lt;br /&gt;
NAME_SWAMP&lt;br /&gt;
NAME_DESERT&lt;br /&gt;
NAME_GLACIER&lt;br /&gt;
NAME_TUNDRA&lt;br /&gt;
NAME_GRASSLAND&lt;br /&gt;
NAME_HILLS&lt;br /&gt;
NAME_REGION&lt;br /&gt;
NAME_PEAK&lt;br /&gt;
NAME_ISLAND_SMALL&lt;br /&gt;
NAME_ISLAND&lt;br /&gt;
NAME_CONTINENT&lt;br /&gt;
NAME_WAR&lt;br /&gt;
NAME_BATTLE&lt;br /&gt;
NAME_SIEGE&lt;br /&gt;
NAME_COMMON_RELIGION&lt;br /&gt;
NAME_BUILDING_TEMPLE&lt;br /&gt;
NAME_ROAD&lt;br /&gt;
NAME_BRIDGE&lt;br /&gt;
NAME_TUNNEL&lt;br /&gt;
NAME_WALL&lt;br /&gt;
NAME_BUILDING_KEEP&lt;br /&gt;
*** Error(s) finalizing the symbol &lt;br /&gt;
Unrecognized word token: &lt;br /&gt;
*** Error(s) finalizing the translation &lt;br /&gt;
Impoverished Word Selector&lt;br /&gt;
Machine node out of bounds on split&lt;br /&gt;
Failed to find machine node frontier on split&lt;br /&gt;
Unreachable machine node on split&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Unrecognized Material Template Token: &lt;br /&gt;
*** Error(s) finalizing the material template &lt;br /&gt;
IMPLIES_ANIMAL_KILL&lt;br /&gt;
ALCOHOL_PLANT&lt;br /&gt;
ALCOHOL_CREATURE&lt;br /&gt;
CHEESE_PLANT&lt;br /&gt;
CHEESE_CREATURE&lt;br /&gt;
POWDER_MISC_PLANT&lt;br /&gt;
POWDER_MISC_CREATURE&lt;br /&gt;
STOCKPILE_GLOB&lt;br /&gt;
LIQUID_MISC_PLANT&lt;br /&gt;
LIQUID_MISC_CREATURE&lt;br /&gt;
LIQUID_MISC_OTHER&lt;br /&gt;
STRUCTURAL_PLANT_MAT&lt;br /&gt;
SEED_MAT&lt;br /&gt;
LEAF_MAT&lt;br /&gt;
BONE&lt;br /&gt;
THREAD_PLANT&lt;br /&gt;
TOOTH&lt;br /&gt;
HORN&lt;br /&gt;
SHELL&lt;br /&gt;
SILK&lt;br /&gt;
GENERATES_MIASMA&lt;br /&gt;
ROTS&lt;br /&gt;
BLOOD_MAP_DESCRIPTOR&lt;br /&gt;
ICHOR_MAP_DESCRIPTOR&lt;br /&gt;
GOO_MAP_DESCRIPTOR&lt;br /&gt;
SLIME_MAP_DESCRIPTOR&lt;br /&gt;
PUS_MAP_DESCRIPTOR&lt;br /&gt;
ENTERS_BLOOD&lt;br /&gt;
ALCOHOL&lt;br /&gt;
EDIBLE_VERMIN&lt;br /&gt;
EDIBLE_RAW&lt;br /&gt;
EDIBLE_COOKED&lt;br /&gt;
ITEMS_METAL&lt;br /&gt;
ITEMS_BARRED&lt;br /&gt;
ITEMS_SCALED&lt;br /&gt;
ITEMS_LEATHER&lt;br /&gt;
ITEMS_SOFT&lt;br /&gt;
ITEMS_HARD&lt;br /&gt;
IS_STONE&lt;br /&gt;
IS_METAL&lt;br /&gt;
IS_GLASS&lt;br /&gt;
CRYSTAL_GLASSABLE&lt;br /&gt;
ITEMS_WEAPON&lt;br /&gt;
ITEMS_WEAPON_RANGED&lt;br /&gt;
ITEMS_ANVIL&lt;br /&gt;
ITEMS_AMMO&lt;br /&gt;
ITEMS_DIGGER&lt;br /&gt;
ITEMS_ARMOR&lt;br /&gt;
ITEMS_DELICATE&lt;br /&gt;
ITEMS_SIEGE_ENGINE&lt;br /&gt;
ITEMS_QUERN&lt;br /&gt;
STONE_NAME&lt;br /&gt;
IS_GEM&lt;br /&gt;
OVERWRITE_SOLID&lt;br /&gt;
TEMP_DIET_INFO&lt;br /&gt;
SLIME&lt;br /&gt;
ICHOR&lt;br /&gt;
GOO&lt;br /&gt;
FILTH&lt;br /&gt;
POWDER_DYE&lt;br /&gt;
ITEM_SYMBOL&lt;br /&gt;
DISPLAY_COLOR&lt;br /&gt;
BUILD_COLOR&lt;br /&gt;
TILE_COLOR&lt;br /&gt;
BASIC_COLOR&lt;br /&gt;
STATE_COLOR&lt;br /&gt;
Unrecognized Color Token in Material Template: &lt;br /&gt;
STATE_NAME&lt;br /&gt;
STATE_NAME_ADJ&lt;br /&gt;
STATE_ADJ&lt;br /&gt;
ABSORPTION&lt;br /&gt;
IMPACT_YIELD&lt;br /&gt;
IMPACT_FRACTURE&lt;br /&gt;
IMPACT_ELASTICITY&lt;br /&gt;
COMPRESSIVE_YIELD&lt;br /&gt;
COMPRESSIVE_FRACTURE&lt;br /&gt;
COMPRESSIVE_ELASTICITY&lt;br /&gt;
TENSILE_YIELD&lt;br /&gt;
TENSILE_FRACTURE&lt;br /&gt;
TENSILE_ELASTICITY&lt;br /&gt;
TORSION_YIELD&lt;br /&gt;
TORSION_FRACTURE&lt;br /&gt;
TORSION_ELASTICITY&lt;br /&gt;
SHEAR_YIELD&lt;br /&gt;
SHEAR_FRACTURE&lt;br /&gt;
SHEAR_ELASTICITY&lt;br /&gt;
BENDING_YIELD&lt;br /&gt;
BENDING_FRACTURE&lt;br /&gt;
BENDING_ELASTICITY&lt;br /&gt;
MAX_EDGE&lt;br /&gt;
MATERIAL_VALUE&lt;br /&gt;
SPEC_HEAT&lt;br /&gt;
HEATDAM_POINT&lt;br /&gt;
COLDDAM_POINT&lt;br /&gt;
IGNITE_POINT&lt;br /&gt;
MELTING_POINT&lt;br /&gt;
BOILING_POINT&lt;br /&gt;
MAT_FIXED_TEMP&lt;br /&gt;
IF_EXISTS_SET_HEATDAM_POINT&lt;br /&gt;
IF_EXISTS_SET_COLDDAM_POINT&lt;br /&gt;
IF_EXISTS_SET_IGNITE_POINT&lt;br /&gt;
IF_EXISTS_SET_MELTING_POINT&lt;br /&gt;
IF_EXISTS_SET_BOILING_POINT&lt;br /&gt;
IF_EXISTS_SET_MAT_FIXED_TEMP&lt;br /&gt;
SOLID_DENSITY&lt;br /&gt;
LIQUID_DENSITY&lt;br /&gt;
MOLAR_MASS&lt;br /&gt;
EXTRACT_STORAGE&lt;br /&gt;
BUTCHER_SPECIAL&lt;br /&gt;
MEAT_NAME&lt;br /&gt;
MATERIAL_REACTION_PRODUCT&lt;br /&gt;
HARDENS_WITH_WATER&lt;br /&gt;
SOAP_LEVEL&lt;br /&gt;
MULTIPLY_VALUE&lt;br /&gt;
magma&lt;br /&gt;
boiling magma&lt;br /&gt;
GRAY&lt;br /&gt;
RED&lt;br /&gt;
amber&lt;br /&gt;
ground amber&lt;br /&gt;
coral&lt;br /&gt;
ground coral&lt;br /&gt;
WHITE&lt;br /&gt;
green glass&lt;br /&gt;
ground green glass&lt;br /&gt;
molten green glass&lt;br /&gt;
boiling green glass&lt;br /&gt;
DARK_GREEN&lt;br /&gt;
clear glass&lt;br /&gt;
ground clear glass&lt;br /&gt;
molten clear glass&lt;br /&gt;
boiling clear glass&lt;br /&gt;
crystal glass&lt;br /&gt;
ground crystal glass&lt;br /&gt;
molten crystal glass&lt;br /&gt;
boiling crystal glass&lt;br /&gt;
ice&lt;br /&gt;
snow&lt;br /&gt;
coal&lt;br /&gt;
coal powder&lt;br /&gt;
BLACK&lt;br /&gt;
potash&lt;br /&gt;
ash&lt;br /&gt;
pearlash&lt;br /&gt;
frozen lye&lt;br /&gt;
frozen lye powder&lt;br /&gt;
lye&lt;br /&gt;
boiling lye&lt;br /&gt;
mud&lt;br /&gt;
dirt&lt;br /&gt;
BROWN&lt;br /&gt;
vomit&lt;br /&gt;
molten salt&lt;br /&gt;
boiling salt&lt;br /&gt;
filth&lt;br /&gt;
frozen filth&lt;br /&gt;
frozen filth powder&lt;br /&gt;
boiling filth&lt;br /&gt;
YELLOW&lt;br /&gt;
unknown frozen substance&lt;br /&gt;
unknown frozen powder&lt;br /&gt;
unknown substance&lt;br /&gt;
unknown boiling substance&lt;br /&gt;
grime&lt;br /&gt;
CREATURE_1&lt;br /&gt;
unknown frozen creature substance&lt;br /&gt;
unknown frozen creature powder&lt;br /&gt;
unknown creature substance&lt;br /&gt;
unknown boiling creature substance&lt;br /&gt;
PLANT_1&lt;br /&gt;
unknown frozen plant substance&lt;br /&gt;
unknown frozen plant powder&lt;br /&gt;
unknown plant substance&lt;br /&gt;
unknown boiling plant substance&lt;br /&gt;
SYNDROME&lt;br /&gt;
SYN_NAME&lt;br /&gt;
SYN_INJECTED&lt;br /&gt;
SYN_CONTACT&lt;br /&gt;
SYN_INHALED&lt;br /&gt;
SYN_AFFECTED_CLASS&lt;br /&gt;
SYN_IMMUNE_CLASS&lt;br /&gt;
SYN_AFFECTED_CREATURE&lt;br /&gt;
SYN_IMMUNE_CREATURE&lt;br /&gt;
CE_PAIN&lt;br /&gt;
SEV&lt;br /&gt;
:BP missing body part group token&lt;br /&gt;
:BP missing body part token&lt;br /&gt;
:BP missing tissue token&lt;br /&gt;
CE_SWELLING&lt;br /&gt;
CE_OOZING&lt;br /&gt;
CE_BRUISING&lt;br /&gt;
CE_BLISTERS&lt;br /&gt;
CE_NUMBNESS&lt;br /&gt;
CE_PARALYSIS&lt;br /&gt;
CE_FEVER&lt;br /&gt;
CE_BLEEDING&lt;br /&gt;
CE_COUGH_BLOOD&lt;br /&gt;
CE_VOMIT_BLOOD&lt;br /&gt;
CE_NAUSEA&lt;br /&gt;
CE_UNCONSCIOUSNESS&lt;br /&gt;
CE_NECROSIS&lt;br /&gt;
CE_IMPAIR_FUNCTION&lt;br /&gt;
CE_DROWSINESS&lt;br /&gt;
CE_DIZZINESS&lt;br /&gt;
PROB&lt;br /&gt;
LOCALIZED&lt;br /&gt;
RESISTABLE&lt;br /&gt;
SIZE_DELAYS&lt;br /&gt;
SIZE_DILUTES&lt;br /&gt;
VASCULAR_ONLY&lt;br /&gt;
MUSCULAR_ONLY&lt;br /&gt;
START&lt;br /&gt;
PEAK&lt;br /&gt;
 cough&lt;br /&gt;
 coughs&lt;br /&gt;
 up blood.&lt;br /&gt;
 vomit&lt;br /&gt;
 blood.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
: Could not locate material template &lt;br /&gt;
WAFERS&lt;br /&gt;
DEEP_SPECIAL&lt;br /&gt;
THREAD_METAL&lt;br /&gt;
DEEP_SURFACE&lt;br /&gt;
AQUIFER&lt;br /&gt;
METAMORPHIC&lt;br /&gt;
SEDIMENTARY&lt;br /&gt;
SOIL&lt;br /&gt;
SOIL_OCEAN&lt;br /&gt;
SOIL_SAND&lt;br /&gt;
SEDIMENTARY_OCEAN_SHALLOW&lt;br /&gt;
SEDIMENTARY_OCEAN_DEEP&lt;br /&gt;
IGNEOUS_INTRUSIVE&lt;br /&gt;
IGNEOUS_EXTRUSIVE&lt;br /&gt;
ENVIRONMENT&lt;br /&gt;
Missing Stone Environment Token: &lt;br /&gt;
Missing Stone Environment Inclusion Type Token: &lt;br /&gt;
Missing Frequency for Stone Environment: &lt;br /&gt;
ALL_STONE&lt;br /&gt;
IGNEOUS_ALL&lt;br /&gt;
ALLUVIAL&lt;br /&gt;
Unrecognized Stone Environment Token: &lt;br /&gt;
ENVIRONMENT_SPEC&lt;br /&gt;
Missing Stone Environment Spec Token: &lt;br /&gt;
Missing Stone Environment Spec Inclusion Type Token: &lt;br /&gt;
Missing Frequency for Stone Environment Spec: &lt;br /&gt;
LAVA&lt;br /&gt;
Unrecognized Inorganic Material Definition Token: &lt;br /&gt;
NAME_PLURAL&lt;br /&gt;
AUTUMNCOLOR&lt;br /&gt;
TREE_TILE&lt;br /&gt;
DEAD_TREE_TILE&lt;br /&gt;
SAPLING_TILE&lt;br /&gt;
DEAD_SAPLING_TILE&lt;br /&gt;
TREE_COLOR&lt;br /&gt;
DEAD_TREE_COLOR&lt;br /&gt;
SAPLING_COLOR&lt;br /&gt;
DEAD_SAPLING_COLOR&lt;br /&gt;
SAPLING_DROWN_LEVEL&lt;br /&gt;
TREE_DROWN_LEVEL&lt;br /&gt;
SAPLING&lt;br /&gt;
GROWDUR&lt;br /&gt;
PICKED_TILE&lt;br /&gt;
DEAD_PICKED_TILE&lt;br /&gt;
SHRUB_TILE&lt;br /&gt;
DEAD_SHRUB_TILE&lt;br /&gt;
CLUSTERSIZE&lt;br /&gt;
PICKED_COLOR&lt;br /&gt;
DEAD_PICKED_COLOR&lt;br /&gt;
SHRUB_COLOR&lt;br /&gt;
DEAD_SHRUB_COLOR&lt;br /&gt;
BASIC_MAT&lt;br /&gt;
MILL&lt;br /&gt;
SHRUB_DROWN_LEVEL&lt;br /&gt;
EXTRACT_STILL_VIAL&lt;br /&gt;
EXTRACT_VIAL&lt;br /&gt;
EXTRACT_BARREL&lt;br /&gt;
WET&lt;br /&gt;
DRY&lt;br /&gt;
Unrecognized Plant Token: &lt;br /&gt;
: Smelt Ore Not Found, Token - &lt;br /&gt;
: Thread Metal Ore Not Found, Token - &lt;br /&gt;
: Environment Spec Stone Not Found, Token - &lt;br /&gt;
Sharp blades&lt;br /&gt;
Extract &lt;br /&gt;
 strands&lt;br /&gt;
%)&lt;br /&gt;
Ore of &lt;br /&gt;
 spits out &lt;br /&gt;
 drops &lt;br /&gt;
 has moved out of range!&lt;br /&gt;
 has become entangled in a hidden web!&lt;br /&gt;
 caught up in a web!&lt;br /&gt;
 has claimed a &lt;br /&gt;
 has begun a mysterious construction!&lt;br /&gt;
Your mason has defaced a &lt;br /&gt;
 destroyed&lt;br /&gt;
 toppled&lt;br /&gt;
loop path fail: &lt;br /&gt;
&amp;lt;same square&amp;gt; &lt;br /&gt;
&amp;lt;invalid start&amp;gt; &lt;br /&gt;
&amp;lt;invalid goal&amp;gt; &lt;br /&gt;
 -&amp;gt; &lt;br /&gt;
: Id #&lt;br /&gt;
:Path Goal &lt;br /&gt;
:Station &lt;br /&gt;
Nemesis Unit Load Failed&lt;br /&gt;
ANXIETY&lt;br /&gt;
ANGER&lt;br /&gt;
DEPRESSION&lt;br /&gt;
SELF_CONSCIOUSNESS&lt;br /&gt;
IMMODERATION&lt;br /&gt;
VULNERABILITY&lt;br /&gt;
FRIENDLINESS&lt;br /&gt;
GREGARIOUSNESS&lt;br /&gt;
ASSERTIVENESS&lt;br /&gt;
ACTIVITY_LEVEL&lt;br /&gt;
EXCITEMENT_SEEKING&lt;br /&gt;
CHEERFULNESS&lt;br /&gt;
IMAGINATION&lt;br /&gt;
ARTISTIC_INTEREST&lt;br /&gt;
EMOTIONALITY&lt;br /&gt;
ADVENTUROUSNESS&lt;br /&gt;
INTELLECTUAL_CURIOSITY&lt;br /&gt;
LIBERALISM&lt;br /&gt;
TRUST&lt;br /&gt;
STRAIGHTFORWARDNESS&lt;br /&gt;
ALTRUISM&lt;br /&gt;
COOPERATION&lt;br /&gt;
MODESTY&lt;br /&gt;
SYMPATHY&lt;br /&gt;
SELF_EFFICACY&lt;br /&gt;
ORDERLINESS&lt;br /&gt;
DUTIFULNESS&lt;br /&gt;
ACHIEVEMENT_STRIVING&lt;br /&gt;
SELF_DISCIPLINE&lt;br /&gt;
CAUTIOUSNESS&lt;br /&gt;
Unrecognized Personality Facet Token: &lt;br /&gt;
C&lt;br /&gt;
text_viewer&lt;br /&gt;
 has ended a mandate.&lt;br /&gt;
A mandate has ended.&lt;br /&gt;
The work slowdown by the &lt;br /&gt;
 is over.&lt;br /&gt;
Wagon Pathing Catastrophe&lt;br /&gt;
caravan from &lt;br /&gt;
 has arrived.&lt;br /&gt;
Their wagons have bypassed your inaccessible site.&lt;br /&gt;
Some migrants have decided to brave this terrifying place, knowing it may be their tomb.&lt;br /&gt;
Some migrants have arrived, despite the danger.&lt;br /&gt;
Some migrants have arrived.&lt;br /&gt;
A migrant has decided to brave this terrifying place.&lt;br /&gt;
A migrant has arrived, despite the danger.&lt;br /&gt;
A migrant has arrived.&lt;br /&gt;
No one else even considered making the journey to this cursed death-trap.&lt;br /&gt;
Others refused to journey to this dangerous fortress.&lt;br /&gt;
Others were too nervous to make the journey.&lt;br /&gt;
No one even considered making the journey to such a cursed death-trap this season.&lt;br /&gt;
Migrants refused to journey to such a dangerous fortress this season.&lt;br /&gt;
Migrants were too nervous to make the journey this season.&lt;br /&gt;
The fortress attracted no migrants this season.&lt;br /&gt;
  Trade Goods Available to be Moved  &lt;br /&gt;
Inaccessible&lt;br /&gt;
Distance: &lt;br /&gt;
[TRADING]&lt;br /&gt;
[PENDING]&lt;br /&gt;
: Sorting by distance&lt;br /&gt;
: Sorting by value&lt;br /&gt;
Sorting by distance&lt;br /&gt;
: Pending on top&lt;br /&gt;
: Pending mixed in&lt;br /&gt;
: Culling on mandates&lt;br /&gt;
: Ignoring mandates&lt;br /&gt;
: Move good&lt;br /&gt;
: View good&lt;br /&gt;
: Select &lt;br /&gt;
 to stop typing.&lt;br /&gt;
Merchants Present&lt;br /&gt;
Trading with &lt;br /&gt;
 (Owes you &lt;br /&gt;
:  &lt;br /&gt;
Greetings.  Let's trade.&lt;br /&gt;
I cannot take so much -- and at such cost!&lt;br /&gt;
I wish I could take so much, but my animals...&lt;br /&gt;
I won't trade at a loss.&lt;br /&gt;
Ah, wonderful.  Thank you for your business.&lt;br /&gt;
Yes, and trade we will!  Simply tell me&lt;br /&gt;
what interests you and what you're prepared to offer in exchange.&lt;br /&gt;
These _are_ fine items, aren't they?  Now,&lt;br /&gt;
what do offer for them?&lt;br /&gt;
Are these gifts?  Do you wish to trade?&lt;br /&gt;
You truly despise life, don't you?&lt;br /&gt;
I am beside myself with grief.  Perhaps we will show you how they suffered.&lt;br /&gt;
Once a beautiful tree, and now?&lt;br /&gt;
It is a rude bauble, fit only for your kind.&lt;br /&gt;
I see your low race still revels in death.&lt;br /&gt;
That poor, gentle creature...&lt;br /&gt;
If it were in a cage of some kind...&lt;br /&gt;
As it stands, I can't accept something that wriggles and writhes so.&lt;br /&gt;
I simply cannot afford this trade.&lt;br /&gt;
Perhaps if you throw in some more goods I can make an offer.&lt;br /&gt;
I can't possibly accept, but how about this?  A true bargain.&lt;br /&gt;
[T]&lt;br /&gt;
: View good, &lt;br /&gt;
: Mark for trade&lt;br /&gt;
: Trade     &lt;br /&gt;
: Set currency trade&lt;br /&gt;
Asking for &lt;br /&gt;
Offering &lt;br /&gt;
Not trading currency&lt;br /&gt;
  Merchants from &lt;br /&gt;
:  My apologies, but we're still unloading.&lt;br /&gt;
We'll be ready soon!&lt;br /&gt;
There are no merchants present with which to trade.&lt;br /&gt;
Greetings from the outer lands.  &lt;br /&gt;
Greetings from the Mountainhomes.  &lt;br /&gt;
Your efforts are legend there.  Let us trade!&lt;br /&gt;
Greetings.  We are enchanted by &lt;br /&gt;
your more ethical works.  We've come to trade.&lt;br /&gt;
Greetings.  The &lt;br /&gt;
ship of the &lt;br /&gt;
 is unparalleled.  Let's make a deal!&lt;br /&gt;
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.&lt;br /&gt;
What do you want?&lt;br /&gt;
Perhaps you'd consider this superior proposal?&lt;br /&gt;
Leave it to the besotted dullard to miss the finer points of discourse.  I'm leaving.  Do reflect.&lt;br /&gt;
Your childish games have made me tired.  Perhaps next time I visit you'll take this seriously.&lt;br /&gt;
With your trade goods such as they are, I can't &lt;br /&gt;
fathom you ending up with all of those items.&lt;br /&gt;
You are too kind.&lt;br /&gt;
I will see that our leader gets this offering.&lt;br /&gt;
Take what you wish.  I can't stop you.&lt;br /&gt;
You wish to make an offering?  We love gifts.&lt;br /&gt;
You wish to make an offering to our leader?  &lt;br /&gt;
This would please us greatly.  What do you offer?&lt;br /&gt;
[Chuckles]  How droll.&lt;br /&gt;
[Laughs uproariously]  You had me &lt;br /&gt;
going there.  Obviously, your copious wit is matched only by your industry!&lt;br /&gt;
Yes, and trade we will!  Simply tell me &lt;br /&gt;
These _are_ fine items, aren't they?  Now, &lt;br /&gt;
My stones, are you giving me those?  Do you &lt;br /&gt;
wish to trade or to make an offering to our leader?&lt;br /&gt;
You truely despise life, don't you?  &lt;br /&gt;
Once a beautiful tree, and now?  &lt;br /&gt;
I see your low race still revels in death.  &lt;br /&gt;
 seems &lt;br /&gt;
ecstatic with the trading&lt;br /&gt;
very happy about the trading&lt;br /&gt;
pleased with the trading&lt;br /&gt;
willing to trade&lt;br /&gt;
to be rapidly losing patience&lt;br /&gt;
not going to take much more of this&lt;br /&gt;
unwilling to trade&lt;br /&gt;
: Seize marked, &lt;br /&gt;
: Trade&lt;br /&gt;
: Offer marked to &lt;br /&gt;
Allowed Weight: &lt;br /&gt;
Excess Weight: &lt;br /&gt;
Value: &lt;br /&gt;
Trader Profit: &lt;br /&gt;
Trader Loss: &lt;br /&gt;
The following fortress goods were added for the counteroffer:&lt;br /&gt;
: Consider the offer&lt;br /&gt;
 diplomat from &lt;br /&gt;
 meets with &lt;br /&gt;
  Trade Agreement with &lt;br /&gt;
Good&lt;br /&gt;
Priority&lt;br /&gt;
O|---&lt;br /&gt;
|O|--&lt;br /&gt;
-|O|-&lt;br /&gt;
--|O|&lt;br /&gt;
---|O&lt;br /&gt;
: View stockpile.&lt;br /&gt;
: Scroll.&lt;br /&gt;
Peace is calling out to us.  How do you respond?&lt;br /&gt;
 - I hear her voice.  Let us stop this war.&lt;br /&gt;
 - We will drown her out with the screams of your dying.  Begone.&lt;br /&gt;
It's such a pleasant place you've carved out for yourselves...&lt;br /&gt;
 - Finish peeking in on conversation.&lt;br /&gt;
Let's discuss the state of our current agreements...&lt;br /&gt;
Well then, we have finalized the export agreement.&lt;br /&gt;
Feel free to go over the documents.&lt;br /&gt;
I see.  Perhaps we'll make an export agreement next year.&lt;br /&gt;
 - Look over documents.&lt;br /&gt;
Let's discuss what we are willing to offer for your &lt;br /&gt;
ship...&lt;br /&gt;
Well then, we have finalized the import agreement.&lt;br /&gt;
Remember, trade agreements strengthen bonds.  Please consider an import&lt;br /&gt;
agreement next year.&lt;br /&gt;
What requests do you have of our merchants?&lt;br /&gt;
 - Begin discussion.&lt;br /&gt;
Merit deserves a reward, and I come empowered to establish this colony as an&lt;br /&gt;
official land of our realm.&lt;br /&gt;
Do you have any &lt;br /&gt;
 to recommend for elevation?&lt;br /&gt;
 - I can scarcely believe this good news!  I have some recommendations.&lt;br /&gt;
 - Flattering, but we'd rather maintain our distance from the homeland.&lt;br /&gt;
You continue to impress!  I have come empowered to elevate this land in the&lt;br /&gt;
eyes of our realm.&lt;br /&gt;
We can part with at most &lt;br /&gt;
 trees, butcher.&lt;br /&gt;
 - We can abide by this.  Let us work toward mutual co-existence.&lt;br /&gt;
 - Our needs exceed your allowances.  Relax.  They're only trees.&lt;br /&gt;
We elves are partial in particular to the trees in the forests&lt;br /&gt;
surrounding your lands.  Although we are loathe to spare a&lt;br /&gt;
single branch to your senseless slaughter, we are willing to ask&lt;br /&gt;
that you cap your tree-fells at one hundred until we next meet.&lt;br /&gt;
I will try to return next year as I am able.&lt;br /&gt;
 - We can grant this request.  Let's discuss the specifics, though...&lt;br /&gt;
 - We cannot stop production just because of your quaint sensibilities.&lt;br /&gt;
No positions available&lt;br /&gt;
No recommendations available&lt;br /&gt;
: Select position&lt;br /&gt;
: Recommend&lt;br /&gt;
: Scroll recommendations&lt;br /&gt;
: Abort (you must fill all)&lt;br /&gt;
: Select.&lt;br /&gt;
: Scroll left.&lt;br /&gt;
 has come!&lt;br /&gt;
Miners Guild&lt;br /&gt;
Carpenters Guild&lt;br /&gt;
Masons Guild&lt;br /&gt;
Metalsmiths Guild&lt;br /&gt;
Jewelers Guild&lt;br /&gt;
Craftsmen&lt;br /&gt;
 Guild&lt;br /&gt;
Guild&lt;br /&gt;
The merchants from &lt;br /&gt;
 will be leaving soon.&lt;br /&gt;
 have embarked on their journey.&lt;br /&gt;
: Scroll right.&lt;br /&gt;
Text generation failed: &lt;br /&gt;
GLOBAL&lt;br /&gt;
CHAR&lt;br /&gt;
IKEY&lt;br /&gt;
CHOICE&lt;br /&gt;
/CHOICE&lt;br /&gt;
LOCX&lt;br /&gt;
VAR&lt;br /&gt;
LINK&lt;br /&gt;
B&lt;br /&gt;
    &lt;br /&gt;
/TITLE&lt;br /&gt;
/LINK&lt;br /&gt;
TREESREMOVED&lt;br /&gt;
DIPLOMACYFLAG_SUCCESS&lt;br /&gt;
DIPLOMACYFLAG_FAILURE&lt;br /&gt;
YOURCIV&lt;br /&gt;
YOURFORT&lt;br /&gt;
NULL&lt;br /&gt;
LOCAL_LARGE_PREDATOR&lt;br /&gt;
RANGE&lt;br /&gt;
DIPLOMAT&lt;br /&gt;
ASSOCIATE&lt;br /&gt;
ACTOR&lt;br /&gt;
NOBLE&lt;br /&gt;
ADD_FLAG&lt;br /&gt;
REMOVE_FLAG&lt;br /&gt;
 bids you farewell!&lt;br /&gt;
NATIVENAME&lt;br /&gt;
TRANSLATEDNAME&lt;br /&gt;
TITLENAME&lt;br /&gt;
HISTNAME&lt;br /&gt;
beasts&lt;br /&gt;
Gate&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
No Buildings Nearby&lt;br /&gt;
This building has&lt;br /&gt;
been claimed by&lt;br /&gt;
works&lt;br /&gt;
furiously!&lt;br /&gt;
keeps&lt;br /&gt;
muttering &lt;br /&gt;
secretly...&lt;br /&gt;
works,&lt;br /&gt;
darkly brooding...&lt;br /&gt;
with menacing fury!&lt;br /&gt;
broods&lt;br /&gt;
&amp;quot;Yes.  I need &lt;br /&gt;
&amp;quot;Leave me.  I need... &lt;br /&gt;
things...  certain things&lt;br /&gt;
.&amp;quot;&lt;br /&gt;
screams&lt;br /&gt;
&amp;quot;I must have &lt;br /&gt;
!&amp;quot;&lt;br /&gt;
mutters&lt;br /&gt;
 needs&lt;br /&gt;
bones...  yes&lt;br /&gt;
a shell&lt;br /&gt;
a corpse&lt;br /&gt;
tree... life&lt;br /&gt;
raw... green&lt;br /&gt;
raw... clear&lt;br /&gt;
raw... crystal&lt;br /&gt;
rough... color&lt;br /&gt;
stone... rock&lt;br /&gt;
bars... metal&lt;br /&gt;
gems... shining&lt;br /&gt;
blocks... bricks...&lt;br /&gt;
leather... skin&lt;br /&gt;
cloth... thread&lt;br /&gt;
...&amp;quot;&lt;br /&gt;
sketches&lt;br /&gt;
pictures of &lt;br /&gt;
skeletons&lt;br /&gt;
shells&lt;br /&gt;
a forest&lt;br /&gt;
glass&lt;br /&gt;
glass and burning wood&lt;br /&gt;
rough gems and glass&lt;br /&gt;
a quarry&lt;br /&gt;
shining bars&lt;br /&gt;
of metal&lt;br /&gt;
square blocks&lt;br /&gt;
stacked leather&lt;br /&gt;
stacked cloth&lt;br /&gt;
: Brew a Drink&lt;br /&gt;
: Extract Plant Essence&lt;br /&gt;
: Collect Webs&lt;br /&gt;
: Weave Cloth (Plant Thread)&lt;br /&gt;
: Weave Silk Cloth&lt;br /&gt;
: Weave Metal Cloth&lt;br /&gt;
: Mill Plants&lt;br /&gt;
Needs to be powered&lt;br /&gt;
: Process Plants&lt;br /&gt;
: Process Plants (to Bag)&lt;br /&gt;
: Process Plants (to Barrel)&lt;br /&gt;
: Process Plants (to Vial)&lt;br /&gt;
: Milk Creature&lt;br /&gt;
: Make Cheese&lt;br /&gt;
Nobody&lt;br /&gt;
: Tame&lt;br /&gt;
: Train a Hunting Dog&lt;br /&gt;
: Train a War Dog&lt;br /&gt;
: Capture a Live Land Animal&lt;br /&gt;
: Tame a Small Animal&lt;br /&gt;
: Tame a Large Animal&lt;br /&gt;
: Make Rock Mechanisms&lt;br /&gt;
: Make Traction Bench&lt;br /&gt;
: Process a Raw Fish&lt;br /&gt;
: Extract from a Raw Fish&lt;br /&gt;
: Capture a Live Fish&lt;br /&gt;
: Butcher a dead animal&lt;br /&gt;
: Extract from a dead animal&lt;br /&gt;
: Capture a live land animal&lt;br /&gt;
: Dye Thread&lt;br /&gt;
: Dye Cloth&lt;br /&gt;
: Encrust Finished Goods&lt;br /&gt;
: Encrust Furniture&lt;br /&gt;
: Encrust Ammo&lt;br /&gt;
: Cut Gems&lt;br /&gt;
: Encrust with Gems&lt;br /&gt;
Must have magma accessible&lt;br /&gt;
from below one of the 8&lt;br /&gt;
boundary tiles&lt;br /&gt;
No tasks available&lt;br /&gt;
Check for raw material access&lt;br /&gt;
and fuel if necessary&lt;br /&gt;
: Use in Lever&lt;br /&gt;
: Use in Trigger&lt;br /&gt;
You don't have enough&lt;br /&gt;
mechanisms.&lt;br /&gt;
: Use in Target&lt;br /&gt;
: Assign&lt;br /&gt;
There is nothing that&lt;br /&gt;
can be linked up.&lt;br /&gt;
: Link up a Bridge&lt;br /&gt;
: Link up a Cage&lt;br /&gt;
: Link up a Chain&lt;br /&gt;
: Link up a Door&lt;br /&gt;
: Link up a Floodgate&lt;br /&gt;
: Link up a Hatch&lt;br /&gt;
: Link up a Wall Grate&lt;br /&gt;
: Link up a Floor Grate&lt;br /&gt;
: Link up Vertical Bars&lt;br /&gt;
: Link up Floor Bars&lt;br /&gt;
: Link up a Support&lt;br /&gt;
: Link up Spears/Spikes&lt;br /&gt;
: Link up a Gear Assembly&lt;br /&gt;
: Pull the Lever&lt;br /&gt;
: Add new task&lt;br /&gt;
: Cancel Current Task&lt;br /&gt;
: Promote Current Task&lt;br /&gt;
: Repeat&lt;br /&gt;
: Suspend&lt;br /&gt;
: Workshop Profile&lt;br /&gt;
Profile requires manager&lt;br /&gt;
No bucket&lt;br /&gt;
Bucket full&lt;br /&gt;
Active&lt;br /&gt;
Dry&lt;br /&gt;
: Size Room&lt;br /&gt;
: Free Room&lt;br /&gt;
: Resize Room&lt;br /&gt;
: Make Meeting Hall&lt;br /&gt;
Frozen Here&lt;br /&gt;
Frozen Elsewhere&lt;br /&gt;
Total Power: &lt;br /&gt;
Total Power Needed: &lt;br /&gt;
Stable Foundation&lt;br /&gt;
Hanging&lt;br /&gt;
: Stop Pumping Manually&lt;br /&gt;
: Start Pump Manually&lt;br /&gt;
Pumps from the north&lt;br /&gt;
Pumps from the east&lt;br /&gt;
Pumps from the south&lt;br /&gt;
Pumps from the west&lt;br /&gt;
: Choose Shooting Dir&lt;br /&gt;
Shoot: &lt;br /&gt;
From Top to Bottom&lt;br /&gt;
From Bottom to Top&lt;br /&gt;
From Left to Right&lt;br /&gt;
From Right to Left&lt;br /&gt;
Give name&lt;br /&gt;
: Sleep&lt;br /&gt;
: Indiv Eq&lt;br /&gt;
: Squad Eq&lt;br /&gt;
: Make Archery Range&lt;br /&gt;
: Assign Room&lt;br /&gt;
Current Owner:&lt;br /&gt;
: Make Sculpture Garden&lt;br /&gt;
Occupants:&lt;br /&gt;
: Do Not Use For Justice&lt;br /&gt;
: Terrarium&lt;br /&gt;
: Aquarium&lt;br /&gt;
: Justice&lt;br /&gt;
: Make Room&lt;br /&gt;
: Owner&lt;br /&gt;
: Free&lt;br /&gt;
: Assign Animal to Chain&lt;br /&gt;
: Used by Justice (&lt;br /&gt;
Y&lt;br /&gt;
: Set Owner&lt;br /&gt;
Assigned: &lt;br /&gt;
Chained: &lt;br /&gt;
Fire at Will&lt;br /&gt;
Prepare to Fire&lt;br /&gt;
Not in Use&lt;br /&gt;
, Facing &lt;br /&gt;
: Change Action&lt;br /&gt;
: Change Orientation&lt;br /&gt;
Operated by Mechanisms&lt;br /&gt;
Forbidden&lt;br /&gt;
Passable&lt;br /&gt;
, Internal&lt;br /&gt;
Pet-passable&lt;br /&gt;
Open&lt;br /&gt;
DOOR TAKEN BY INVADERS&lt;br /&gt;
Retake door to forbid it.&lt;br /&gt;
DOOR USED BY INTRUDER&lt;br /&gt;
: Forbid Passage&lt;br /&gt;
: Permit Passage&lt;br /&gt;
: Make Pet-passable&lt;br /&gt;
: Keep Tightly Closed&lt;br /&gt;
: Set as Internal&lt;br /&gt;
: Set as External&lt;br /&gt;
HATCH TAKEN BY INVADERS&lt;br /&gt;
Retake hatch to forbid it.&lt;br /&gt;
HATCH USED BY INTRUDER&lt;br /&gt;
This is the resting&lt;br /&gt;
place of&lt;br /&gt;
: Assign Tomb&lt;br /&gt;
: Free Tomb&lt;br /&gt;
: Resize Tomb&lt;br /&gt;
: Use for Burial (Y)&lt;br /&gt;
: Use for Burial (N)&lt;br /&gt;
: Allow Citizens (N)&lt;br /&gt;
: Allow Citizens (Y)&lt;br /&gt;
: Allow Pets (N)&lt;br /&gt;
: Allow Pets (Y)&lt;br /&gt;
: Make Tomb&lt;br /&gt;
: Assign Chair&lt;br /&gt;
: Free Chair&lt;br /&gt;
: Make Throne Room or Study&lt;br /&gt;
: Assign Table&lt;br /&gt;
: Free Table&lt;br /&gt;
: Meeting Hall (&lt;br /&gt;
: Make Dining Room&lt;br /&gt;
Move the cursor to the pile&lt;br /&gt;
you want to take from.&lt;br /&gt;
: Select Pile&lt;br /&gt;
: Change Settings&lt;br /&gt;
: Max Barrel - &lt;br /&gt;
: Max Bin - &lt;br /&gt;
: Take From A Pile&lt;br /&gt;
: Delete Selected&lt;br /&gt;
: Vacant&lt;br /&gt;
: Assign Bed&lt;br /&gt;
: Free Bed&lt;br /&gt;
: Barracks (&lt;br /&gt;
: Dormitory (&lt;br /&gt;
T: Stop rental (&lt;br /&gt;
* Eviction Underway *&lt;br /&gt;
* Move Underway *&lt;br /&gt;
: Rent this room&lt;br /&gt;
: Position&lt;br /&gt;
: Make Bedroom&lt;br /&gt;
Shopkeeper:&lt;br /&gt;
For Sale at &lt;br /&gt;
: Move Goods to/from Depot&lt;br /&gt;
There are no merchants&lt;br /&gt;
trading right now.&lt;br /&gt;
: Trader requested at depot&lt;br /&gt;
: No trader needed at depot&lt;br /&gt;
: Anyone may trade&lt;br /&gt;
: Only broker may trade&lt;br /&gt;
Broker:&lt;br /&gt;
Broker can access depot&lt;br /&gt;
Broker cannot access depot&lt;br /&gt;
You do not have a broker.&lt;br /&gt;
: Nothing for Now&lt;br /&gt;
: Meat&lt;br /&gt;
: Fish&lt;br /&gt;
: Large Gem&lt;br /&gt;
Trap Occupied:&lt;br /&gt;
Trap Baited:&lt;br /&gt;
No seeds available&lt;br /&gt;
for this location&lt;br /&gt;
: Fallow&lt;br /&gt;
: Cancel Fert&lt;br /&gt;
: Fertilize&lt;br /&gt;
Ft &lt;br /&gt;
: Seas Fert (&lt;br /&gt;
: Spring&lt;br /&gt;
: Summer&lt;br /&gt;
: Autumn&lt;br /&gt;
: Winter&lt;br /&gt;
Disengaged&lt;br /&gt;
: Make Barracks/Armory&lt;br /&gt;
: Remove Building&lt;br /&gt;
Cancel&lt;br /&gt;
Done&lt;br /&gt;
[A]&lt;br /&gt;
[L]&lt;br /&gt;
First, you need to create a&lt;br /&gt;
squad in the military&lt;br /&gt;
screen.  The military screen&lt;br /&gt;
is accessible from the main&lt;br /&gt;
view or you can press &lt;br /&gt;
 now.&lt;br /&gt;
: Military screen&lt;br /&gt;
 etc.: Select exclusively&lt;br /&gt;
 etc.: Select multiple&lt;br /&gt;
: Scroll list&lt;br /&gt;
: Place opposite corner&lt;br /&gt;
: Place first corner&lt;br /&gt;
: Kill creatures at cursor&lt;br /&gt;
: Select from list&lt;br /&gt;
: Select in rectangle&lt;br /&gt;
: Back to squads&lt;br /&gt;
 etc.: Move to a point&lt;br /&gt;
 etc.: Center on a point&lt;br /&gt;
: Move to the cursor&lt;br /&gt;
Orders&lt;br /&gt;
 (squad)&lt;br /&gt;
: Attack&lt;br /&gt;
: Move&lt;br /&gt;
: Cancel orders&lt;br /&gt;
: Center on this squad&lt;br /&gt;
: View schedule&lt;br /&gt;
Sched - &lt;br /&gt;
Near sq: &lt;br /&gt;
 etc.: Choose squad&lt;br /&gt;
: Center on selected squad&lt;br /&gt;
: Active&lt;br /&gt;
: Select squads&lt;br /&gt;
: Select individuals&lt;br /&gt;
Resume&lt;br /&gt;
: One-Step&lt;br /&gt;
 route&lt;br /&gt;
: Add waypt&lt;br /&gt;
: Edit routes&lt;br /&gt;
: Del waypt&lt;br /&gt;
: Add route&lt;br /&gt;
: Edit waypts&lt;br /&gt;
: Del route&lt;br /&gt;
: Name route&lt;br /&gt;
: Center&lt;br /&gt;
: Back to points/notes&lt;br /&gt;
/100&lt;br /&gt;
: Place&lt;br /&gt;
: Name&lt;br /&gt;
: Note text&lt;br /&gt;
: Change symbol selector&lt;br /&gt;
: Adopt selected symbol&lt;br /&gt;
: Routes&lt;br /&gt;
: Remove from burrow&lt;br /&gt;
: Add to burrow&lt;br /&gt;
: Change selection&lt;br /&gt;
: Done naming&lt;br /&gt;
: Name burrow&lt;br /&gt;
: Select symbol/color&lt;br /&gt;
: Finish rectangle&lt;br /&gt;
: Start rectangle&lt;br /&gt;
: Mouse brush is &lt;br /&gt;
one tile&lt;br /&gt;
3x3&lt;br /&gt;
round 5x5&lt;br /&gt;
: Currently painting&lt;br /&gt;
: Currently erasing&lt;br /&gt;
: Center on burrow&lt;br /&gt;
: Add new burrow&lt;br /&gt;
: Define this burrow&lt;br /&gt;
: Add citizens to burrow&lt;br /&gt;
: Create creature&lt;br /&gt;
: Place water&lt;br /&gt;
: Place magma&lt;br /&gt;
: Butcher&lt;br /&gt;
: Assume control&lt;br /&gt;
Outside&lt;br /&gt;
Inside&lt;br /&gt;
Light&lt;br /&gt;
Dark&lt;br /&gt;
Subterranean&lt;br /&gt;
Above Ground&lt;br /&gt;
No Units Nearby&lt;br /&gt;
Corrupt Soldier Mood: &lt;br /&gt;
Has a horrible fell look!&lt;br /&gt;
Brooding darkly...&lt;br /&gt;
Has the aspect of one fey!&lt;br /&gt;
Peculiarly secretive...&lt;br /&gt;
Possessed by unknown forces!&lt;br /&gt;
Stricken by melancholy...&lt;br /&gt;
Crawling around babbling!&lt;br /&gt;
Running around babbling!&lt;br /&gt;
Crawling around crazed!&lt;br /&gt;
Running around crazed!&lt;br /&gt;
In a berserk rage!&lt;br /&gt;
Staring off into space...&lt;br /&gt;
Corrupt Strange Mood: &lt;br /&gt;
Pet of &lt;br /&gt;
Somebody&lt;br /&gt;
Creator of &lt;br /&gt;
: Combat&lt;br /&gt;
: Labor&lt;br /&gt;
: Misc&lt;br /&gt;
Over-Exerted&lt;br /&gt;
Miserable&lt;br /&gt;
Very Unhappy&lt;br /&gt;
Unhappy&lt;br /&gt;
This animal is waiting for&lt;br /&gt;
conflict.&lt;br /&gt;
This animal hunts at will.&lt;br /&gt;
This adorable animal&lt;br /&gt;
can't work.&lt;br /&gt;
This animal isn't interested&lt;br /&gt;
in your wishes.&lt;br /&gt;
This animal is waiting to be&lt;br /&gt;
trained.&lt;br /&gt;
This animal can't work.&lt;br /&gt;
: Ready for Slaughter (Y)&lt;br /&gt;
: Ready for Slaughter (N)&lt;br /&gt;
: Work Dogs&lt;br /&gt;
Assign a trained animal:&lt;br /&gt;
There are no animals left.&lt;br /&gt;
: Hunting (&lt;br /&gt;
 Left)&lt;br /&gt;
: War (&lt;br /&gt;
 hunting beast&lt;br /&gt;
 assigned&lt;br /&gt;
 war beast&lt;br /&gt;
The baby can't work yet.&lt;br /&gt;
A child does as it pleases!&lt;br /&gt;
The noble will not work.&lt;br /&gt;
:Gen &lt;br /&gt;
:Inv &lt;br /&gt;
:Prf &lt;br /&gt;
:Wnd &lt;br /&gt;
:St&lt;br /&gt;
: Next&lt;br /&gt;
Horizontal Axle &lt;br /&gt;
(N/S)&lt;br /&gt;
(E/W)&lt;br /&gt;
Upright Weapon&lt;br /&gt;
Pump from north&lt;br /&gt;
Pump from east&lt;br /&gt;
Pump from south&lt;br /&gt;
Pump from west&lt;br /&gt;
Chain&lt;br /&gt;
Chair or Throne&lt;br /&gt;
 (Raises &lt;br /&gt;
 (Retracts)&lt;br /&gt;
Placement&lt;br /&gt;
: Change Height&lt;br /&gt;
: Change Width&lt;br /&gt;
: Resets&lt;br /&gt;
: One use only&lt;br /&gt;
: Water from &lt;br /&gt;
 (Full)&lt;br /&gt;
: Min, &lt;br /&gt;
: Max&lt;br /&gt;
: Water does not trigger&lt;br /&gt;
: Magma from &lt;br /&gt;
: Magma does not trigger&lt;br /&gt;
: Creatures trigger&lt;br /&gt;
: Citizens trigger&lt;br /&gt;
: Citizens do not trigger&lt;br /&gt;
: Min (&lt;br /&gt;
: Max (&lt;br /&gt;
any&lt;br /&gt;
: Creatures do not trigger&lt;br /&gt;
Raise Dir&lt;br /&gt;
Item&lt;br /&gt;
 Needed)&lt;br /&gt;
 Max)&lt;br /&gt;
Dist&lt;br /&gt;
Num&lt;br /&gt;
: Done Selecting&lt;br /&gt;
: View Item&lt;br /&gt;
: Sel All&lt;br /&gt;
: Deselect&lt;br /&gt;
: Desel All&lt;br /&gt;
: Expand/Contract&lt;br /&gt;
Current Refuse Orders:&lt;br /&gt;
 Gather Refuse&lt;br /&gt;
 Ignore Refuse&lt;br /&gt;
   From Outside&lt;br /&gt;
 Dump Corpses&lt;br /&gt;
 Save Corpses&lt;br /&gt;
 Dump Skulls&lt;br /&gt;
 Save Skulls&lt;br /&gt;
 Dump Bones&lt;br /&gt;
 Save Bones&lt;br /&gt;
 Dump Shells&lt;br /&gt;
 Save Shells&lt;br /&gt;
 Dump Skins&lt;br /&gt;
 Save Skins&lt;br /&gt;
 Dump Other&lt;br /&gt;
 Save Other&lt;br /&gt;
Current Workshop Orders:&lt;br /&gt;
: Auto Loom All Thread&lt;br /&gt;
: Auto Loom Dyed Thread&lt;br /&gt;
: No Auto Loom&lt;br /&gt;
: Use Dyed Cloth&lt;br /&gt;
: Use Any Cloth&lt;br /&gt;
: Auto Collect Webs&lt;br /&gt;
: No Auto Collect Webs&lt;br /&gt;
: Auto Slaughter&lt;br /&gt;
: No Auto Slaughter&lt;br /&gt;
: Auto Butcher&lt;br /&gt;
: No Auto Butcher&lt;br /&gt;
: Auto Fishery&lt;br /&gt;
: No Auto Fishery&lt;br /&gt;
: Auto Kitchen&lt;br /&gt;
: No Auto Kitchen&lt;br /&gt;
: Auto Tan&lt;br /&gt;
: No Auto Tan&lt;br /&gt;
: Auto Kiln&lt;br /&gt;
: No Auto Kiln&lt;br /&gt;
: Auto Smelter&lt;br /&gt;
: No Auto Smelter&lt;br /&gt;
: Auto Other&lt;br /&gt;
: No Auto Other&lt;br /&gt;
Current Zone Orders:&lt;br /&gt;
: Zone-Only Drinking&lt;br /&gt;
: Prefer Zone Drinking&lt;br /&gt;
: Zone-Only Fishing&lt;br /&gt;
: Prefer Zone Fishing&lt;br /&gt;
Current Forbid Orders:&lt;br /&gt;
: Forbid used ammunition&lt;br /&gt;
: Claim used ammunition&lt;br /&gt;
: Forbid your dead&lt;br /&gt;
: Claim your dead&lt;br /&gt;
: Forbid your death items&lt;br /&gt;
: Claim your death items&lt;br /&gt;
: Forbid other non-hunted dead&lt;br /&gt;
: Claim other dead&lt;br /&gt;
: Forbid other death items&lt;br /&gt;
: Claim other death items&lt;br /&gt;
Forbidding of death objects&lt;br /&gt;
occurs at time of death.&lt;br /&gt;
Current Standing Orders:&lt;br /&gt;
: Announce all job cancellations.&lt;br /&gt;
: Announce most job cancellations.&lt;br /&gt;
: Announce some job cancellations.&lt;br /&gt;
: Announce no job cancellations.&lt;br /&gt;
 Gather Animals&lt;br /&gt;
 Ignore Animals&lt;br /&gt;
 Gather Food&lt;br /&gt;
 Ignore Food&lt;br /&gt;
 Gather Furniture&lt;br /&gt;
 Ignore Furniture&lt;br /&gt;
 Gather Bodies&lt;br /&gt;
 Ignore Bodies&lt;br /&gt;
: Refuse&lt;br /&gt;
 Gather Minerals&lt;br /&gt;
 Ignore Minerals&lt;br /&gt;
 Gather Wood&lt;br /&gt;
 Ignore Wood&lt;br /&gt;
 All Harvest&lt;br /&gt;
: Only Farmers Harvest&lt;br /&gt;
: Mix Food&lt;br /&gt;
: No Mix&lt;br /&gt;
: Workshop Orders&lt;br /&gt;
: Activity Zone Orders&lt;br /&gt;
These orders are superceded&lt;br /&gt;
by negative preferences.&lt;br /&gt;
Hotkey &lt;br /&gt;
Zoom&lt;br /&gt;
: Change Name&lt;br /&gt;
: Zoom Here&lt;br /&gt;
Beds: &lt;br /&gt;
Tables: &lt;br /&gt;
Traction Benches: &lt;br /&gt;
Boxes/bags: &lt;br /&gt;
Thread: &lt;br /&gt;
Cloth: &lt;br /&gt;
Splints: &lt;br /&gt;
Crutches: &lt;br /&gt;
Powder for casts: &lt;br /&gt;
Buckets: &lt;br /&gt;
Soap: &lt;br /&gt;
: Is Pond&lt;br /&gt;
: Is Pit&lt;br /&gt;
 (Half Full)&lt;br /&gt;
 (Not Full)&lt;br /&gt;
: Larger zone&lt;br /&gt;
: Smaller zone&lt;br /&gt;
Remove Activity Zone&lt;br /&gt;
New Activity Zone&lt;br /&gt;
Water Source (&lt;br /&gt;
Fishing (&lt;br /&gt;
Garbage Dump (&lt;br /&gt;
Pit/Pond (&lt;br /&gt;
Sand Collection (&lt;br /&gt;
Meeting Area (&lt;br /&gt;
Hot&lt;br /&gt;
Cold&lt;br /&gt;
Hospital (&lt;br /&gt;
Activity Zone #&lt;br /&gt;
: Water Source (&lt;br /&gt;
: Fishing (&lt;br /&gt;
: Garbage Dump (&lt;br /&gt;
: Pit/Pond (&lt;br /&gt;
: Sand Collection (&lt;br /&gt;
: Meeting Area (&lt;br /&gt;
: Hospital (&lt;br /&gt;
: Remove this zone&lt;br /&gt;
: Set Hospital Information&lt;br /&gt;
: Set Pit/Pond Information&lt;br /&gt;
: Stop Removing Zones&lt;br /&gt;
: Remove Zones&lt;br /&gt;
: Remove rectangle&lt;br /&gt;
Rectangle&lt;br /&gt;
Flow&lt;br /&gt;
Floor Flow&lt;br /&gt;
: Animal&lt;br /&gt;
: Food&lt;br /&gt;
: Furniture Storage&lt;br /&gt;
: Graveyard&lt;br /&gt;
: Wood&lt;br /&gt;
: Stone&lt;br /&gt;
: Gem&lt;br /&gt;
: Bar/Block&lt;br /&gt;
: Cloth&lt;br /&gt;
: Leather&lt;br /&gt;
: Ammo&lt;br /&gt;
: Coins&lt;br /&gt;
: Finished Goods&lt;br /&gt;
: Weapons&lt;br /&gt;
: Custom Stockpile&lt;br /&gt;
: Custom Settings&lt;br /&gt;
: Reserved Barrels - &lt;br /&gt;
: Reserved Bins - &lt;br /&gt;
: Remove Designation&lt;br /&gt;
: Reclaim Items/Buildings&lt;br /&gt;
: Forbid Items/Buildings&lt;br /&gt;
: Melt Items&lt;br /&gt;
: Remove Melt&lt;br /&gt;
: Dump Items&lt;br /&gt;
: Remove Dump&lt;br /&gt;
: Hide Items/Buildings&lt;br /&gt;
: Unhide Items/Buildings&lt;br /&gt;
: High Traffic Area&lt;br /&gt;
: Normal Traffic Area&lt;br /&gt;
: Low Traffic Area&lt;br /&gt;
: Restricted Traffic Area&lt;br /&gt;
High Traffic Cost: &lt;br /&gt;
Normal Traffic Cost: &lt;br /&gt;
Low Traffic Cost: &lt;br /&gt;
Restricted Traffic Cost: &lt;br /&gt;
: Change Cost&lt;br /&gt;
: Choose Area&lt;br /&gt;
 Wagon Access&lt;br /&gt;
 No Wagon Access&lt;br /&gt;
 Accessible Depot&lt;br /&gt;
 Inaccessible Depot&lt;br /&gt;
Depot accessible&lt;br /&gt;
Depot inaccessible&lt;br /&gt;
All depots inaccessible&lt;br /&gt;
All depots accessible&lt;br /&gt;
 depots accessible&lt;br /&gt;
: View Announcements&lt;br /&gt;
: Reports&lt;br /&gt;
: Unit List&lt;br /&gt;
: Look Around / Create&lt;br /&gt;
: View Units&lt;br /&gt;
: Hot Keys&lt;br /&gt;
: Move this menu/map&lt;br /&gt;
: Help&lt;br /&gt;
: Options&lt;br /&gt;
: Movies&lt;br /&gt;
: Building&lt;br /&gt;
: View Civilizations&lt;br /&gt;
: Designations&lt;br /&gt;
: Set Orders&lt;br /&gt;
: Job List&lt;br /&gt;
: Look Around&lt;br /&gt;
: Military&lt;br /&gt;
: Squads&lt;br /&gt;
: Points/Routes/Notes&lt;br /&gt;
: Define Burrows&lt;br /&gt;
: Stockpiles&lt;br /&gt;
: Zones&lt;br /&gt;
: Set Building Tasks/Prefs&lt;br /&gt;
: View Rooms/Buildings&lt;br /&gt;
: View Items in Buildings&lt;br /&gt;
: Nobles and Administrators&lt;br /&gt;
: Status&lt;br /&gt;
: Depot Access&lt;br /&gt;
: Artifacts&lt;br /&gt;
Warm &lt;br /&gt;
Damp &lt;br /&gt;
Muddy &lt;br /&gt;
Snow-covered &lt;br /&gt;
Mossy &lt;br /&gt;
Sculpted&lt;br /&gt;
Detailed&lt;br /&gt;
Rough-hewn &lt;br /&gt;
Straight &lt;br /&gt;
Smooth &lt;br /&gt;
Exposed &lt;br /&gt;
Ice&lt;br /&gt;
Pillar&lt;br /&gt;
Cluster&lt;br /&gt;
Burning &lt;br /&gt;
Dead &lt;br /&gt;
Tree&lt;br /&gt;
Grass&lt;br /&gt;
Dry Grass&lt;br /&gt;
Dead Grass&lt;br /&gt;
Level&lt;br /&gt;
 Ice Floor&lt;br /&gt;
 Floor&lt;br /&gt;
 Boulder&lt;br /&gt;
Driftwood&lt;br /&gt;
 Pebbles&lt;br /&gt;
 Cavern Floor&lt;br /&gt;
Wet &lt;br /&gt;
Young &lt;br /&gt;
 Sapling&lt;br /&gt;
Sapling&lt;br /&gt;
Shrub&lt;br /&gt;
Furrowed &lt;br /&gt;
Ashes&lt;br /&gt;
Waterfall&lt;br /&gt;
River Source&lt;br /&gt;
Chasm&lt;br /&gt;
Eerie Glowing Pit&lt;br /&gt;
Glowing Floor&lt;br /&gt;
Glowing Barrier&lt;br /&gt;
Semi-molten Rock&lt;br /&gt;
Lava Flow&lt;br /&gt;
Magma Flow&lt;br /&gt;
Murky Pool&lt;br /&gt;
River&lt;br /&gt;
Brook&lt;br /&gt;
Grassy Upward Stairway&lt;br /&gt;
Grassy Up/Down Stairway&lt;br /&gt;
Grassy Downward Stairway&lt;br /&gt;
 Up/Down Stairway&lt;br /&gt;
 Downward Stairway&lt;br /&gt;
 Upward Stairway&lt;br /&gt;
Ice Up/Down Stairway&lt;br /&gt;
Ice Downward Stairway&lt;br /&gt;
Ice Upward Stairway&lt;br /&gt;
Grassy Upward Slope&lt;br /&gt;
Dry Grass Upward Slope&lt;br /&gt;
Dead Grass Upward Slope&lt;br /&gt;
Glacial Upward Slope&lt;br /&gt;
 Upward Slope&lt;br /&gt;
Glacial Downward Slope&lt;br /&gt;
Grassy Downward Slope&lt;br /&gt;
Dry Grass Downward Slope&lt;br /&gt;
Dead Grass Downward Slope&lt;br /&gt;
 Downward Slope&lt;br /&gt;
Downward Slope&lt;br /&gt;
Open Space&lt;br /&gt;
SLATED FOR REMOVAL&lt;br /&gt;
Waiting for construction...&lt;br /&gt;
Waiting for architect...&lt;br /&gt;
Designed...&lt;br /&gt;
Construction initiated.&lt;br /&gt;
Partially constructed.&lt;br /&gt;
Construction nearly done.&lt;br /&gt;
Construction suspended.&lt;br /&gt;
Construction inactive.&lt;br /&gt;
: Stop Removal&lt;br /&gt;
: Suspend Construction&lt;br /&gt;
No Special Profession&lt;br /&gt;
Any Metalsmithing&lt;br /&gt;
Any Workshop Farming&lt;br /&gt;
Wood/Stone/Boneworking&lt;br /&gt;
Any Fishing&lt;br /&gt;
Null&lt;br /&gt;
Here we have &lt;br /&gt;
prone &lt;br /&gt;
swimming &lt;br /&gt;
 lying&lt;br /&gt;
 standing&lt;br /&gt;
 own &lt;br /&gt;
guts&lt;br /&gt;
deep in &lt;br /&gt;
various&lt;br /&gt;
 rotten&lt;br /&gt;
 guts&lt;br /&gt;
many corpses&lt;br /&gt;
some corpses&lt;br /&gt;
a few corpses&lt;br /&gt;
much gore&lt;br /&gt;
some gore&lt;br /&gt;
a few corpse chunks&lt;br /&gt;
many bones&lt;br /&gt;
some bones&lt;br /&gt;
a few bones&lt;br /&gt;
many objects&lt;br /&gt;
some objects&lt;br /&gt;
a few objects&lt;br /&gt;
 stuck to &lt;br /&gt;
warm &lt;br /&gt;
damp &lt;br /&gt;
vomit-covered &lt;br /&gt;
blood-stained &lt;br /&gt;
pus-spattered &lt;br /&gt;
ichor-drenched &lt;br /&gt;
mossy &lt;br /&gt;
sculpted &lt;br /&gt;
detailed &lt;br /&gt;
rough-hewn &lt;br /&gt;
straight &lt;br /&gt;
smooth &lt;br /&gt;
exposed &lt;br /&gt;
pillar&lt;br /&gt;
fortification&lt;br /&gt;
cluster&lt;br /&gt;
wall&lt;br /&gt;
 all&lt;br /&gt;
 amidst &lt;br /&gt;
bloody&lt;br /&gt;
pus&lt;br /&gt;
pus-spattered&lt;br /&gt;
ichor&lt;br /&gt;
ichor-flecked&lt;br /&gt;
goo&lt;br /&gt;
gooey&lt;br /&gt;
slime&lt;br /&gt;
slimy&lt;br /&gt;
a pool of &lt;br /&gt;
chunky &lt;br /&gt;
a slurry of &lt;br /&gt;
a pile of &lt;br /&gt;
a spattering of &lt;br /&gt;
a pile of vomit&lt;br /&gt;
You slam&lt;br /&gt;
 into an obstacle and &lt;br /&gt;
blow&lt;br /&gt;
blows&lt;br /&gt;
 apart!&lt;br /&gt;
 into an obstacle!&lt;br /&gt;
you&lt;br /&gt;
 struck by a ball of flames!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Random Buffer Overload&lt;br /&gt;
FUEL&lt;br /&gt;
AUTOMATIC&lt;br /&gt;
REAGENT&lt;br /&gt;
PRODUCT&lt;br /&gt;
PRODUCT_DIMENSION&lt;br /&gt;
PRODUCT_TO_CONTAINER&lt;br /&gt;
PRESERVE_REAGENT&lt;br /&gt;
: Unrecognized Reaction Token: &lt;br /&gt;
*** Error(s) finalizing the reaction &lt;br /&gt;
KILN&lt;br /&gt;
SMELTER&lt;br /&gt;
KITCHEN&lt;br /&gt;
 ore&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== Worldgen Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Set Region Information Overflow&lt;br /&gt;
*START REGION SAVE*&lt;br /&gt;
*START REGION DIM SAVE*&lt;br /&gt;
*START REGION MAP SAVE*&lt;br /&gt;
*START REGION GEOLOGY SAVE*&lt;br /&gt;
*START REGION SUBREGION SAVE*&lt;br /&gt;
Not enough peaks: &lt;br /&gt;
&amp;lt;&lt;br /&gt;
Not enough medium altitudes&lt;br /&gt;
Not enough medium altitudes after shift down&lt;br /&gt;
Not enough low altitudes after shift down: &lt;br /&gt;
Not enough medium altitudes after shift up&lt;br /&gt;
Not enough high altitudes after shift up&lt;br /&gt;
Not enough partial edge oceans&lt;br /&gt;
Not enough complete edge oceans&lt;br /&gt;
Rainfall not evenly distributed: &lt;br /&gt;
Flat/rough areas not evenly distributed: &lt;br /&gt;
Savagery not evenly distributed&lt;br /&gt;
Volcanism not evenly distributed&lt;br /&gt;
Initial swamp square count fails by &lt;br /&gt;
Initial desert square count fails by &lt;br /&gt;
Initial forest square count fails by &lt;br /&gt;
Initial mountain square count fails by &lt;br /&gt;
Initial ocean square count fails by &lt;br /&gt;
Initial glacier square count fails by &lt;br /&gt;
Initial tundra square count fails by &lt;br /&gt;
Initial grassland square count fails by &lt;br /&gt;
Initial hill square count fails by &lt;br /&gt;
Not enough volcanos&lt;br /&gt;
Swamp region count fails by &lt;br /&gt;
Desert region count fails by &lt;br /&gt;
Forest region count fails by &lt;br /&gt;
Mountain region count fails by &lt;br /&gt;
Ocean region count fails by &lt;br /&gt;
Glacier region count fails by &lt;br /&gt;
Tundra region count fails by &lt;br /&gt;
Grassland region count fails by &lt;br /&gt;
Hill region count fails by &lt;br /&gt;
Not enough river start points before erosion&lt;br /&gt;
Not enough river start points after erosion&lt;br /&gt;
Too many distinct subregions (over by &lt;br /&gt;
 will be logged after parameter dump.&lt;br /&gt;
A world gen error from DF &lt;br /&gt;
Error sorting rivers: working with &lt;br /&gt;
 ran into &lt;br /&gt;
Not enough medium altitude locations after erosion&lt;br /&gt;
Not enough low altitude locations after erosion: &lt;br /&gt;
Not enough high altitude locations after erosion&lt;br /&gt;
Not enough mountain cave locations&lt;br /&gt;
Not enough mountain cave locations after location check&lt;br /&gt;
Not enough low-lying cave locations&lt;br /&gt;
Not enough low-lying cave locations after location check&lt;br /&gt;
Not enough entity placement locations&lt;br /&gt;
No entity definitions available&lt;br /&gt;
No controllable entity definitions available&lt;br /&gt;
Did not place controllable entity&lt;br /&gt;
Final swamp region count fails by &lt;br /&gt;
Final desert region count fails by &lt;br /&gt;
Final forest region count fails by &lt;br /&gt;
Final mountain region count fails by &lt;br /&gt;
Final ocean region count fails by &lt;br /&gt;
Final glacier region count fails by &lt;br /&gt;
Final tundra region count fails by &lt;br /&gt;
Final grassland region count fails by &lt;br /&gt;
Final hill region count fails by &lt;br /&gt;
It is raining outside.&lt;br /&gt;
It is snowing outside.&lt;br /&gt;
There is thick fog outside.&lt;br /&gt;
There is fog outside.&lt;br /&gt;
There is a thin mist outside.&lt;br /&gt;
You cannot see the sky clearly from here, but the available sunlight indicates &lt;br /&gt;
the night&lt;br /&gt;
the dawn&lt;br /&gt;
the day&lt;br /&gt;
the sunset&lt;br /&gt;
It is raining.&lt;br /&gt;
It is snowing.&lt;br /&gt;
There is a heavy blanket of fog enveloping everything.&lt;br /&gt;
Fog enshrouds the area.&lt;br /&gt;
There is a thin mist here.&lt;br /&gt;
The sky above you is nearly black, ripped through with towering clouds.&lt;br /&gt;
The sky above you is completely gray, with dark cloud pillars pressing through it.&lt;br /&gt;
A towering gray cloud descends from the white sky above you.&lt;br /&gt;
The sky above you is a uniform and dark gray.&lt;br /&gt;
The sky above you is gray.&lt;br /&gt;
The sky above you is hazy and white.&lt;br /&gt;
A dark, towering cloud rises into a striped sky.&lt;br /&gt;
Mounds of clouds are clustered through a striped sky.&lt;br /&gt;
There are scattered clouds underneath a striped sky.&lt;br /&gt;
The sky is striped with thin clouds.&lt;br /&gt;
A dark, menacing cloud towers above you, crowned by an anvil.&lt;br /&gt;
There are mounds of clouds above you, smooth on the bottom with prominent upward bulges.&lt;br /&gt;
There are scattered puffy clouds above you.&lt;br /&gt;
The sky is clear above you.&lt;br /&gt;
The sun is rising&lt;br /&gt;
 in the west&lt;br /&gt;
 in the east&lt;br /&gt;
The sun is&lt;br /&gt;
 low&lt;br /&gt;
 high&lt;br /&gt;
western&lt;br /&gt;
eastern&lt;br /&gt;
 sky&lt;br /&gt;
The sun is directly above you&lt;br /&gt;
The sun is setting&lt;br /&gt;
 to the east&lt;br /&gt;
 to the west&lt;br /&gt;
 behind the clouds&lt;br /&gt;
full moon&lt;br /&gt;
waxing gibbous moon&lt;br /&gt;
waxing half moon&lt;br /&gt;
waxing crecent moon&lt;br /&gt;
waning gibbous moon&lt;br /&gt;
waning half moon&lt;br /&gt;
waning crescent moon&lt;br /&gt;
 is rising&lt;br /&gt;
 is directly above you&lt;br /&gt;
 is setting&lt;br /&gt;
 bright behind the clouds&lt;br /&gt;
 pale behind the clouds&lt;br /&gt;
 hardly visible behind the clouds&lt;br /&gt;
The stars are out.&lt;br /&gt;
There is a strong breeze blowing from the &lt;br /&gt;
There is a cool breeze blowing from the &lt;br /&gt;
There is a gentle breeze blowing from the &lt;br /&gt;
south&lt;br /&gt;
north&lt;br /&gt;
east&lt;br /&gt;
west&lt;br /&gt;
Loop Erase River Overflow&lt;br /&gt;
Loop Erase River Placement Overflow&lt;br /&gt;
Loop Erase River Temp River Placement Overflow&lt;br /&gt;
territory_map-&lt;br /&gt;
historical_map-&lt;br /&gt;
world_map-&lt;br /&gt;
-world_gen_param&lt;br /&gt;
Inappropriate Waterlevel Biome Choice (2)&lt;br /&gt;
Inappropriate Waterlevel Biome Choice (4)&lt;br /&gt;
Midmap effective coordinate check out of bounds&lt;br /&gt;
[WORLD_GEN]&lt;br /&gt;
CUSTOM_NAME:&lt;br /&gt;
SEED:&lt;br /&gt;
HISTORY_SEED:&lt;br /&gt;
NAME_SEED:&lt;br /&gt;
CREATURE_SEED:&lt;br /&gt;
DIM:&lt;br /&gt;
EMBARK_POINTS:&lt;br /&gt;
END_YEAR:&lt;br /&gt;
BEAST_END_YEAR:&lt;br /&gt;
REVEAL_ALL_HISTORY:&lt;br /&gt;
CULL_HISTORICAL_FIGURES:&lt;br /&gt;
[ELEVATION_FREQUENCY:&lt;br /&gt;
[RAIN_FREQUENCY:&lt;br /&gt;
[DRAINAGE_FREQUENCY:&lt;br /&gt;
[TEMPERATURE_FREQUENCY:&lt;br /&gt;
[SAVAGERY_FREQUENCY:&lt;br /&gt;
[VOLCANISM_FREQUENCY:&lt;br /&gt;
TITAN_NUMBER:&lt;br /&gt;
TITAN_ATTACK_TRIGGER:&lt;br /&gt;
DEMON_NUMBER:&lt;br /&gt;
GOOD_SQ_COUNTS:&lt;br /&gt;
EVIL_SQ_COUNTS:&lt;br /&gt;
PEAK_NUMBER_MIN:&lt;br /&gt;
PARTIAL_OCEAN_EDGE_MIN:&lt;br /&gt;
COMPLETE_OCEAN_EDGE_MIN:&lt;br /&gt;
VOLCANO_MIN:&lt;br /&gt;
[REGION_COUNTS:&lt;br /&gt;
EROSION_CYCLE_COUNT:&lt;br /&gt;
RIVER_MINS:&lt;br /&gt;
PERIODICALLY_ERODE_EXTREMES:&lt;br /&gt;
OROGRAPHIC_PRECIPITATION:&lt;br /&gt;
SUBREGION_MAX:&lt;br /&gt;
CAVERN_LAYER_COUNT:&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MIN:&lt;br /&gt;
CAVERN_LAYER_OPENNESS_MAX:&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MIN:&lt;br /&gt;
CAVERN_LAYER_PASSAGE_DENSITY_MAX:&lt;br /&gt;
CAVERN_LAYER_WATER_MIN:&lt;br /&gt;
CAVERN_LAYER_WATER_MAX:&lt;br /&gt;
HAVE_BOTTOM_LAYER_1:&lt;br /&gt;
HAVE_BOTTOM_LAYER_2:&lt;br /&gt;
LEVELS_ABOVE_GROUND:&lt;br /&gt;
LEVELS_ABOVE_LAYER_1:&lt;br /&gt;
LEVELS_ABOVE_LAYER_2:&lt;br /&gt;
LEVELS_ABOVE_LAYER_3:&lt;br /&gt;
LEVELS_ABOVE_LAYER_4:&lt;br /&gt;
LEVELS_ABOVE_LAYER_5:&lt;br /&gt;
LEVELS_AT_BOTTOM:&lt;br /&gt;
CAVE_MIN_SIZE:&lt;br /&gt;
CAVE_MAX_SIZE:&lt;br /&gt;
MOUNTAIN_CAVE_MIN:&lt;br /&gt;
NON_MOUNTAIN_CAVE_MIN:&lt;br /&gt;
ALL_CAVES_VISIBLE:&lt;br /&gt;
SHOW_EMBARK_TUNNEL:&lt;br /&gt;
TOTAL_CIV_NUMBER:&lt;br /&gt;
TOTAL_CIV_POPULATION:&lt;br /&gt;
PLAYABLE_CIVILIZATION_REQUIRED:&lt;br /&gt;
ELEVATION_RANGES:&lt;br /&gt;
RAIN_RANGES:&lt;br /&gt;
DRAINAGE_RANGES:&lt;br /&gt;
SAVAGERY_RANGES:&lt;br /&gt;
VOLCANISM_RANGES:&lt;br /&gt;
feature-&lt;br /&gt;
data/save/current/feature-&lt;br /&gt;
Mountain-Slope Overflow&lt;br /&gt;
: Null Pop Num&lt;br /&gt;
Non-feature related elevation hole&lt;br /&gt;
You have located &lt;br /&gt;
&amp;quot;, a &lt;br /&gt;
fortress&lt;br /&gt;
dark tower&lt;br /&gt;
cave&lt;br /&gt;
forest retreat&lt;br /&gt;
town&lt;br /&gt;
important location&lt;br /&gt;
/site-&lt;br /&gt;
, Region Pop: Null Square Count&lt;br /&gt;
-world_history&lt;br /&gt;
: nomadic population of &lt;br /&gt;
Worship List&lt;br /&gt;
 List&lt;br /&gt;
[*] &lt;br /&gt;
 (b.&lt;br /&gt;
???&lt;br /&gt;
 d. &lt;br /&gt;
, Reign Began: &lt;br /&gt;
, Inherited&lt;br /&gt;
 from mother&lt;br /&gt;
 from father&lt;br /&gt;
 from paternal grandmother&lt;br /&gt;
 from paternal grandfather&lt;br /&gt;
 from maternal grandmother&lt;br /&gt;
 from maternal grandfather&lt;br /&gt;
, *** New Line&lt;br /&gt;
, *** Original Line&lt;br /&gt;
Married&lt;br /&gt;
 (d. &lt;br /&gt;
Never Married&lt;br /&gt;
No Children&lt;br /&gt;
 Child&lt;br /&gt;
 (out-lived)&lt;br /&gt;
 (out-lived &lt;br /&gt;
 of them)&lt;br /&gt;
 -- Ages&lt;br /&gt;
 at death&lt;br /&gt;
(d. &lt;br /&gt;
      &lt;br /&gt;
Worshipped &lt;br /&gt;
Worships &lt;br /&gt;
-world_sites_and_pops&lt;br /&gt;
Parent Civ: &lt;br /&gt;
Unnumbered &lt;br /&gt;
Unnumbered&lt;br /&gt;
Outdoor Animal Populations (Including Undead)&lt;br /&gt;
Underground Animal Populations (Including Undead)&lt;br /&gt;
data/save/current/region_snapshot-&lt;br /&gt;
region_snapshot-&lt;br /&gt;
Midmap creation failure on graphical map export: &lt;br /&gt;
Elevation negative on graphical map export (main)&lt;br /&gt;
Elevation negative on graphical map export (midmap)&lt;br /&gt;
RCP_BASIC_BODY&lt;br /&gt;
RCP_BASIC_BODY_STANCE&lt;br /&gt;
RCP_BASIC_BODY_STANCE_WITH_HEAD_FLAG&lt;br /&gt;
RCP_UPPER_BODY&lt;br /&gt;
RCP_LOWER_BODY&lt;br /&gt;
RCP_THORAX&lt;br /&gt;
RCP_ABDOMEN&lt;br /&gt;
RCP_CEPHALOTHORAX&lt;br /&gt;
RCP_HEAD&lt;br /&gt;
RCP_TWO_PART_ARMS&lt;br /&gt;
RCP_PINCERS&lt;br /&gt;
RCP_CLAW_ARMS&lt;br /&gt;
RCP_FIRST_SIMPLE_LEGS&lt;br /&gt;
RCP_SECOND_SIMPLE_LEGS&lt;br /&gt;
RCP_THIRD_SIMPLE_LEGS&lt;br /&gt;
RCP_FOURTH_SIMPLE_LEGS&lt;br /&gt;
RCP_FIFTH_SIMPLE_LEGS&lt;br /&gt;
RCP_SIMPLE_FRONT_LEGS&lt;br /&gt;
RCP_SIMPLE_REAR_LEGS&lt;br /&gt;
RCP_TWO_PART_LEGS&lt;br /&gt;
RCP_FRONT_FLIPPER&lt;br /&gt;
RCP_REAR_FLIPPER&lt;br /&gt;
RCP_TWO_FLIGHTLESS_WINGS&lt;br /&gt;
RCP_TWO_WINGS&lt;br /&gt;
RCP_TAIL&lt;br /&gt;
RCP_2_TAILS&lt;br /&gt;
RCP_3_TAILS&lt;br /&gt;
RCP_TAIL_STINGER&lt;br /&gt;
RCP_LOWER_BODY_STINGER&lt;br /&gt;
RCP_PROBOSCIS&lt;br /&gt;
RCP_TRUNK&lt;br /&gt;
RCP_SHELL&lt;br /&gt;
RCP_ANTENNAE&lt;br /&gt;
RCP_1_HEAD_HORN&lt;br /&gt;
RCP_2_HEAD_HORNS&lt;br /&gt;
RCP_3_HEAD_HORNS&lt;br /&gt;
RCP_4_HEAD_HORNS&lt;br /&gt;
RCP_LARGE_MANDIBLES&lt;br /&gt;
RCP_5_FINGERS&lt;br /&gt;
RCP_4_FINGERS&lt;br /&gt;
RCP_3_FINGERS&lt;br /&gt;
RCP_2_FINGERS&lt;br /&gt;
RCP_5_TOES&lt;br /&gt;
RCP_4_TOES&lt;br /&gt;
RCP_3_TOES&lt;br /&gt;
RCP_2_TOES&lt;br /&gt;
RCP_5_FRONT_TOES&lt;br /&gt;
RCP_4_FRONT_TOES&lt;br /&gt;
RCP_3_FRONT_TOES&lt;br /&gt;
RCP_2_FRONT_TOES&lt;br /&gt;
RCP_5_REAR_TOES&lt;br /&gt;
RCP_4_REAR_TOES&lt;br /&gt;
RCP_3_REAR_TOES&lt;br /&gt;
RCP_2_REAR_TOES&lt;br /&gt;
RCP_1_EYE&lt;br /&gt;
RCP_2_EYES&lt;br /&gt;
RCP_3_EYES&lt;br /&gt;
RCP_BEAK&lt;br /&gt;
RCP_NOSE&lt;br /&gt;
RCP_CHEEKS&lt;br /&gt;
RCP_LUNGS&lt;br /&gt;
RCP_HEART&lt;br /&gt;
RCP_GUTS&lt;br /&gt;
RCP_THROAT&lt;br /&gt;
RCP_SPINE&lt;br /&gt;
RCP_NECK&lt;br /&gt;
RCP_BRAIN&lt;br /&gt;
RCP_SKULL&lt;br /&gt;
RCP_MOUTH&lt;br /&gt;
RCP_TEETH&lt;br /&gt;
RCP_RIBS&lt;br /&gt;
RCP_RIBS_EXTERNAL&lt;br /&gt;
RCP_LIPS&lt;br /&gt;
RCP_EYELIDS&lt;br /&gt;
RCP_GLOSS_HOOF&lt;br /&gt;
RCP_GLOSS_PAW&lt;br /&gt;
Cannot generate random creatures -- missing body &lt;br /&gt;
Cannot generate random creatures -- missing body gloss &lt;br /&gt;
STANDARD_MATERIALS&lt;br /&gt;
STANDARD_TISSUES&lt;br /&gt;
CHITIN_MATERIALS&lt;br /&gt;
CHITIN_TISSUES&lt;br /&gt;
FACIAL_HAIR_TISSUES&lt;br /&gt;
HEAD_HAIR_TISSUE_LAYERS&lt;br /&gt;
FACIAL_HAIR_TISSUE_LAYERS&lt;br /&gt;
BODY_HAIR_TISSUE_LAYERS&lt;br /&gt;
VERTEBRATE_TISSUE_LAYERS&lt;br /&gt;
EXOSKELETON_TISSUE_LAYERS&lt;br /&gt;
STANDARD_HEAD_POSITIONS&lt;br /&gt;
HUMANOID_HEAD_POSITIONS&lt;br /&gt;
HUMANOID_RIBCAGE_POSITIONS&lt;br /&gt;
SHELL_POSITIONS&lt;br /&gt;
HUMANOID_RELSIZES&lt;br /&gt;
Cannot generate random creatures -- missing body detail plan &lt;br /&gt;
SKIN_TEMPLATE&lt;br /&gt;
FAT_TEMPLATE&lt;br /&gt;
MUSCLE_TEMPLATE&lt;br /&gt;
SINEW_TEMPLATE&lt;br /&gt;
BONE_TEMPLATE&lt;br /&gt;
CARTILAGE_TEMPLATE&lt;br /&gt;
HAIR_TEMPLATE&lt;br /&gt;
FEATHER_TEMPLATE&lt;br /&gt;
SCALE_TEMPLATE&lt;br /&gt;
NAIL_TEMPLATE&lt;br /&gt;
TOOTH_TEMPLATE&lt;br /&gt;
EYE_TEMPLATE&lt;br /&gt;
NERVE_TEMPLATE&lt;br /&gt;
BRAIN_TEMPLATE&lt;br /&gt;
LUNG_TEMPLATE&lt;br /&gt;
HEART_TEMPLATE&lt;br /&gt;
LIVER_TEMPLATE&lt;br /&gt;
GUT_TEMPLATE&lt;br /&gt;
STOMACH_TEMPLATE&lt;br /&gt;
PANCREAS_TEMPLATE&lt;br /&gt;
SPLEEN_TEMPLATE&lt;br /&gt;
KIDNEY_TEMPLATE&lt;br /&gt;
LEATHER_TEMPLATE&lt;br /&gt;
HORN_TEMPLATE&lt;br /&gt;
PEARL_TEMPLATE&lt;br /&gt;
SILK_TEMPLATE&lt;br /&gt;
BLOOD_TEMPLATE&lt;br /&gt;
ICHOR_TEMPLATE&lt;br /&gt;
GOO_TEMPLATE&lt;br /&gt;
SLIME_TEMPLATE&lt;br /&gt;
SHELL_TEMPLATE&lt;br /&gt;
SOAP_TEMPLATE&lt;br /&gt;
TALLOW_TEMPLATE&lt;br /&gt;
CHITIN_TEMPLATE&lt;br /&gt;
MILK_TEMPLATE&lt;br /&gt;
CREATURE_CHEESE_TEMPLATE&lt;br /&gt;
STRUCTURAL_PLANT_TEMPLATE&lt;br /&gt;
SEED_TEMPLATE&lt;br /&gt;
LEAF_TEMPLATE&lt;br /&gt;
THREAD_PLANT_TEMPLATE&lt;br /&gt;
PLANT_ALCOHOL_TEMPLATE&lt;br /&gt;
PLANT_POWDER_TEMPLATE&lt;br /&gt;
PLANT_EXTRACT_TEMPLATE&lt;br /&gt;
CREATURE_EXTRACT_TEMPLATE&lt;br /&gt;
FLAME_TEMPLATE&lt;br /&gt;
Cannot generate random creatures -- missing material template &lt;br /&gt;
CHEEK_WHISKERS_TEMPLATE&lt;br /&gt;
CHIN_WHISKERS_TEMPLATE&lt;br /&gt;
MOUSTACHE_TEMPLATE&lt;br /&gt;
SIDEBURNS_TEMPLATE&lt;br /&gt;
EYEBROW_TEMPLATE&lt;br /&gt;
EYELASH_TEMPLATE&lt;br /&gt;
CLAW_TEMPLATE&lt;br /&gt;
TALON_TEMPLATE&lt;br /&gt;
Cannot generate random creatures -- missing tissue template &lt;br /&gt;
*** Error(s) found in Random Creature Generation&lt;br /&gt;
FORGOTTEN_BEAST_&lt;br /&gt;
TITAN_&lt;br /&gt;
DEMON_&lt;br /&gt;
[GENERATED]&lt;br /&gt;
[FEATURE_BEAST]&lt;br /&gt;
[ATTACK_TRIGGER:0:0:50000]&lt;br /&gt;
[NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[CASTE_NAME:forgotten beast:forgotten beasts:forgotten beast]&lt;br /&gt;
[NO_GENDER]&lt;br /&gt;
[CARNIVORE]&lt;br /&gt;
[NATURAL]&lt;br /&gt;
[TITAN]&lt;br /&gt;
[ATTACK_TRIGGER:&lt;br /&gt;
[NO_DRINK][NO_EAT][NO_SLEEP]&lt;br /&gt;
[UNIQUE_DEMON]&lt;br /&gt;
[CAN_LEARN][CAN_SPEAK]&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;
[DEMON]&lt;br /&gt;
[LARGE_ROAMING]&lt;br /&gt;
[LARGE_PREDATOR]&lt;br /&gt;
[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
[UNDERGROUND_DEPTH:5:5]&lt;br /&gt;
[POPULATION_NUMBER:5:10]&lt;br /&gt;
[CLUSTER_NUMBER:1:5]&lt;br /&gt;
[PHYS_ATT_RANGE:STRENGTH:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:TOUGHNESS:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:ENDURANCE:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:RECUPERATION:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[PHYS_ATT_RANGE:DISEASE_RESISTANCE:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[MENT_ATT_RANGE:ANALYTICAL_ABILITY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:FOCUS:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:WILLPOWER:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:PATIENCE:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:MEMORY:1250:1500:1750:2000:2500:3000:5000]&lt;br /&gt;
[MENT_ATT_RANGE:LINGUISTIC_ABILITY:450:1050:1150:1250:1350:1550:2250]&lt;br /&gt;
[MENT_ATT_RANGE:MUSICALITY:0:333:666:1000:2333:3666:5000]&lt;br /&gt;
[MENT_ATT_RANGE:SOCIAL_AWARENESS:700:1300:1400:1500:1600:1800:2500]&lt;br /&gt;
[PERSONALITY:ANXIETY:0:0:0]&lt;br /&gt;
[PERSONALITY:DEPRESSION:0:0:0]&lt;br /&gt;
[PERSONALITY:SELF_CONSCIOUSNESS:0:0:0]&lt;br /&gt;
[PERSONALITY:VULNERABILITY:0:0:0]&lt;br /&gt;
[PERSONALITY:FRIENDLINESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ASSERTIVENESS:100:100:100]&lt;br /&gt;
[PERSONALITY:CHEERFULNESS:0:0:0]&lt;br /&gt;
[PERSONALITY:TRUST:0:0:0]&lt;br /&gt;
[PERSONALITY:STRAIGHTFORWARDNESS:0:0:0]&lt;br /&gt;
[PERSONALITY:ALTRUISM:0:0:0]&lt;br /&gt;
[PERSONALITY:COOPERATION:0:0:0]&lt;br /&gt;
[PERSONALITY:SYMPATHY:0:0:0]&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;
[LIKES_FIGHTING][MAGMA_VISION]&lt;br /&gt;
[EVIL]&lt;br /&gt;
[FANCIFUL]&lt;br /&gt;
[AMPHIBIOUS]&lt;br /&gt;
[BIOME:SUBTERRANEAN_WATER]&lt;br /&gt;
[PETVALUE:2000]&lt;br /&gt;
[GRASSTRAMPLE:20]&lt;br /&gt;
[BUILDINGDESTROYER:2]&lt;br /&gt;
[ALL_ACTIVE]&lt;br /&gt;
[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
[TRAPAVOID]&lt;br /&gt;
[NOPAIN]&lt;br /&gt;
[NOSTUN]&lt;br /&gt;
[NONAUSEA]&lt;br /&gt;
[NOFEAR]&lt;br /&gt;
[NOEXERT]&lt;br /&gt;
[NO_DIZZINESS]&lt;br /&gt;
[NO_FEVERS]&lt;br /&gt;
[BENIGN]&lt;br /&gt;
[SPHERE:&lt;br /&gt;
[BODY_SIZE:0:0:&lt;br /&gt;
[CREATURE_TILE:&lt;br /&gt;
'&amp;amp;'&lt;br /&gt;
[NO_THOUGHT_CENTER_FOR_MOVEMENT]&lt;br /&gt;
[BODY&lt;br /&gt;
[BODYGLOSS&lt;br /&gt;
[FLIER]&lt;br /&gt;
[CANOPENDOORS]&lt;br /&gt;
[EQUIPS]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_MATERIALS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_TISSUES]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:CHITIN:CHITIN_TEMPLATE]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:SCALE:SCALE_TEMPLATE]&lt;br /&gt;
	[REMOVE_MATERIAL:HAIR]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[REMOVE_TISSUE:HAIR]&lt;br /&gt;
	[USE_TISSUE_TEMPLATE:FEATHER:FEATHER_TEMPLATE]&lt;br /&gt;
	[REMOVE_MATERIAL:SKIN]&lt;br /&gt;
	[REMOVE_TISSUE:SKIN]&lt;br /&gt;
	[REMOVE_MATERIAL:BONE]&lt;br /&gt;
	[REMOVE_TISSUE:BONE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:HORN:HORN_TEMPLATE]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SHELL:SHELL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:SHELL:SHELL_TEMPLATE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:NONE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SCALE:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:VERTEBRATE_TISSUE_LAYERS:SKIN:FAT:MUSCLE:BONE:CARTILAGE]&lt;br /&gt;
[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_HEAD_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RIBCAGE_POSITIONS]&lt;br /&gt;
[BODY_DETAIL_PLAN:HUMANOID_RELSIZES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
[HAS_NERVES]&lt;br /&gt;
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:SKIN:FAT:MUSCLE]&lt;br /&gt;
shadow&lt;br /&gt;
soot&lt;br /&gt;
embers&lt;br /&gt;
cinders&lt;br /&gt;
composed of ash&lt;br /&gt;
shade&lt;br /&gt;
sludge&lt;br /&gt;
composed of mud&lt;br /&gt;
brown&lt;br /&gt;
slick&lt;br /&gt;
quagmire&lt;br /&gt;
composed of vomit&lt;br /&gt;
green&lt;br /&gt;
disgusting appearance&lt;br /&gt;
brine&lt;br /&gt;
composed of salt&lt;br /&gt;
white&lt;br /&gt;
composed of grime and filth&lt;br /&gt;
waste&lt;br /&gt;
composed of snow&lt;br /&gt;
blizzard&lt;br /&gt;
slush&lt;br /&gt;
sleet&lt;br /&gt;
composed of water&lt;br /&gt;
flood&lt;br /&gt;
tear&lt;br /&gt;
composed of steam&lt;br /&gt;
boiling&lt;br /&gt;
FLAME&lt;br /&gt;
flame&lt;br /&gt;
composed of flame&lt;br /&gt;
red&lt;br /&gt;
inferno&lt;br /&gt;
flare&lt;br /&gt;
flash&lt;br /&gt;
flaming&lt;br /&gt;
scorching&lt;br /&gt;
composed of amber&lt;br /&gt;
composed of coral&lt;br /&gt;
composed of green glass&lt;br /&gt;
composed of clear glass&lt;br /&gt;
composed of crystal glass&lt;br /&gt;
composed of coke&lt;br /&gt;
composed of charcoal&lt;br /&gt;
black&lt;br /&gt;
composed of solid salt&lt;br /&gt;
composed of ice&lt;br /&gt;
composed of &lt;br /&gt;
[USE_MATERIAL_TEMPLATE:&lt;br /&gt;
[MAT_FIXED_TEMP:&lt;br /&gt;
[TISSUE:UNIFORM_TIS]&lt;br /&gt;
[TISSUE_NAME:tissue:NP]&lt;br /&gt;
[TISSUE_MATERIAL:&lt;br /&gt;
[TISSUE_MAT_STATE:&lt;br /&gt;
[MUSCULAR]&lt;br /&gt;
[FUNCTIONAL]&lt;br /&gt;
[STRUCTURAL]&lt;br /&gt;
[RELATIVE_THICKNESS:1]&lt;br /&gt;
[CONNECTS]&lt;br /&gt;
[TISSUE_SHAPE:LAYER]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:ALL:UNIFORM_TIS]&lt;br /&gt;
[EXTRAVISION]&lt;br /&gt;
[CANNOT_UNDEAD]&lt;br /&gt;
[NOT_BUTCHERABLE]&lt;br /&gt;
[FIREBREATH]&lt;br /&gt;
[COLOR:&lt;br /&gt;
[NOBREATHE]&lt;br /&gt;
[FIXED_TEMP:&lt;br /&gt;
[HOMEOTHERM:10040]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:HAIR]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:FEATHER]&lt;br /&gt;
[BODY_DETAIL_PLAN:BODY_HAIR_TISSUE_LAYERS:SCALE]&lt;br /&gt;
	[STATE_COLOR:ALL_SOLID:&lt;br /&gt;
[SELECT_MATERIAL:HAIR]&lt;br /&gt;
[SELECT_MATERIAL:HAIR]&lt;br /&gt;
[SELECT_MATERIAL:FEATHER]&lt;br /&gt;
[SELECT_MATERIAL:SCALE]&lt;br /&gt;
[SELECT_MATERIAL:CHITIN]&lt;br /&gt;
[SELECT_MATERIAL:SKIN]&lt;br /&gt;
[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
 [PLUS_TISSUE_LAYER:SCALE:BY_CATEGORY:THROAT]&lt;br /&gt;
	[TL_MAJOR_ARTERIES]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:BLOOD:BLOOD_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:BLOOD:LIQUID]&lt;br /&gt;
[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:GOO:GOO_TEMPLATE]&lt;br /&gt;
[BLOOD:LOCAL_CREATURE_MAT:GOO:LIQUID]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:CLAW:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:CLAW:CLAW_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:CLAW:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:CLAW:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:NAIL:NAIL_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:NAIL:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:NAIL:FRONT]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:TALON:NAIL_TEMPLATE]&lt;br /&gt;
[USE_TISSUE_TEMPLATE:TALON:TALON_TEMPLATE]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:FINGER:TALON:FRONT]&lt;br /&gt;
[TISSUE_LAYER:BY_CATEGORY:TOE:TALON:FRONT]&lt;br /&gt;
[SELECT_MATERIAL:BLOOD]&lt;br /&gt;
[SELECT_MATERIAL:ICHOR]&lt;br /&gt;
[SELECT_MATERIAL:GOO]&lt;br /&gt;
[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
	[MELTING_POINT:9800]&lt;br /&gt;
	[BOILING_POINT:9900]&lt;br /&gt;
	[MELTING_POINT:10200]&lt;br /&gt;
	[BOILING_POINT:10400]&lt;br /&gt;
	[ENTERS_BLOOD]&lt;br /&gt;
	[SYNDROME]&lt;br /&gt;
		[SYN_NAME:beast sickness]&lt;br /&gt;
		[SYN_NAME:titan sickness]&lt;br /&gt;
		[SYN_NAME:demon sickness]&lt;br /&gt;
		[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
		[SYN_IMMUNE_CREATURE:&lt;br /&gt;
:ALL]&lt;br /&gt;
		[SYN_INJECTED][SYN_CONTACT][SYN_INHALED]&lt;br /&gt;
		[&lt;br /&gt;
:SEV:100:PROB:100&lt;br /&gt;
:START:&lt;br /&gt;
:PEAK:&lt;br /&gt;
:END:&lt;br /&gt;
:LOCALIZED&lt;br /&gt;
:BP:BY_CATEGORY:ALL:ALL&lt;br /&gt;
:VASCULAR_ONLY&lt;br /&gt;
:MUSCULAR_ONLY&lt;br /&gt;
:BP:BY_CATEGORY:ALL:SKIN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:FAT&lt;br /&gt;
:BP:BY_CATEGORY:ALL:MUSCLE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:EYE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:NERVE&lt;br /&gt;
:BP:BY_CATEGORY:ALL:BRAIN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:LUNG&lt;br /&gt;
:BP:BY_CATEGORY:ALL:HEART&lt;br /&gt;
:BP:BY_CATEGORY:ALL:LIVER&lt;br /&gt;
:BP:BY_CATEGORY:ALL:GUT&lt;br /&gt;
:BP:BY_CATEGORY:ALL:STOMACH&lt;br /&gt;
:BP:BY_CATEGORY:ALL:PANCREAS&lt;br /&gt;
:BP:BY_CATEGORY:ALL:SPLEEN&lt;br /&gt;
:BP:BY_CATEGORY:ALL:KIDNEY&lt;br /&gt;
:RESISTABLE&lt;br /&gt;
:SIZE_DELAYS&lt;br /&gt;
:SIZE_DILUTES&lt;br /&gt;
[WEBBER]&lt;br /&gt;
[SECRETION:LOCAL_CREATURE_MAT:POISON:&lt;br /&gt;
:BY_CATEGORY:ALL:&lt;br /&gt;
SKIN&lt;br /&gt;
SCALE&lt;br /&gt;
CHITIN&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:TRAILING_DUST_FLOW]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:TRAILING_VAPOR_FLOW]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:TRAILING_GAS_FLOW]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:SOLID_GLOB]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:LIQUID_GLOB]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_DUST]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_VAPOR]&lt;br /&gt;
[MATERIAL_BREATH_ATTACK:LOCAL_CREATURE_MAT:POISON:UNDIRECTED_GAS]&lt;br /&gt;
[FIREIMMUNE]&lt;br /&gt;
[ATTACK:PUNCH:BODYPART:BY_TYPE:GRASP]&lt;br /&gt;
	[ATTACK_SKILL:GRASP_STRIKE]&lt;br /&gt;
	[ATTACK_VERB:punch:punches]&lt;br /&gt;
	[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
	[ATTACK_FLAG_WITH]&lt;br /&gt;
	[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
[ATTACK:PINCER:BODYPART:BY_CATEGORY:PINCER]&lt;br /&gt;
	[ATTACK_VERB:snatch:snatches]&lt;br /&gt;
	[ATTACK_PENETRATION_PERC:100]&lt;br /&gt;
	[ATTACK_FLAG_EDGE]&lt;br /&gt;
	[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
[ATTACK:KICK:BODYPART:BY_TYPE:STANCE]&lt;br /&gt;
	[ATTACK_SKILL:STANCE_STRIKE]&lt;br /&gt;
	[ATTACK_VERB:kick:kicks]&lt;br /&gt;
[ATTACK:STING:BODYPART:BY_CATEGORY:STINGER]&lt;br /&gt;
	[ATTACK_VERB:sting:stings]&lt;br /&gt;
	[ATTACK_CONTACT_PERC:5]&lt;br /&gt;
	[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
[ATTACK:SUCK:BODYPART:BY_CATEGORY:PROBOSCIS]&lt;br /&gt;
	[ATTACK_SKILL:BITE]&lt;br /&gt;
	[ATTACK_VERB:stab:stabs]&lt;br /&gt;
	[SPECIALATTACK_SUCK_BLOOD:50:100]&lt;br /&gt;
[ATTACK:HORN:BODYPART:BY_CATEGORY:HORN]&lt;br /&gt;
	[ATTACK_VERB:gore:gores]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:MANDIBLE]&lt;br /&gt;
	[ATTACK_VERB:bite:bites]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:BEAK]&lt;br /&gt;
[ATTACK:BITE:CHILD_BODYPART_GROUP:BY_CATEGORY:HEAD:BY_CATEGORY:TOOTH]&lt;br /&gt;
[ATTACK:BITE:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
	[ATTACK_VERB:scratch:scratches]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:CLAW]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
	[ATTACK_PRIORITY:SECOND]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:NAIL]&lt;br /&gt;
[ATTACK:FSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:GRASP:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
[ATTACK:TSCRATCH:CHILD_TISSUE_LAYER_GROUP:BY_TYPE:STANCE:BY_CATEGORY:ALL:TALON]&lt;br /&gt;
[SELECT_MATERIAL:ALL]&lt;br /&gt;
	[MAT_FIXED_TEMP:&lt;br /&gt;
	[HEATDAM_POINT:NONE]&lt;br /&gt;
	[COLDDAM_POINT:NONE]&lt;br /&gt;
	[IGNITE_POINT:NONE]&lt;br /&gt;
[DESCRIPTION:A&lt;br /&gt;
 great&lt;br /&gt;
 gigantic&lt;br /&gt;
 towering&lt;br /&gt;
n enormous&lt;br /&gt;
 huge&lt;br /&gt;
hairy &lt;br /&gt;
feathered &lt;br /&gt;
scaly &lt;br /&gt;
armored &lt;br /&gt;
fleshy &lt;br /&gt;
eyeless &lt;br /&gt;
one-eyed &lt;br /&gt;
three-eyed &lt;br /&gt;
beakless &lt;br /&gt;
noseless &lt;br /&gt;
skinless &lt;br /&gt;
six-legged &lt;br /&gt;
eight-legged &lt;br /&gt;
 twisted into humanoid form&lt;br /&gt;
 in humanoid form&lt;br /&gt;
 with external ribs&lt;br /&gt;
 with lidless eyes&lt;br /&gt;
  It has &lt;br /&gt;
thin wings of stretched skin&lt;br /&gt;
wings&lt;br /&gt;
feathered wings&lt;br /&gt;
lacy wings&lt;br /&gt;
  It has two &lt;br /&gt;
  It has three &lt;br /&gt;
  It has a &lt;br /&gt;
long, hanging&lt;br /&gt;
long, straight&lt;br /&gt;
long, curly&lt;br /&gt;
short&lt;br /&gt;
stubby&lt;br /&gt;
narrow&lt;br /&gt;
 tails&lt;br /&gt;
 tail&lt;br /&gt;
  It has a proboscis&lt;br /&gt;
  It has a long, swinging trunk&lt;br /&gt;
  It has a short trunk&lt;br /&gt;
  It has a fat, bulging trunk&lt;br /&gt;
  It has a twisting, jointed trunk&lt;br /&gt;
  It has a curling trunk&lt;br /&gt;
  It has a knobby trunk&lt;br /&gt;
  It has a round shell&lt;br /&gt;
  It has a spiral shell&lt;br /&gt;
  It has a square shell&lt;br /&gt;
  It has a knobby shell&lt;br /&gt;
  It has an enormous shell&lt;br /&gt;
  It has a broad shell&lt;br /&gt;
  It has a pair of long antennae&lt;br /&gt;
  It has a pair of fan-like antennae&lt;br /&gt;
  It has a pair of spindly antennae&lt;br /&gt;
  It has a pair of squat antennae&lt;br /&gt;
  It has a pair of branching antennae&lt;br /&gt;
  It has a pair of knobby antennae&lt;br /&gt;
  It has four &lt;br /&gt;
long, spiral&lt;br /&gt;
long, curving&lt;br /&gt;
broad&lt;br /&gt;
 horns&lt;br /&gt;
 horn&lt;br /&gt;
  It has large mandibles&lt;br /&gt;
it bears a look of unbelievable peace&lt;br /&gt;
peaceful nature&lt;br /&gt;
it emanates an aura of giving and kindness&lt;br /&gt;
kind nature&lt;br /&gt;
joy marks its every movement&lt;br /&gt;
joyful nature&lt;br /&gt;
it moves its will in accordance with the truth of things&lt;br /&gt;
it is ravening&lt;br /&gt;
it is slavering&lt;br /&gt;
it belches and croaks&lt;br /&gt;
it undulates rhythmically&lt;br /&gt;
rhythmic undulations&lt;br /&gt;
it squirms and fidgets&lt;br /&gt;
it has a bloated body&lt;br /&gt;
bloated appearance&lt;br /&gt;
it has a gaunt appearance&lt;br /&gt;
it appears to be emaciated&lt;br /&gt;
it chants ceaselessly&lt;br /&gt;
it murmurs horrible curses&lt;br /&gt;
it spouts gibberish periodically&lt;br /&gt;
it knows and intones the names of all it encounters&lt;br /&gt;
it repeatedly makes threats of torture and death&lt;br /&gt;
it has a regal bearing&lt;br /&gt;
it has an austere look about it&lt;br /&gt;
it moves deliberately&lt;br /&gt;
it moves about carelessly&lt;br /&gt;
.  Its &lt;br /&gt;
 hair is &lt;br /&gt;
long and shaggy&lt;br /&gt;
very curly&lt;br /&gt;
short and even&lt;br /&gt;
patchy&lt;br /&gt;
unkempt&lt;br /&gt;
long and straight&lt;br /&gt;
long and wavy&lt;br /&gt;
 feathers are &lt;br /&gt;
fluffed-out&lt;br /&gt;
downy&lt;br /&gt;
long and broad&lt;br /&gt;
long and sparse&lt;br /&gt;
long and narrow&lt;br /&gt;
 scales are &lt;br /&gt;
round&lt;br /&gt;
blocky&lt;br /&gt;
jagged&lt;br /&gt;
oval-shaped&lt;br /&gt;
overlapping&lt;br /&gt;
set far apart&lt;br /&gt;
close-set&lt;br /&gt;
 exoskeleton is &lt;br /&gt;
waxy&lt;br /&gt;
leathery&lt;br /&gt;
warty&lt;br /&gt;
sleek and smooth&lt;br /&gt;
rough and cracked&lt;br /&gt;
wrinkled&lt;br /&gt;
 skin is &lt;br /&gt;
  Beware its poisonous sting!&lt;br /&gt;
  Beware its poisonous bite!&lt;br /&gt;
  Beware its hunger for warm blood!&lt;br /&gt;
  Beware its fire!&lt;br /&gt;
  Beware its webs!&lt;br /&gt;
  Beware its deadly dust!&lt;br /&gt;
  Beware its poisonous vapors!&lt;br /&gt;
  Beware its poisonous gas!&lt;br /&gt;
  Beware its deadly spittle!&lt;br /&gt;
  Beware its noxious secretions!&lt;br /&gt;
  Beware its deadly blood!&lt;br /&gt;
horrifying features&lt;br /&gt;
[PREFSTRING:&lt;br /&gt;
swamp&lt;br /&gt;
marsh&lt;br /&gt;
sand&lt;br /&gt;
desert&lt;br /&gt;
taiga&lt;br /&gt;
jungle&lt;br /&gt;
forest&lt;br /&gt;
mountain&lt;br /&gt;
ocean&lt;br /&gt;
lake&lt;br /&gt;
glacier&lt;br /&gt;
tundra&lt;br /&gt;
brush&lt;br /&gt;
savanna&lt;br /&gt;
plains&lt;br /&gt;
hill&lt;br /&gt;
 titan:&lt;br /&gt;
 titans:&lt;br /&gt;
-titan]&lt;br /&gt;
[GO_TO_START]&lt;br /&gt;
[NAME:&lt;br /&gt;
[CASTE_NAME:&lt;br /&gt;
winged&lt;br /&gt;
horned&lt;br /&gt;
skinless&lt;br /&gt;
three-eyed&lt;br /&gt;
one-eyed&lt;br /&gt;
eyeless&lt;br /&gt;
blind&lt;br /&gt;
demon&lt;br /&gt;
demons&lt;br /&gt;
demonic&lt;br /&gt;
devil&lt;br /&gt;
devils&lt;br /&gt;
devilish&lt;br /&gt;
fiend&lt;br /&gt;
fiends&lt;br /&gt;
brute&lt;br /&gt;
brutes&lt;br /&gt;
monster&lt;br /&gt;
monsters&lt;br /&gt;
spirit&lt;br /&gt;
spirits&lt;br /&gt;
ghost&lt;br /&gt;
ghosts&lt;br /&gt;
banshee&lt;br /&gt;
banshees&lt;br /&gt;
haunt&lt;br /&gt;
haunts&lt;br /&gt;
phantom&lt;br /&gt;
phantoms&lt;br /&gt;
specter&lt;br /&gt;
specters&lt;br /&gt;
wraith&lt;br /&gt;
wraiths&lt;br /&gt;
The Arena&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Section ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
==&lt;br /&gt;
!=&lt;br /&gt;
&amp;gt;=&lt;br /&gt;
&amp;lt;=&lt;br /&gt;
DREAM&lt;br /&gt;
UNDEAD_ARMY&lt;br /&gt;
DIPEV&lt;br /&gt;
MEETING&lt;br /&gt;
DIPSCRIPT&lt;br /&gt;
SETVAR&lt;br /&gt;
UNIT&lt;br /&gt;
LONG&lt;br /&gt;
ACTION&lt;br /&gt;
IF&lt;br /&gt;
ELSE&lt;br /&gt;
ENDIF&lt;br /&gt;
TEXTVIEWER&lt;br /&gt;
HISTORY_DIPEV&lt;br /&gt;
DISCUSS&lt;br /&gt;
TOPICDISCUSSION&lt;br /&gt;
CONSTRUCTTOPICLIST&lt;br /&gt;
DIPEVENT&lt;br /&gt;
INVASION&lt;br /&gt;
data/dipscript/text/&lt;br /&gt;
FIRSTCONTACT&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
== World / Biome Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
Connectivity Overflow&lt;br /&gt;
Connectivity Placement Overflow&lt;br /&gt;
Update Connectivity Placement Overflow&lt;br /&gt;
FLUX&lt;br /&gt;
  Choose Fortress Location  &lt;br /&gt;
Local&lt;br /&gt;
Region&lt;br /&gt;
World&lt;br /&gt;
Temperate Conifer Forest&lt;br /&gt;
Tropical Dry Brdlf Forest&lt;br /&gt;
Tropical Moist Brdlf Forst&lt;br /&gt;
Temperature: &lt;br /&gt;
Freezing&lt;br /&gt;
Temperate&lt;br /&gt;
Warm&lt;br /&gt;
Scorching&lt;br /&gt;
Trees: &lt;br /&gt;
Scarce&lt;br /&gt;
Sparse&lt;br /&gt;
Woodland&lt;br /&gt;
Heavily Forested&lt;br /&gt;
Other Vegetation: &lt;br /&gt;
Moderate&lt;br /&gt;
Thick&lt;br /&gt;
Surroundings: &lt;br /&gt;
Serene&lt;br /&gt;
Calm&lt;br /&gt;
Sinister&lt;br /&gt;
Mirthful&lt;br /&gt;
Wilderness&lt;br /&gt;
Haunted&lt;br /&gt;
Joyous Wilds&lt;br /&gt;
Untamed Wilds&lt;br /&gt;
Terrifying&lt;br /&gt;
Multiple Constructions&lt;br /&gt;
Major River: &lt;br /&gt;
River: &lt;br /&gt;
Minor River: &lt;br /&gt;
Stream: &lt;br /&gt;
Brook: &lt;br /&gt;
Volcano: &lt;br /&gt;
Mountain: &lt;br /&gt;
Neighbors&lt;br /&gt;
War&lt;br /&gt;
--------&lt;br /&gt;
No Trade&lt;br /&gt;
Your Civilization&lt;br /&gt;
Relative Elevation&lt;br /&gt;
Cliff Indicator&lt;br /&gt;
Flat&lt;br /&gt;
Slopes&lt;br /&gt;
Low Cliffs&lt;br /&gt;
Medium Cliffs&lt;br /&gt;
High Cliffs&lt;br /&gt;
Very High Cliffs (10+)&lt;br /&gt;
Extreme Cliffs (20+)&lt;br /&gt;
Reclaim &lt;br /&gt;
Searching &lt;br /&gt;
Find Desired Location&lt;br /&gt;
No Suitable Site&lt;br /&gt;
Partial Candidate&lt;br /&gt;
Suitable Site&lt;br /&gt;
X Dimension&lt;br /&gt;
Y Dimension&lt;br /&gt;
Rain&lt;br /&gt;
Flux Stone&lt;br /&gt;
Aquifer&lt;br /&gt;
Underground River&lt;br /&gt;
Underground Pool&lt;br /&gt;
Magma Pool&lt;br /&gt;
Magma Pipe&lt;br /&gt;
Bottomless Pit&lt;br /&gt;
Other Features&lt;br /&gt;
Medium&lt;br /&gt;
Reclaim a Fortress&lt;br /&gt;
: Change Mode&lt;br /&gt;
: Text Done&lt;br /&gt;
: Enter Text&lt;br /&gt;
: Move Local Area&lt;br /&gt;
: Resize Local Area&lt;br /&gt;
: Symbol Select&lt;br /&gt;
: Adopt Symbol&lt;br /&gt;
: List&lt;br /&gt;
Movement keys control region cursor.&lt;br /&gt;
: Add Note&lt;br /&gt;
: View Note&lt;br /&gt;
: Delete Note&lt;br /&gt;
NOTICE: Notes are saved only when you save/lose your fort.&lt;br /&gt;
: Change Selection&lt;br /&gt;
: Do Search&lt;br /&gt;
: Reclaim!&lt;br /&gt;
: Cancel Reclaim&lt;br /&gt;
: Embark!&lt;br /&gt;
: Reclaim&lt;br /&gt;
: Find Desired Location&lt;br /&gt;
: Notes&lt;br /&gt;
: View Biome&lt;br /&gt;
Are you sure you want to embark here?&lt;br /&gt;
This is your only warning!&lt;br /&gt;
You have selected the largest possible area.&lt;br /&gt;
You have selected a very large area.&lt;br /&gt;
You have selected a large area.&lt;br /&gt;
Choose a smaller area if you experience lags.&lt;br /&gt;
You have selected an area with salt water.&lt;br /&gt;
It might be very difficult to survive here.&lt;br /&gt;
You have selected an area with an aquifer.&lt;br /&gt;
It might be very difficult to obtain stone here.&lt;br /&gt;
  Choose Name  &lt;br /&gt;
Singular Noun&lt;br /&gt;
Plural Noun&lt;br /&gt;
Adjective&lt;br /&gt;
Prefix&lt;br /&gt;
Present (1st)&lt;br /&gt;
Present (3rd)&lt;br /&gt;
Preterite&lt;br /&gt;
Past Participle&lt;br /&gt;
Present Participle&lt;br /&gt;
: Clear&lt;br /&gt;
 to move.  &lt;br /&gt;
 to use selected word.  You can also use the mouse.&lt;br /&gt;
Front Compound&lt;br /&gt;
Rear Compound&lt;br /&gt;
First Adjective&lt;br /&gt;
Second Adjective&lt;br /&gt;
Hyphen Compound&lt;br /&gt;
The X&lt;br /&gt;
Of X&lt;br /&gt;
Could not give dwarf &lt;br /&gt;
 skill: &lt;br /&gt;
No dwarf in position &lt;br /&gt;
Cannot afford &lt;br /&gt;
No &lt;br /&gt;
 available&lt;br /&gt;
  Prepare for the Expedition to &lt;br /&gt;
  Prepare for the Journey to &lt;br /&gt;
Play Now!&lt;br /&gt;
Prepare for the journey carefully&lt;br /&gt;
Use &lt;br /&gt;
: Prepare to embark!&lt;br /&gt;
Profile &lt;br /&gt;
: Items&lt;br /&gt;
: Name Fortress&lt;br /&gt;
: Name Group&lt;br /&gt;
: Add&lt;br /&gt;
: New&lt;br /&gt;
Pts: &lt;br /&gt;
: Save&lt;br /&gt;
: Problems&lt;br /&gt;
Warning!  The following embark profile name is already in use:&lt;br /&gt;
: Overwrite&lt;br /&gt;
: Go back&lt;br /&gt;
To save these settings, choose a name for this embark profile:&lt;br /&gt;
Embark preparations were not completed.&lt;br /&gt;
Active/Training&lt;br /&gt;
** Starting New Outpost **&lt;br /&gt;
** Starting Reclaim **&lt;br /&gt;
data/init/embark_profiles.txt&lt;br /&gt;
PROFILE&lt;br /&gt;
RECLAIM_SKILL&lt;br /&gt;
Unrecognized Embark Profile Token: &lt;br /&gt;
  Unintelligible!  &lt;br /&gt;
This strange language cannot be translated.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Profile Strings ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
begins to talk in a hushed whisper when &lt;br /&gt;
 is angry&lt;br /&gt;
starts to whisper when &lt;br /&gt;
 is trying to remember something&lt;br /&gt;
whispers when &lt;br /&gt;
's nervous&lt;br /&gt;
 is thinking hard about something&lt;br /&gt;
usually speaks in a whisper&lt;br /&gt;
talks very quietly when &lt;br /&gt;
keeps &lt;br /&gt;
 voice very quiet when &lt;br /&gt;
 is nervous&lt;br /&gt;
speaks very quietly&lt;br /&gt;
starts yelling whenever &lt;br /&gt;
 gets angry&lt;br /&gt;
beings to talk louder when &lt;br /&gt;
talks very loudly when &lt;br /&gt;
 is excited&lt;br /&gt;
shouts when he is &lt;br /&gt;
 surprised&lt;br /&gt;
talks very loudly whenever &lt;br /&gt;
 is exasperated&lt;br /&gt;
greets others very loudly&lt;br /&gt;
 is annoyed&lt;br /&gt;
speaks very loudly&lt;br /&gt;
begins speaking in a monotone whenever &lt;br /&gt;
 is angered&lt;br /&gt;
starts to drone when &lt;br /&gt;
begins to talk in a monotone when &lt;br /&gt;
 is bored&lt;br /&gt;
speaks in a monotone when &lt;br /&gt;
has a very monotonous way of speaking&lt;br /&gt;
 voice trails off whenever &lt;br /&gt;
 tries to remember something&lt;br /&gt;
 voice trails off when &lt;br /&gt;
 is thinking about something&lt;br /&gt;
 voice has a tendency to trail off when &lt;br /&gt;
's speaking&lt;br /&gt;
begins to talk more slowly when &lt;br /&gt;
's angry&lt;br /&gt;
begins to talk much more slowly when &lt;br /&gt;
's exasperated&lt;br /&gt;
When &lt;br /&gt;
's annoyed, &lt;br /&gt;
 starts to talk slowly&lt;br /&gt;
 generally speaks very slowly&lt;br /&gt;
begins to talk rapidly when &lt;br /&gt;
talks very quickly when &lt;br /&gt;
speaks rapidly when &lt;br /&gt;
's excited&lt;br /&gt;
talks very rapidly after &lt;br /&gt;
's been surprised&lt;br /&gt;
 usually talks very quickly&lt;br /&gt;
speaks very deliberately when &lt;br /&gt;
 becomes exasperated, &lt;br /&gt;
 begins to speak very deliberately&lt;br /&gt;
's annoyed&lt;br /&gt;
tends to speak very deliberately&lt;br /&gt;
mutters under &lt;br /&gt;
 breath when &lt;br /&gt;
's trying to remember something&lt;br /&gt;
starts to mutter under &lt;br /&gt;
 gets excited&lt;br /&gt;
's thinking&lt;br /&gt;
 starts to mutter under &lt;br /&gt;
 breath&lt;br /&gt;
Whenever there's a pause in a conversation, &lt;br /&gt;
's bored&lt;br /&gt;
constantly mutters under &lt;br /&gt;
starts to stutter when &lt;br /&gt;
always stutters when &lt;br /&gt;
stammers when &lt;br /&gt;
's surprised&lt;br /&gt;
begins to stammer when &lt;br /&gt;
 becomes exasperated&lt;br /&gt;
stutters occasionally&lt;br /&gt;
talks to inanimate objects when &lt;br /&gt;
often talks to inanimate objects when &lt;br /&gt;
 talks to inanimate objects when there is a lull in the conversation&lt;br /&gt;
 gets bored, &lt;br /&gt;
 starts talking to inanimate objects&lt;br /&gt;
has a tendency to talk to inanimate objects&lt;br /&gt;
talks to &lt;br /&gt;
 when &lt;br /&gt;
 gets excited, &lt;br /&gt;
 often starts talking to &lt;br /&gt;
starts talking to &lt;br /&gt;
 he becomes exasperated&lt;br /&gt;
When there's a pause in a conversation, &lt;br /&gt;
 whenever &lt;br /&gt;
 gets bored&lt;br /&gt;
 all of the time&lt;br /&gt;
gets distracted from conversations easily when &lt;br /&gt;
is distracted from conversations easily when &lt;br /&gt;
gets distracted during conversations when &lt;br /&gt;
is easily distracted during conversations when &lt;br /&gt;
gets easily distracted during conversations when &lt;br /&gt;
tends to be easily distracted during conversations&lt;br /&gt;
often tells pointless stories when &lt;br /&gt;
's nervous.&lt;br /&gt;
 he often tells stories without any real point&lt;br /&gt;
quite often tells pointless stories when &lt;br /&gt;
's bored.&lt;br /&gt;
will frequently ramble on with stories that don't any point or even conclusion&lt;br /&gt;
becomes very focused during conversations when &lt;br /&gt;
tends to be very focused during conversations&lt;br /&gt;
will often pause in conversation to look for the right word&lt;br /&gt;
often touches others during conversations when &lt;br /&gt;
will often touch others when greeting them&lt;br /&gt;
often touches those to whom he is speaking&lt;br /&gt;
has a way of arguing with those that are in agreement with &lt;br /&gt;
 is nervous, &lt;br /&gt;
 never allows pauses to occur in conversation&lt;br /&gt;
can't stand quiet pauses in conversations and always finds something to say&lt;br /&gt;
pauses before speaking&lt;br /&gt;
talks about others behind their backs&lt;br /&gt;
interrupts others during conversations when &lt;br /&gt;
tends to interrupts others during conversations when &lt;br /&gt;
 often interrupts others during conversations&lt;br /&gt;
 is excited during conversations, &lt;br /&gt;
 often can't help interrupting others&lt;br /&gt;
has a habit of interrupting speakers&lt;br /&gt;
gives incredibly vague answers to questions&lt;br /&gt;
will without fail turn any conversation to &lt;br /&gt;
rarely speaks when &lt;br /&gt;
's nervous, &lt;br /&gt;
 rarely talks&lt;br /&gt;
has trouble speaking when &lt;br /&gt;
rarely speaks&lt;br /&gt;
rarely starts conversations&lt;br /&gt;
has the habit of answering questions with questions&lt;br /&gt;
repeatedly snaps &lt;br /&gt;
often snaps &lt;br /&gt;
snaps &lt;br /&gt;
 repeatedly when &lt;br /&gt;
always snaps &lt;br /&gt;
's greeting somebody&lt;br /&gt;
has a habit of snapping &lt;br /&gt;
drums &lt;br /&gt;
 often drums &lt;br /&gt;
 gets excited, it's easy to tell because &lt;br /&gt;
 drums &lt;br /&gt;
's sitting down&lt;br /&gt;
has a habit of drumming &lt;br /&gt;
scratches &lt;br /&gt;
's bored, &lt;br /&gt;
 often scratches &lt;br /&gt;
has a habit of scratching &lt;br /&gt;
tends to scratch &lt;br /&gt;
 quite often&lt;br /&gt;
always scratches &lt;br /&gt;
 a lot&lt;br /&gt;
often rubs &lt;br /&gt;
points and shakes &lt;br /&gt;
shakes &lt;br /&gt;
 up and down when &lt;br /&gt;
 gets exasperated, &lt;br /&gt;
 often points and shakes &lt;br /&gt;
 always points at others when greeting them&lt;br /&gt;
runs &lt;br /&gt;
 through &lt;br /&gt;
has a habit of running &lt;br /&gt;
cracks &lt;br /&gt;
 sometimes cracks &lt;br /&gt;
often gives &lt;br /&gt;
 a good crack when &lt;br /&gt;
's thinking hard&lt;br /&gt;
occasionally cracks &lt;br /&gt;
laughs in a unique way when &lt;br /&gt;
has a very distinct laugh for when &lt;br /&gt;
's surprised, &lt;br /&gt;
 has a very unique laugh&lt;br /&gt;
laughs in a distinct fashion when &lt;br /&gt;
's exasperateed&lt;br /&gt;
laughs in a unique way whenever &lt;br /&gt;
has a very distinct laugh&lt;br /&gt;
 cackles when &lt;br /&gt;
 has more a cackle than a laugh&lt;br /&gt;
 laughs very loudly whenever &lt;br /&gt;
 laughs loudly when &lt;br /&gt;
 laughs very loudly&lt;br /&gt;
laughs silently&lt;br /&gt;
has a nervous laugh&lt;br /&gt;
laughs at &lt;br /&gt;
 own jokes&lt;br /&gt;
walks as if in a terrible hurry whenever &lt;br /&gt;
 goes anywhere&lt;br /&gt;
skips around when &lt;br /&gt;
skips over to others when &lt;br /&gt;
 meets them&lt;br /&gt;
skips wherever &lt;br /&gt;
 goes&lt;br /&gt;
walks with a confident stride&lt;br /&gt;
 becomes very rigid when &lt;br /&gt;
 tenses up when &lt;br /&gt;
 stiffens up when &lt;br /&gt;
's thinking, &lt;br /&gt;
 body becomes very still&lt;br /&gt;
holds &lt;br /&gt;
 in a rigid posture&lt;br /&gt;
slouches when &lt;br /&gt;
 has a slouching posture&lt;br /&gt;
chews &lt;br /&gt;
's trying to remember something, &lt;br /&gt;
 often starts chewing on &lt;br /&gt;
 intently when &lt;br /&gt;
idly chews &lt;br /&gt;
gnaws &lt;br /&gt;
tends to chew &lt;br /&gt;
 tends to chew on &lt;br /&gt;
 has a habit of chewing on &lt;br /&gt;
gnaws on &lt;br /&gt;
 has a tendency to chew on &lt;br /&gt;
has a habit of chewing on &lt;br /&gt;
often bites &lt;br /&gt;
bites &lt;br /&gt;
 often greets others with a hug&lt;br /&gt;
gives hugs out freely&lt;br /&gt;
When greeting others, &lt;br /&gt;
 always smiles nervously&lt;br /&gt;
has a nervous smile&lt;br /&gt;
 become animated when &lt;br /&gt;
 move frantically when &lt;br /&gt;
 jump all over the place when &lt;br /&gt;
 are animated when &lt;br /&gt;
 begin moving when &lt;br /&gt;
 speaks&lt;br /&gt;
stomps &lt;br /&gt;
 repeatedly when he's angry&lt;br /&gt;
 usually starts tapping &lt;br /&gt;
taps &lt;br /&gt;
 constantly when &lt;br /&gt;
 when there's a lull in conversation&lt;br /&gt;
has a habit of tapping &lt;br /&gt;
lowers &lt;br /&gt;
 when he's angry&lt;br /&gt;
 when he's trying to remember something&lt;br /&gt;
 when he's nervous&lt;br /&gt;
often lowers &lt;br /&gt;
 when he's thinking&lt;br /&gt;
When he is speaking, &lt;br /&gt;
 usually lowers &lt;br /&gt;
 when he's annoyed&lt;br /&gt;
often has &lt;br /&gt;
 lowered to the ground&lt;br /&gt;
has a menacing stare when &lt;br /&gt;
stares intently when &lt;br /&gt;
tends to stare unwaveringly when &lt;br /&gt;
's speaking to somebody&lt;br /&gt;
has a certain stare for when &lt;br /&gt;
 gets annoyed&lt;br /&gt;
has a habit of staring at others&lt;br /&gt;
winks when &lt;br /&gt;
winks during conversations&lt;br /&gt;
commonly winks as a form of greeting&lt;br /&gt;
is quick to wink at others&lt;br /&gt;
 rolls &lt;br /&gt;
 constantly rolls &lt;br /&gt;
 has a habit of rolling &lt;br /&gt;
exhales sharply when &lt;br /&gt;
exhales slowly and deliberately when &lt;br /&gt;
 starts getting bored&lt;br /&gt;
blows &lt;br /&gt;
 breath out when &lt;br /&gt;
inhales sharply when &lt;br /&gt;
always takes a deep breath whenever &lt;br /&gt;
 is surprised&lt;br /&gt;
clicks &lt;br /&gt;
 clicks &lt;br /&gt;
 repeatedly&lt;br /&gt;
 occasionally when &lt;br /&gt;
has a habit of clicking &lt;br /&gt;
 sticks out when &lt;br /&gt;
 sticks out &lt;br /&gt;
licks &lt;br /&gt;
's thinking hard, &lt;br /&gt;
 has a habit of licking &lt;br /&gt;
 frequently&lt;br /&gt;
 tends to stretch &lt;br /&gt;
 body&lt;br /&gt;
tends to stretch &lt;br /&gt;
 body when &lt;br /&gt;
has a habit of stretching &lt;br /&gt;
 body during pauses in conversation&lt;br /&gt;
tends to stretch out when &lt;br /&gt;
 body after &lt;br /&gt;
 stands up&lt;br /&gt;
likes to stretch &lt;br /&gt;
 out frequently&lt;br /&gt;
bounces &lt;br /&gt;
 is sitting down&lt;br /&gt;
is a nervous wreck&lt;br /&gt;
is always tense and jittery&lt;br /&gt;
is often nervous&lt;br /&gt;
has a calm demeanor&lt;br /&gt;
has a very calm demeanor&lt;br /&gt;
has an incredibly calm demeanor&lt;br /&gt;
is in a constant state of internal rage&lt;br /&gt;
is very quick to anger&lt;br /&gt;
is quick to anger&lt;br /&gt;
is slow to anger&lt;br /&gt;
is very slow to anger&lt;br /&gt;
never becomes angry&lt;br /&gt;
is frequently depressed&lt;br /&gt;
is often sad and dejected&lt;br /&gt;
often feels discouraged&lt;br /&gt;
rarely feels discouraged&lt;br /&gt;
almost never feels discouraged&lt;br /&gt;
never feels discouraged&lt;br /&gt;
is socially crippled by thoughts that everyone is watching and judging &lt;br /&gt;
is concerned about rejection and ridicule&lt;br /&gt;
is self-conscious&lt;br /&gt;
is comfortable in social situations&lt;br /&gt;
is very comfortable in social situations&lt;br /&gt;
is absolutely unfazed by the opinions of others&lt;br /&gt;
is ruled by irresistible cravings and urges&lt;br /&gt;
feels strong urges and seeks short-term rewards&lt;br /&gt;
occasionally overindulges&lt;br /&gt;
doesn't often experience strong cravings or urges&lt;br /&gt;
only rarely feels strong cravings or urges&lt;br /&gt;
never feels tempted to overindulge in anything&lt;br /&gt;
becomes completely helpless in stressful situations&lt;br /&gt;
cracks easily under pressure&lt;br /&gt;
doesn't handle stress well&lt;br /&gt;
can handle stress&lt;br /&gt;
is confident under pressure&lt;br /&gt;
is impervious to the effects of stress&lt;br /&gt;
genuinely likes others and openly expresses positive feelings toward them&lt;br /&gt;
makes friends quickly&lt;br /&gt;
is very friendly&lt;br /&gt;
is somewhat reserved&lt;br /&gt;
is very distant and reserved&lt;br /&gt;
does not actively seek friendships and is incredibly distant and reserved&lt;br /&gt;
truly treasures the company of others&lt;br /&gt;
enjoys being in crowds&lt;br /&gt;
enjoys the company of others&lt;br /&gt;
tends to avoid crowds&lt;br /&gt;
prefers to be alone&lt;br /&gt;
considers spending time alone much more important than associating with others&lt;br /&gt;
loves to take charge and direct activities&lt;br /&gt;
is very assertive&lt;br /&gt;
is assertive&lt;br /&gt;
is unassertive&lt;br /&gt;
prefers that others handle the leadership roles&lt;br /&gt;
never speaks out or attempts to direct activities&lt;br /&gt;
is constantly active and energetic&lt;br /&gt;
is very energetic and active&lt;br /&gt;
is very active&lt;br /&gt;
is relaxed&lt;br /&gt;
lives life at a leisurely pace&lt;br /&gt;
can't be bothered with frantic, fast-paced living&lt;br /&gt;
lives for risk and excitement&lt;br /&gt;
is a risk-taker and a thrill-seeker&lt;br /&gt;
loves a good thrill&lt;br /&gt;
is not a risk-taker&lt;br /&gt;
doesn't need thrills or risks in life&lt;br /&gt;
is entirely averse to risk and excitement&lt;br /&gt;
often feels filled with joy&lt;br /&gt;
can be very happy and optimistic&lt;br /&gt;
is often cheerful&lt;br /&gt;
is rarely happy or enthusiastic&lt;br /&gt;
is a pessimist&lt;br /&gt;
is never optimistic or enthusiastic about anything&lt;br /&gt;
is bored by reality and has a wonderful imagination&lt;br /&gt;
is incredibly creative&lt;br /&gt;
has a fertile imagination&lt;br /&gt;
isn't given to flights of fancy&lt;br /&gt;
is grounded in reality&lt;br /&gt;
is interested only in facts and the real world&lt;br /&gt;
can easily become absorbed in art and the beauty of the natural world&lt;br /&gt;
greatly appreciates art and natural beauty&lt;br /&gt;
appreciates art and natural beauty&lt;br /&gt;
does not have a great aesthetic sensitivity&lt;br /&gt;
is not interested in art&lt;br /&gt;
is completely uninterested in art&lt;br /&gt;
 own feelings&lt;br /&gt;
has a profound understanding of &lt;br /&gt;
 own emotions&lt;br /&gt;
has a great awareness of &lt;br /&gt;
has a good awareness of &lt;br /&gt;
tends not to openly express emotions&lt;br /&gt;
 own emotions and rarely expresses them&lt;br /&gt;
is mostly unaware of &lt;br /&gt;
 own emotions and has no awareness of them&lt;br /&gt;
does not display &lt;br /&gt;
is highly adventurous and loves fresh experiences&lt;br /&gt;
is eager for new experiences&lt;br /&gt;
likes to try new things&lt;br /&gt;
prefers familiar routines&lt;br /&gt;
is uncomfortable with change&lt;br /&gt;
is resistant to change&lt;br /&gt;
is entranced by riddles and puzzles and loves to debate issues and ideas&lt;br /&gt;
loves new and fresh ideas&lt;br /&gt;
is open-minded to new ideas&lt;br /&gt;
dislikes intellectual discussions&lt;br /&gt;
regards intellectual exercises as a waste of energy&lt;br /&gt;
is completely uninterested in ideas and debates over intellectual issues&lt;br /&gt;
revels in chaos and disorder&lt;br /&gt;
loves to defy convention&lt;br /&gt;
is put off by authority and tradition&lt;br /&gt;
admires tradition&lt;br /&gt;
prefers stability and security to ambiguity and disorder&lt;br /&gt;
is an ardent believer in convention and traditional society&lt;br /&gt;
is naturally trustful of everybody&lt;br /&gt;
is very trusting&lt;br /&gt;
is trusting&lt;br /&gt;
is slow to trust others&lt;br /&gt;
does not trust others&lt;br /&gt;
sees others as selfish and conniving&lt;br /&gt;
is incredibly frank and candid in dealings with others&lt;br /&gt;
is very straightforward with others&lt;br /&gt;
is candid and sincere in dealings with others&lt;br /&gt;
is guarded in relationships with others&lt;br /&gt;
is not straightforward when dealing with others&lt;br /&gt;
believes that some deception is necessary in relationships with others&lt;br /&gt;
is truly fulfilled by assisting those in need&lt;br /&gt;
finds helping others very rewarding&lt;br /&gt;
finds helping others rewarding&lt;br /&gt;
 way to help others&lt;br /&gt;
does not go out of &lt;br /&gt;
dislikes helping others&lt;br /&gt;
 time&lt;br /&gt;
views helping others as an imposition on &lt;br /&gt;
 own needs to get along with others&lt;br /&gt;
sacrifices &lt;br /&gt;
dislikes confrontations&lt;br /&gt;
is willing to compromise with others&lt;br /&gt;
doesn't like to compromise with others&lt;br /&gt;
would rather intimidate others than compromise with them&lt;br /&gt;
 own needs just to compromise with somebody else&lt;br /&gt;
would never deny &lt;br /&gt;
would never claim to be better than somebody else&lt;br /&gt;
finds immodesty distasteful&lt;br /&gt;
is modest&lt;br /&gt;
is immodest&lt;br /&gt;
 favorably with others&lt;br /&gt;
is very willing to compare &lt;br /&gt;
 is better than somebody else&lt;br /&gt;
would never shy away from an opportunity to say &lt;br /&gt;
is incredibly compassionate and feels the pain of others&lt;br /&gt;
is easily moved to pity&lt;br /&gt;
is compassionate&lt;br /&gt;
is not easily moved to pity&lt;br /&gt;
is not affected by the suffering of others&lt;br /&gt;
would never let an objective judgement be tempered by mercy or pity&lt;br /&gt;
is incredibly confident&lt;br /&gt;
is very confident&lt;br /&gt;
is confident&lt;br /&gt;
lacks confidence&lt;br /&gt;
does not feel effective in life&lt;br /&gt;
 life&lt;br /&gt;
 is not in control of &lt;br /&gt;
always feels as if &lt;br /&gt;
loves to make lists and keep schedules&lt;br /&gt;
tries to live a well-organized life&lt;br /&gt;
is organized&lt;br /&gt;
is disorganized&lt;br /&gt;
is very disorganized&lt;br /&gt;
is completely disorganized&lt;br /&gt;
has a profound sense of duty and obligation&lt;br /&gt;
has a strong sense of duty&lt;br /&gt;
has a sense of duty&lt;br /&gt;
finds rules confining&lt;br /&gt;
dislikes contracts and regulations&lt;br /&gt;
hates rules, contracts and other confining elements in &lt;br /&gt;
constantly strives for perfection&lt;br /&gt;
thinks it is incredibly important to strive for excellence&lt;br /&gt;
strives for excellence&lt;br /&gt;
 way to do more work than necessary&lt;br /&gt;
doesn't go out of &lt;br /&gt;
very rarely does more work than necessary&lt;br /&gt;
does the bare minimum necessary to accomplish the task at hand&lt;br /&gt;
will persist in the face of any difficulty until the task is complete&lt;br /&gt;
possesses great willpower&lt;br /&gt;
is self-disciplined&lt;br /&gt;
is occasionally given to procrastination&lt;br /&gt;
has very little self-discipline&lt;br /&gt;
rarely completes tasks and is often overcome by distractions&lt;br /&gt;
thinks through every alternative and its consequences before acting&lt;br /&gt;
is extremely cautious&lt;br /&gt;
takes time when making decisions&lt;br /&gt;
often does the first thing that comes to mind&lt;br /&gt;
acts impulsively&lt;br /&gt;
always acts without considering alternatives or thinking through possibilities&lt;br /&gt;
Mixed&lt;br /&gt;
Station&lt;br /&gt;
Kill&lt;br /&gt;
Defend Burrows&lt;br /&gt;
Patrol Route&lt;br /&gt;
Train&lt;br /&gt;
 various&lt;br /&gt;
Defend &lt;br /&gt;
 etc.&lt;br /&gt;
Patrol &lt;br /&gt;
Report Death of &lt;br /&gt;
Kill &lt;br /&gt;
[INITIAL_LOAD]&lt;br /&gt;
 cancels &lt;br /&gt;
Unscheduled&lt;br /&gt;
Cannot reach site&lt;br /&gt;
Getting married&lt;br /&gt;
Interrupted by &lt;br /&gt;
combat&lt;br /&gt;
Inappropriate dig square&lt;br /&gt;
Area became inappropriate&lt;br /&gt;
Moved&lt;br /&gt;
Need empty bucket&lt;br /&gt;
Need empty trap&lt;br /&gt;
Need empty bag&lt;br /&gt;
Need empty cage&lt;br /&gt;
Need valid, active sand collection zone&lt;br /&gt;
Sand vanished&lt;br /&gt;
Incapable of carrying&lt;br /&gt;
Too injured&lt;br /&gt;
Resting injury&lt;br /&gt;
Animal inaccessible&lt;br /&gt;
Patient inaccessible&lt;br /&gt;
Infant inaccessible&lt;br /&gt;
No partner&lt;br /&gt;
Item inaccessible&lt;br /&gt;
Drop-off inaccessible&lt;br /&gt;
Building inaccessible&lt;br /&gt;
Area inaccessible&lt;br /&gt;
Nothing in cage&lt;br /&gt;
Nothing to cage&lt;br /&gt;
Nothing to catch&lt;br /&gt;
No patient&lt;br /&gt;
Patient not resting&lt;br /&gt;
No infant&lt;br /&gt;
Already leading creature&lt;br /&gt;
No food available&lt;br /&gt;
Water source vanished&lt;br /&gt;
No water source&lt;br /&gt;
Water source contaminated&lt;br /&gt;
Creature occupying site&lt;br /&gt;
No bucket at well&lt;br /&gt;
Bucket full of extraneous material&lt;br /&gt;
Well dry&lt;br /&gt;
Need office&lt;br /&gt;
No weapon&lt;br /&gt;
Wrong ammunition&lt;br /&gt;
Ammunition inaccessible&lt;br /&gt;
No ammunition&lt;br /&gt;
No item&lt;br /&gt;
Item blocking site&lt;br /&gt;
Building site submerged&lt;br /&gt;
Animal not restrained&lt;br /&gt;
No creature&lt;br /&gt;
Inappropriate building&lt;br /&gt;
No building&lt;br /&gt;
No floor space&lt;br /&gt;
No designated area&lt;br /&gt;
No party&lt;br /&gt;
Wrong justice state&lt;br /&gt;
Nothing in building&lt;br /&gt;
Relieved&lt;br /&gt;
Water is frozen&lt;br /&gt;
Too insane&lt;br /&gt;
Taken by mood&lt;br /&gt;
Went insane&lt;br /&gt;
Throwing tantrum&lt;br /&gt;
Could not find path&lt;br /&gt;
Path blocked&lt;br /&gt;
Seeking artifact&lt;br /&gt;
Handling dangerous creature&lt;br /&gt;
Going to bed&lt;br /&gt;
Seeking Infant&lt;br /&gt;
Dangerous terrain&lt;br /&gt;
Forbidden area&lt;br /&gt;
Job item misplaced&lt;br /&gt;
Job item lost or destroyed&lt;br /&gt;
Getting food&lt;br /&gt;
Getting water&lt;br /&gt;
Hunting vermin for food&lt;br /&gt;
Target inaccessible&lt;br /&gt;
Target too injured&lt;br /&gt;
No target&lt;br /&gt;
No mechanism for target&lt;br /&gt;
No target building&lt;br /&gt;
No mechanism for trigger&lt;br /&gt;
No trigger&lt;br /&gt;
Attacking building&lt;br /&gt;
Lost pick&lt;br /&gt;
Invalid officer&lt;br /&gt;
&amp;quot;Farewell!&amp;quot;  Leaving&lt;br /&gt;
Removed from guard&lt;br /&gt;
Equipment mismatch&lt;br /&gt;
Caged&lt;br /&gt;
Getting something to drink&lt;br /&gt;
Using well&lt;br /&gt;
Lost axe&lt;br /&gt;
Not responsible for trade&lt;br /&gt;
No available traction bench&lt;br /&gt;
Need splint&lt;br /&gt;
Need thread&lt;br /&gt;
Need cloth&lt;br /&gt;
Need crutch&lt;br /&gt;
Bad script! #1&lt;br /&gt;
Bad script! #2&lt;br /&gt;
Bad script! #3&lt;br /&gt;
Need bag containing powder suitable for cast application&lt;br /&gt;
No appropriate ammunition&lt;br /&gt;
 suspended the construction of &lt;br /&gt;
 suspended a linkage from &lt;br /&gt;
) has been completed.&lt;br /&gt;
OVERWROTE JOB: &lt;br /&gt;
 BY &lt;br /&gt;
miner&lt;br /&gt;
woodworker&lt;br /&gt;
carpenter&lt;br /&gt;
bowyer&lt;br /&gt;
woodcutter&lt;br /&gt;
stoneworker&lt;br /&gt;
engraver&lt;br /&gt;
mason&lt;br /&gt;
ranger&lt;br /&gt;
animal caretaker&lt;br /&gt;
animal trainer&lt;br /&gt;
hunter&lt;br /&gt;
trapper&lt;br /&gt;
animal dissector&lt;br /&gt;
metalsmith&lt;br /&gt;
furnace operator&lt;br /&gt;
weaponsmith&lt;br /&gt;
armorer&lt;br /&gt;
blacksmith&lt;br /&gt;
metalcrafter&lt;br /&gt;
jeweler&lt;br /&gt;
gem cutter&lt;br /&gt;
gem setter&lt;br /&gt;
woodcrafter&lt;br /&gt;
stonecrafter&lt;br /&gt;
leatherworker&lt;br /&gt;
bone carver&lt;br /&gt;
weaver&lt;br /&gt;
clothier&lt;br /&gt;
glassmaker&lt;br /&gt;
strand extractor&lt;br /&gt;
fishery worker&lt;br /&gt;
fisherman&lt;br /&gt;
fish dissector&lt;br /&gt;
fish cleaner&lt;br /&gt;
farmer&lt;br /&gt;
cheese maker&lt;br /&gt;
milker&lt;br /&gt;
cook&lt;br /&gt;
thresher&lt;br /&gt;
miller&lt;br /&gt;
butcher&lt;br /&gt;
tanner&lt;br /&gt;
dyer&lt;br /&gt;
planter&lt;br /&gt;
herbalist&lt;br /&gt;
brewer&lt;br /&gt;
soap maker&lt;br /&gt;
potash maker&lt;br /&gt;
lye maker&lt;br /&gt;
wood burner&lt;br /&gt;
engineer&lt;br /&gt;
mechanic&lt;br /&gt;
siege engineer&lt;br /&gt;
siege operator&lt;br /&gt;
pump operator&lt;br /&gt;
clerk&lt;br /&gt;
trader&lt;br /&gt;
architect&lt;br /&gt;
doctor&lt;br /&gt;
diagnoser&lt;br /&gt;
bone doctor&lt;br /&gt;
suturer&lt;br /&gt;
surgeon&lt;br /&gt;
alchemist&lt;br /&gt;
merchant&lt;br /&gt;
drunk&lt;br /&gt;
hammerman&lt;br /&gt;
Hammer Lord&lt;br /&gt;
spearman&lt;br /&gt;
Spearmaster&lt;br /&gt;
crossbowman&lt;br /&gt;
Elite Crossbowman&lt;br /&gt;
wrestler&lt;br /&gt;
Elite Wrestler&lt;br /&gt;
axeman&lt;br /&gt;
Axe Lord&lt;br /&gt;
swordsman&lt;br /&gt;
Swordmaster&lt;br /&gt;
maceman&lt;br /&gt;
Mace Lord&lt;br /&gt;
pikeman&lt;br /&gt;
Pikemaster&lt;br /&gt;
bowman&lt;br /&gt;
Elite Bowman&lt;br /&gt;
blowgunner&lt;br /&gt;
Master Blowgunner&lt;br /&gt;
lasher&lt;br /&gt;
Master Lasher&lt;br /&gt;
recruit&lt;br /&gt;
Master Thief&lt;br /&gt;
babies&lt;br /&gt;
baby&lt;br /&gt;
Peasant&lt;br /&gt;
peasant&lt;br /&gt;
Stray &lt;br /&gt;
Zombie&lt;br /&gt;
Zombie &lt;br /&gt;
Skeleton&lt;br /&gt;
Skeletal &lt;br /&gt;
 (Tame)&lt;br /&gt;
Woodworker&lt;br /&gt;
Woodcutter&lt;br /&gt;
Stoneworker&lt;br /&gt;
Ranger&lt;br /&gt;
Hunter&lt;br /&gt;
Armorer&lt;br /&gt;
Blacksmith&lt;br /&gt;
Metalcrafter&lt;br /&gt;
Jeweler&lt;br /&gt;
Woodcrafter&lt;br /&gt;
Stonecrafter&lt;br /&gt;
Fishery Worker&lt;br /&gt;
Farmer&lt;br /&gt;
Planter&lt;br /&gt;
Engineer&lt;br /&gt;
Clerk&lt;br /&gt;
Administrator&lt;br /&gt;
Trader&lt;br /&gt;
Architect&lt;br /&gt;
Doctor&lt;br /&gt;
Diagnoser&lt;br /&gt;
Drunk&lt;br /&gt;
Recruit&lt;br /&gt;
Thief&lt;br /&gt;
Baby&lt;br /&gt;
 Zombie&lt;br /&gt;
 Skeleton&lt;br /&gt;
There is nothing to catch in &lt;br /&gt;
There is nothing to catch in the &lt;br /&gt;
northwestern&lt;br /&gt;
southwestern&lt;br /&gt;
northeastern&lt;br /&gt;
southeastern&lt;br /&gt;
northern&lt;br /&gt;
southern&lt;br /&gt;
central&lt;br /&gt;
cavern&lt;br /&gt;
magma sea&lt;br /&gt;
eerie cavern&lt;br /&gt;
swamps&lt;br /&gt;
 is stricken by melancholy!&lt;br /&gt;
 has gone stark raving mad!&lt;br /&gt;
 has gone berserk!&lt;br /&gt;
 has forgotten a demand.&lt;br /&gt;
 has a new demand.&lt;br /&gt;
 has imposed a ban on certain exports.&lt;br /&gt;
 has mandated the construction of certain goods.&lt;br /&gt;
 has altered the prices of goods.&lt;br /&gt;
 caught in a cloud of &lt;br /&gt;
 caught in a lava mist!&lt;br /&gt;
 caught in dragonfire!&lt;br /&gt;
 caught in a burst of steam!&lt;br /&gt;
 caught in a pool of lava!&lt;br /&gt;
 caught in a pool of magma!&lt;br /&gt;
 over.&lt;br /&gt;
 regain&lt;br /&gt;
 regains&lt;br /&gt;
 consciousness.&lt;br /&gt;
 partially free of the web.&lt;br /&gt;
 completely free of the web.&lt;br /&gt;
 completely paralyzed!&lt;br /&gt;
 fully overcome the paralysis.&lt;br /&gt;
 partially paralyzed!&lt;br /&gt;
 feeling sluggish!&lt;br /&gt;
 numb!&lt;br /&gt;
 partially overcome the paralysis.&lt;br /&gt;
 vomits&lt;br /&gt;
 into the ocean wave&lt;br /&gt;
 into the lava mist&lt;br /&gt;
 into the dragonfire&lt;br /&gt;
 into the flames&lt;br /&gt;
 and bits of it get stuck in the web&lt;br /&gt;
 into the sea foam&lt;br /&gt;
The rest of the vomit burns away in the lava.&lt;br /&gt;
The vomit burns away in the lava.&lt;br /&gt;
The rest of the vomit burns away in the magma.&lt;br /&gt;
The vomit burns away in the magma.&lt;br /&gt;
The rest of the vomit disappears into the water.&lt;br /&gt;
The vomit disappears into the water.&lt;br /&gt;
The rest of the vomit falls away into the chasm.&lt;br /&gt;
The vomit falls away into the chasm.&lt;br /&gt;
The rest of the vomit falls away into the underworld.&lt;br /&gt;
The vomit falls away into the underworld.&lt;br /&gt;
The rest of the vomit splatters into the shallow puddle of water.&lt;br /&gt;
The vomit splatters into the shallow puddle of water.&lt;br /&gt;
 no longer stunned.&lt;br /&gt;
 out from exhaustion.&lt;br /&gt;
 collapse and fall&lt;br /&gt;
 collapses and falls&lt;br /&gt;
 to the ground from over-exertion.&lt;br /&gt;
 give&lt;br /&gt;
 gives&lt;br /&gt;
 in to pain.&lt;br /&gt;
 is throwing a tantrum!&lt;br /&gt;
 have given a resident &lt;br /&gt;
 the name &lt;br /&gt;
 has grown to become a &lt;br /&gt;
 is no longer enraged.&lt;br /&gt;
 has left the martial trance.&lt;br /&gt;
 has calmed down.&lt;br /&gt;
 has given birth to &lt;br /&gt;
 are unable to break&lt;br /&gt;
 is unable to break&lt;br /&gt;
Horrors!  Demons in the deep!&lt;br /&gt;
An ambush!  Drive them out!&lt;br /&gt;
Thief!  Protect the hoard from skulking filth!&lt;br /&gt;
An ambush!  Skulking vermin!&lt;br /&gt;
An ambush!  Curse all friends of nature!&lt;br /&gt;
An ambush!  Curse them!&lt;br /&gt;
!  Drive it away!&lt;br /&gt;
Snatcher!  Protect the children!&lt;br /&gt;
An injured &lt;br /&gt;
 has sprung from ambush!&lt;br /&gt;
 hidden away here.&lt;br /&gt;
You've spotted a &lt;br /&gt;
You spring from ambush!&lt;br /&gt;
You've been spotted!&lt;br /&gt;
 blocks&lt;br /&gt;
 the dragonfire.&lt;br /&gt;
 the fire.&lt;br /&gt;
 the breath.&lt;br /&gt;
 breathe&lt;br /&gt;
 breathes&lt;br /&gt;
 fire!&lt;br /&gt;
 shoot&lt;br /&gt;
 shoots&lt;br /&gt;
 out thick strands of webbing!&lt;br /&gt;
unit contained in unit&lt;br /&gt;
Double Caged Unit&lt;br /&gt;
Receive job pay: NULL JOB&lt;br /&gt;
 has taken a request from the &lt;br /&gt;
 has changed the guild wages.&lt;br /&gt;
 has mandated that certain jobs be completed.&lt;br /&gt;
They have organized a wedding reception&lt;br /&gt;
 has organized a party&lt;br /&gt;
You are &lt;br /&gt;
blistering&lt;br /&gt;
being incinerated&lt;br /&gt;
freezing&lt;br /&gt;
being frozen solid&lt;br /&gt;
freezing to death&lt;br /&gt;
on fire&lt;br /&gt;
burning alive&lt;br /&gt;
burning to death&lt;br /&gt;
You are melting!&lt;br /&gt;
ecstatic&lt;br /&gt;
happy&lt;br /&gt;
quite content&lt;br /&gt;
fine&lt;br /&gt;
unhappy&lt;br /&gt;
very unhappy&lt;br /&gt;
miserable&lt;br /&gt;
 lately.  &lt;br /&gt;
gave birth to &lt;br /&gt;
 recently&lt;br /&gt;
got married recently&lt;br /&gt;
became caught up in a new romance recently&lt;br /&gt;
gained siblings&lt;br /&gt;
gained a sibling&lt;br /&gt;
became a parent&lt;br /&gt;
was disgusted to be forced to talk to a pillar of society recently&lt;br /&gt;
was upset to be forced to talk to a pillar of society recently&lt;br /&gt;
was irritated to be forced to talk to a pillar of society recently&lt;br /&gt;
was pleased to be able to talk to a pillar of society recently&lt;br /&gt;
was ecstatic to be able to talk to a pillar of society recently&lt;br /&gt;
was still bathing in awe after talking to a pillar of society recently&lt;br /&gt;
slept uneasily due to noise lately&lt;br /&gt;
slept very uneasily due to noise lately&lt;br /&gt;
was woken by noise while sleeping lately&lt;br /&gt;
has been evicted lately&lt;br /&gt;
has been tired lately&lt;br /&gt;
had a miscarriage recently&lt;br /&gt;
has been exhausted lately&lt;br /&gt;
has complained of hunger lately&lt;br /&gt;
has complained of thirst lately&lt;br /&gt;
has been starving lately&lt;br /&gt;
has been dehydrated lately&lt;br /&gt;
was worried by the scarcity of tax collection escorts lately&lt;br /&gt;
was worried by the scarcity of guards lately&lt;br /&gt;
was worried by the scarcity of cages and chains lately&lt;br /&gt;
was unable to reach a room for tax collection lately&lt;br /&gt;
was misinformed about a room for tax collection lately&lt;br /&gt;
was upset that the tax collection didn't go smoothly lately&lt;br /&gt;
has been taxed recently&lt;br /&gt;
has lost property to the tax collector's escorts recently&lt;br /&gt;
was upset to have disappointed a noble lately&lt;br /&gt;
has been attacked lately&lt;br /&gt;
has been attacked by a dead pet lately&lt;br /&gt;
has been attacked by a dead spouse lately&lt;br /&gt;
has been attacked by a dead lover lately&lt;br /&gt;
has been attacked by a dead sibling lately&lt;br /&gt;
has been attacked by own dead mother lately&lt;br /&gt;
has been attacked by own dead father lately&lt;br /&gt;
has been attacked by own dead child lately&lt;br /&gt;
has been attacked by a dead friend lately&lt;br /&gt;
has been attacked by a dead and still annoying acquaintance lately&lt;br /&gt;
has been attacked by the dead lately&lt;br /&gt;
had a wonderful soapy bath recently&lt;br /&gt;
had a nice bath recently&lt;br /&gt;
was forced to eat vermin to survive lately&lt;br /&gt;
was forced to eat a beloved creature to survive lately&lt;br /&gt;
was forced to eat a treasured pet to survive lately&lt;br /&gt;
has complained of the lack of chairs lately&lt;br /&gt;
has complained of the crowded tables lately&lt;br /&gt;
has complained of the lack of dining tables lately&lt;br /&gt;
has complained of the lack of a well lately&lt;br /&gt;
has complained of the nasty water lately&lt;br /&gt;
was forced to drink bloody water lately&lt;br /&gt;
was forced to drink gooey water lately&lt;br /&gt;
was forced to drink ichorous water lately&lt;br /&gt;
was forced to drink purulent water lately&lt;br /&gt;
was forced to drink slime lately&lt;br /&gt;
was forced to drink vomit lately&lt;br /&gt;
has suffered the travesty of art defacement&lt;br /&gt;
has been annoyed by flies&lt;br /&gt;
has witnessed death&lt;br /&gt;
has lost a pet recently&lt;br /&gt;
is happy to be free&lt;br /&gt;
had a satisfying sparring session recently&lt;br /&gt;
killed somebody by accident while sparring recently&lt;br /&gt;
enjoyed starting a fist fight recently&lt;br /&gt;
enjoyed smashing up a building recently&lt;br /&gt;
enjoyed toppling something over recently&lt;br /&gt;
enjoyed throwing something recently&lt;br /&gt;
accidentally killed somebody in a fit of rage recently&lt;br /&gt;
has lost a spouse to tragedy recently&lt;br /&gt;
has lost a lover to tragedy recently&lt;br /&gt;
had a terrifying nightmare about an army of the dead&lt;br /&gt;
has lost an annoying acquaintance to tragedy recently&lt;br /&gt;
was just a little happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
was happy to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
was thrilled to lose an annoying acquaintance to tragedy recently&lt;br /&gt;
has lost a friend to tragedy recently&lt;br /&gt;
has lost a sibling to tragedy recently&lt;br /&gt;
has lost a child to tragedy recently&lt;br /&gt;
has lost a mother to tragedy recently&lt;br /&gt;
has lost a father to tragedy recently&lt;br /&gt;
was forced to endure the decay of a pet&lt;br /&gt;
was forced to endure the decay of a spouse&lt;br /&gt;
was forced to endure the decay of a lover&lt;br /&gt;
was forced to endure the decay of a sibling&lt;br /&gt;
was forced to endure the decay of a mother&lt;br /&gt;
was forced to endure the decay of a father&lt;br /&gt;
was forced to endure the decay of a child&lt;br /&gt;
was forced to endure the decay of a friend&lt;br /&gt;
was forced to endure the decay of an annoying acquaintance&lt;br /&gt;
has been accosted by terrible vermin&lt;br /&gt;
saw something unpleasant in a cage recently&lt;br /&gt;
was comforted by a wonderful creature in a cage recently&lt;br /&gt;
saw something unpleasant in a pond recently&lt;br /&gt;
was comforted by a wonderful creature in a pond recently&lt;br /&gt;
was able to rest and recuperate lately&lt;br /&gt;
received water recently&lt;br /&gt;
received food recently&lt;br /&gt;
was rescued recently&lt;br /&gt;
was overjoyed to be able to give somebody water lately&lt;br /&gt;
was happy to have been able to give somebody water lately&lt;br /&gt;
was pleased to have been able to give somebody water lately&lt;br /&gt;
gave somebody water lately&lt;br /&gt;
was irritated at having to give somebody water lately&lt;br /&gt;
was unhappy at having to give somebody water lately&lt;br /&gt;
has suffered the pain of having to give somebody water lately&lt;br /&gt;
was overjoyed to be able to give somebody food lately&lt;br /&gt;
was happy to have been able to give somebody food lately&lt;br /&gt;
was pleased to have been able to give somebody food lately&lt;br /&gt;
gave somebody food lately&lt;br /&gt;
was irritated at having to give somebody food lately&lt;br /&gt;
was unhappy at having to give somebody food lately&lt;br /&gt;
has suffered the pain of having to give somebody food lately&lt;br /&gt;
was overjoyed to be able to help somebody to bed lately&lt;br /&gt;
was happy to have been able to help somebody to bed lately&lt;br /&gt;
was pleased to have been able to help somebody to bed lately&lt;br /&gt;
brought somebody to bed lately&lt;br /&gt;
was irritated at having to haul somebody to bed lately&lt;br /&gt;
was unhappy at having to haul somebody to bed lately&lt;br /&gt;
has suffered the pain of having to haul somebody to bed lately&lt;br /&gt;
has complained about the draft lately&lt;br /&gt;
was worried not to have adequate protection lately&lt;br /&gt;
was upset about being relieved from duty&lt;br /&gt;
has been satisfied at work lately&lt;br /&gt;
was happy to have pleased a noble lately&lt;br /&gt;
was pleased that the tax collection went smoothly lately&lt;br /&gt;
is quite pleased with making an artifact&lt;br /&gt;
was upset that a criminal could not be properly punished&lt;br /&gt;
was glad to have punishment reduced recently&lt;br /&gt;
was upset by the delayed punishment of a criminal&lt;br /&gt;
was glad to have punishment delayed recently&lt;br /&gt;
beat somebody recently&lt;br /&gt;
beat somebody with a hammer recently&lt;br /&gt;
was beaten recently&lt;br /&gt;
was beaten with a hammer recently&lt;br /&gt;
is depressed about being confined&lt;br /&gt;
made a satisfying acquisition lately&lt;br /&gt;
talked with a pet lately&lt;br /&gt;
talked with the spouse lately&lt;br /&gt;
talked with a lover lately&lt;br /&gt;
talked with a sibling lately&lt;br /&gt;
talked with mother lately&lt;br /&gt;
talked with father lately&lt;br /&gt;
talked with a child lately&lt;br /&gt;
talked with a friend lately&lt;br /&gt;
was forced to talk to somebody annoying lately&lt;br /&gt;
talked with somebody lately&lt;br /&gt;
made a friend recently&lt;br /&gt;
formed a grudge recently&lt;br /&gt;
adopted a new pet recently&lt;br /&gt;
was unhappy with the lack of work last season&lt;br /&gt;
was caught in the rain recently&lt;br /&gt;
was caught in a snow storm recently&lt;br /&gt;
has been tired of eating the same old food lately&lt;br /&gt;
has been tired of drinking the same old booze lately&lt;br /&gt;
ate rotten food lately&lt;br /&gt;
drank something spoiled lately&lt;br /&gt;
took joy in slaughter lately&lt;br /&gt;
ate a pretty decent meal lately&lt;br /&gt;
ate a fine dish lately&lt;br /&gt;
ate a wonderful dish lately&lt;br /&gt;
ate a truly decadent dish lately&lt;br /&gt;
ate a legendary meal lately&lt;br /&gt;
had a pretty decent drink lately&lt;br /&gt;
had a fine drink lately&lt;br /&gt;
had a wonderful drink lately&lt;br /&gt;
had a truly decadent drink lately&lt;br /&gt;
had a legendary drink lately&lt;br /&gt;
was comforted by a pet lately&lt;br /&gt;
saw a beloved creature lately&lt;br /&gt;
was pleased to have a mandate deadline met lately&lt;br /&gt;
was angered that nobody could be punished for a recent failure&lt;br /&gt;
was upset by having a request ignored lately&lt;br /&gt;
was pleased by having a request approved lately&lt;br /&gt;
was upset by having a mandate ignored lately&lt;br /&gt;
was upset by having a mandate deadline missed lately&lt;br /&gt;
was comforted by a lovely waterfall lately&lt;br /&gt;
was disgusted by a miasma lately&lt;br /&gt;
choked on dust underground lately&lt;br /&gt;
choked on smoke underground lately&lt;br /&gt;
was knocked out during a cave-in lately&lt;br /&gt;
was embarrassed to have to conduct an official meeting in a dining room&lt;br /&gt;
was very embarrassed to have to conduct an official meeting in a bedroom&lt;br /&gt;
was incredibly embarrassed not to have any rooms lately&lt;br /&gt;
was very happy to be elected mayor recently&lt;br /&gt;
was very happy to be re-elected mayor recently&lt;br /&gt;
was very satisfied to be chosen as the expedition leader recently&lt;br /&gt;
was greatly pleased to enter the nobility recently&lt;br /&gt;
was very pleased to receive a higher rank of nobility recently&lt;br /&gt;
was proud to have become a mayor recently&lt;br /&gt;
sustained major injuries recently&lt;br /&gt;
sustained minor injuries recently&lt;br /&gt;
slept in the mud recently&lt;br /&gt;
slept in the grass recently&lt;br /&gt;
slept in the dirt recently&lt;br /&gt;
slept on rocks recently&lt;br /&gt;
slept on ice recently&lt;br /&gt;
slept on a pile of driftwood recently&lt;br /&gt;
slept on a rough cave floor recently&lt;br /&gt;
slept on the floor recently&lt;br /&gt;
slept in a bedroom like a personal palace recently&lt;br /&gt;
slept in a fantastic bedroom recently&lt;br /&gt;
slept in a great bedroom recently&lt;br /&gt;
slept in a very good bedroom recently&lt;br /&gt;
slept in a good bedroom recently&lt;br /&gt;
slept in a horribly substandard bedroom recently&lt;br /&gt;
slept in a horrible bedroom recently&lt;br /&gt;
slept in an awful bedroom recently&lt;br /&gt;
slept in a very poor bedroom recently&lt;br /&gt;
slept in a poor bedroom recently&lt;br /&gt;
slept without a proper room recently&lt;br /&gt;
conducted a meeting in a setting worthy of legends recently&lt;br /&gt;
conducted a meeting in a fantastic setting recently&lt;br /&gt;
conducted a meeting in a great setting recently&lt;br /&gt;
conducted a meeting in a very good setting recently&lt;br /&gt;
conducted a meeting in a good setting recently&lt;br /&gt;
conducted a meeting in a horribly substandard setting recently&lt;br /&gt;
conducted a meeting in a horrible setting recently&lt;br /&gt;
conducted a meeting in an awful setting recently&lt;br /&gt;
conducted a meeting in a very poor setting recently&lt;br /&gt;
conducted a meeting in a poor setting recently&lt;br /&gt;
dined in a legendary dining room recently&lt;br /&gt;
dined in a fantastic dining room recently&lt;br /&gt;
dined in a great dining room recently&lt;br /&gt;
dined in a very good dining room recently&lt;br /&gt;
dined in a good dining room recently&lt;br /&gt;
dined in a horribly substandard dining room recently&lt;br /&gt;
dined in a horrible dining room recently&lt;br /&gt;
dined in an awful dining room recently&lt;br /&gt;
dined in a very poor dining room recently&lt;br /&gt;
dined in a poor dining room recently&lt;br /&gt;
dined without a proper dining room recently&lt;br /&gt;
worried greatly about not having a tomb after gaining another year&lt;br /&gt;
celebrated having a legendary tomb after gaining another year&lt;br /&gt;
celebrated having a fantastic tomb after gaining another year&lt;br /&gt;
celebrated having a great tomb after gaining another year&lt;br /&gt;
celebrated having a very good tomb after gaining another year&lt;br /&gt;
celebrated having a good tomb after gaining another year&lt;br /&gt;
worried about having a horribly substandard tomb after gaining another year&lt;br /&gt;
worried about having a horrible tomb after gaining another year&lt;br /&gt;
worried about having an awful tomb after gaining another year&lt;br /&gt;
worried about having a very poor tomb after gaining another year&lt;br /&gt;
worried about having a poor tomb after gaining another year&lt;br /&gt;
was greatly pleased at the state of demands recently&lt;br /&gt;
was very pleased at the state of demands recently&lt;br /&gt;
was pleased at the state of demands recently&lt;br /&gt;
was greatly angered at the state of demands recently&lt;br /&gt;
was very angered at the state of demands recently&lt;br /&gt;
was angered at the state of demands recently&lt;br /&gt;
was upset by not having enough chests lately&lt;br /&gt;
was upset by not having enough cabinets lately&lt;br /&gt;
was upset by not having enough armor stands lately&lt;br /&gt;
was upset by not having enough weapon racks lately&lt;br /&gt;
was upset to be wearing old clothing lately&lt;br /&gt;
was upset to be wearing tattered clothing lately&lt;br /&gt;
was very upset to have worn clothes rot away lately&lt;br /&gt;
was very embarrassed to be uncovered lately&lt;br /&gt;
was embarrassed to have no shirt lately&lt;br /&gt;
was embarrassed to have no shoes lately&lt;br /&gt;
was very embarrassed to be uncloaked lately&lt;br /&gt;
was unable to find an available hammer lately&lt;br /&gt;
was nauseated by the sun lately&lt;br /&gt;
was irritated by the sun lately&lt;br /&gt;
was &lt;br /&gt;
grumbling about&lt;br /&gt;
depressed by&lt;br /&gt;
angered by&lt;br /&gt;
enraged by&lt;br /&gt;
 long patrol duty lately&lt;br /&gt;
was yelled at by an unhappy citizen recently&lt;br /&gt;
was cried on by an unhappy citizen recently&lt;br /&gt;
was satisfied to bring up job scarcity in a meeting lately&lt;br /&gt;
was able to make suggestions about work allocations lately&lt;br /&gt;
was glad to request weapon production lately&lt;br /&gt;
had a cathartic experience yelling at somebody in charge lately&lt;br /&gt;
yelled at somebody in charge lately and felt fantastic afterward&lt;br /&gt;
yelled at somebody in charge lately and felt great afterward&lt;br /&gt;
yelled at somebody in charge lately and felt a lot better afterward&lt;br /&gt;
yelled at somebody in charge lately and felt better afterward&lt;br /&gt;
yelled at somebody in charge lately and felt a little better afterward&lt;br /&gt;
yelled at somebody in charge lately&lt;br /&gt;
yelled at somebody in charge lately but only got angrier&lt;br /&gt;
had a cathartic experience crying on somebody in charge lately&lt;br /&gt;
cried on somebody in charge lately and felt fantastic afterward&lt;br /&gt;
cried on somebody in charge lately and felt great afterward&lt;br /&gt;
cried on somebody in charge lately and felt a lot better afterward&lt;br /&gt;
cried on somebody in charge lately and felt better afterward&lt;br /&gt;
cried on somebody in charge lately and felt a little better afterward&lt;br /&gt;
cried on somebody in charge lately&lt;br /&gt;
cried on somebody in charge lately but only felt more depressed&lt;br /&gt;
was unable to find somebody to complain to about job scarcity lately&lt;br /&gt;
was unable to make suggestions about work allocations lately&lt;br /&gt;
was unable to request weapon production lately&lt;br /&gt;
was unable to find somebody in charge to yell at lately&lt;br /&gt;
was unable to find somebody in charge to cry on lately&lt;br /&gt;
put off&lt;br /&gt;
flustered&lt;br /&gt;
upset&lt;br /&gt;
very upset&lt;br /&gt;
greatly upset&lt;br /&gt;
angered&lt;br /&gt;
enraged&lt;br /&gt;
shattered&lt;br /&gt;
traumatized&lt;br /&gt;
utterly traumatized&lt;br /&gt;
 by a lesser's pretentious &lt;br /&gt;
burial&lt;br /&gt;
office&lt;br /&gt;
dining&lt;br /&gt;
sleeping&lt;br /&gt;
 arrangements lately&lt;br /&gt;
admired &lt;br /&gt;
own&lt;br /&gt;
very fine&lt;br /&gt;
splendid&lt;br /&gt;
wonderful&lt;br /&gt;
completely sublime&lt;br /&gt;
tastefully arranged &lt;br /&gt;
 lately&lt;br /&gt;
[C:3:0:1]&lt;br /&gt;
 is married to &lt;br /&gt;
 is romantically involved with &lt;br /&gt;
an ardent worshipper&lt;br /&gt;
a faithful worshipper&lt;br /&gt;
a worshipper&lt;br /&gt;
a casual worshipper&lt;br /&gt;
a dubious worshipper&lt;br /&gt;
[C:1:0:1]&lt;br /&gt;
a mercenary&lt;br /&gt;
a former mercenary&lt;br /&gt;
an enemy&lt;br /&gt;
a criminal to&lt;br /&gt;
a citizen&lt;br /&gt;
a member&lt;br /&gt;
a former member&lt;br /&gt;
a slave&lt;br /&gt;
a former slave&lt;br /&gt;
a prisoner&lt;br /&gt;
a former prisoner&lt;br /&gt;
[C:6:0:1]&lt;br /&gt;
[C:2:0:1]&lt;br /&gt;
 likes &lt;br /&gt;
 wood&lt;br /&gt;
 fabric&lt;br /&gt;
 for their &lt;br /&gt;
the color &lt;br /&gt;
When possible, &lt;br /&gt;
 prefers to consume &lt;br /&gt;
 absolutely detests &lt;br /&gt;
 needs alcohol to get through the working day&lt;br /&gt;
 and can't even remember the last time &lt;br /&gt;
 had some&lt;br /&gt;
 and has gone without a drink for far, far too long&lt;br /&gt;
 and really wants a drink&lt;br /&gt;
 and is starting to work slowly due to its scarcity&lt;br /&gt;
 does not mind being outdoors, at least for a time.  &lt;br /&gt;
 likes working outdoors and grumbles only mildly at inclement weather.  &lt;br /&gt;
 doesn't really care about anything anymore.  &lt;br /&gt;
 is a hardened individual.  &lt;br /&gt;
 is getting used to tragedy.  &lt;br /&gt;
unbelievably strong&lt;br /&gt;
mighty&lt;br /&gt;
very strong&lt;br /&gt;
strong&lt;br /&gt;
unfathomably weak&lt;br /&gt;
unquestionably weak&lt;br /&gt;
very weak&lt;br /&gt;
weak&lt;br /&gt;
amazingly agile&lt;br /&gt;
extremely agile&lt;br /&gt;
very agile&lt;br /&gt;
agile&lt;br /&gt;
abysmally clumsy&lt;br /&gt;
totally clumsy&lt;br /&gt;
quite clumsy&lt;br /&gt;
clumsy&lt;br /&gt;
basically unbreakable&lt;br /&gt;
incredibly tough&lt;br /&gt;
quite durable&lt;br /&gt;
tough&lt;br /&gt;
shockingly fragile&lt;br /&gt;
remarkably flimsy&lt;br /&gt;
very flimsy&lt;br /&gt;
flimsy&lt;br /&gt;
absolutely inexhaustible&lt;br /&gt;
indefatigable&lt;br /&gt;
very slow to tire&lt;br /&gt;
slow to tire&lt;br /&gt;
truly quick to tire&lt;br /&gt;
extremely quick to tire&lt;br /&gt;
very quick to tire&lt;br /&gt;
quick to tire&lt;br /&gt;
possessed of amazing recuperative powers&lt;br /&gt;
incredibly quick to heal&lt;br /&gt;
quite quick to heal&lt;br /&gt;
quick to heal&lt;br /&gt;
shockingly slow to heal&lt;br /&gt;
really slow to heal&lt;br /&gt;
very slow to heal&lt;br /&gt;
slow to heal&lt;br /&gt;
virtually never sick&lt;br /&gt;
almost never sick&lt;br /&gt;
very rarely sick&lt;br /&gt;
rarely sick&lt;br /&gt;
stunningly susceptible to disease&lt;br /&gt;
really susceptible to disease&lt;br /&gt;
quite susceptible to disease&lt;br /&gt;
susceptible to disease&lt;br /&gt;
[C:2:0:0]&lt;br /&gt;
[C:4:0:0]&lt;br /&gt;
but &lt;br /&gt;
awesome intellectual powers&lt;br /&gt;
great analytical abilities&lt;br /&gt;
a sharp intellect&lt;br /&gt;
a good intellect&lt;br /&gt;
a stunning lack of analytical ability&lt;br /&gt;
a lousy intellect&lt;br /&gt;
very bad analytical abilities&lt;br /&gt;
poor analytical abilities&lt;br /&gt;
unbreakable focus&lt;br /&gt;
a great ability to focus&lt;br /&gt;
very good focus&lt;br /&gt;
the ability to focus&lt;br /&gt;
the absolute inability to focus&lt;br /&gt;
really poor focus&lt;br /&gt;
quite poor focus&lt;br /&gt;
poor focus&lt;br /&gt;
an unbreakable will&lt;br /&gt;
an iron will&lt;br /&gt;
a lot of willpower&lt;br /&gt;
willpower&lt;br /&gt;
absolutely no willpower&lt;br /&gt;
next to no willpower&lt;br /&gt;
a large deficit of willpower&lt;br /&gt;
little willpower&lt;br /&gt;
a boundless creative imagination&lt;br /&gt;
great creativity&lt;br /&gt;
very good creativity&lt;br /&gt;
good creativity&lt;br /&gt;
next to no creative talent&lt;br /&gt;
lousy creativity&lt;br /&gt;
poor creativity&lt;br /&gt;
meager creativity&lt;br /&gt;
uncanny intuition&lt;br /&gt;
great intuition&lt;br /&gt;
very good intuition&lt;br /&gt;
good intuition&lt;br /&gt;
horrible intuition&lt;br /&gt;
lousy intuition&lt;br /&gt;
very bad intuition&lt;br /&gt;
bad intuition&lt;br /&gt;
absolutely boundless patience&lt;br /&gt;
a deep well of patience&lt;br /&gt;
a great deal of patience&lt;br /&gt;
a sum of patience&lt;br /&gt;
no patience at all&lt;br /&gt;
very little patience&lt;br /&gt;
little patience&lt;br /&gt;
a shortage of patience&lt;br /&gt;
an astonishing memory&lt;br /&gt;
an amazing memory&lt;br /&gt;
a great memory&lt;br /&gt;
a good memory&lt;br /&gt;
little memory to speak of&lt;br /&gt;
a really bad memory&lt;br /&gt;
a poor memory&lt;br /&gt;
an iffy memory&lt;br /&gt;
an astonishing ability with languages and words&lt;br /&gt;
a great affinity for language&lt;br /&gt;
a natural inclination toward language&lt;br /&gt;
a way with words&lt;br /&gt;
difficulty with words and language&lt;br /&gt;
very little linguistic ability&lt;br /&gt;
little linguistic ability&lt;br /&gt;
a little difficulty with words&lt;br /&gt;
a stunning feel for spatial relationships&lt;br /&gt;
an amazing spatial sense&lt;br /&gt;
a great feel for the surrounding space&lt;br /&gt;
a good spatial sense&lt;br /&gt;
no sense for spatial relationships&lt;br /&gt;
an atrocious spatial sense&lt;br /&gt;
poor spatial senses&lt;br /&gt;
a questionable spatial sense&lt;br /&gt;
an astonishing knack for music&lt;br /&gt;
a great musical sense&lt;br /&gt;
a natural ability with music&lt;br /&gt;
a feel for music&lt;br /&gt;
absolutely no feel for music at all&lt;br /&gt;
next to no natural musical ability&lt;br /&gt;
little natural inclination toward music&lt;br /&gt;
an iffy sense for music&lt;br /&gt;
an astounding feel for the position of &lt;br /&gt;
 own body&lt;br /&gt;
a great kinesthetic sense&lt;br /&gt;
a very good sense of the position of &lt;br /&gt;
a good kinesthetic sense&lt;br /&gt;
an unbelievably atrocious sense of the position of &lt;br /&gt;
a very clumsy kinesthetic sense&lt;br /&gt;
a poor kinesthetic sense&lt;br /&gt;
a meager kinesthetic sense&lt;br /&gt;
an absolutely remarkable sense of others' emotions&lt;br /&gt;
a great sense of empathy&lt;br /&gt;
a very good sense of empathy&lt;br /&gt;
an ability to read emotions fairly well&lt;br /&gt;
the utter inability to judge others' emotions&lt;br /&gt;
next to no empathy&lt;br /&gt;
a very bad sense of empathy&lt;br /&gt;
poor empathy&lt;br /&gt;
a shockingly profound feel for social relationships&lt;br /&gt;
a great feel for social relationships&lt;br /&gt;
a very good feel for social relationships&lt;br /&gt;
a good feel for social relationships&lt;br /&gt;
an absolute inability to understand social relationships&lt;br /&gt;
a lack of understanding of social relationships&lt;br /&gt;
a poor ability to manage or understand social relationships&lt;br /&gt;
a meager ability with social relationships&lt;br /&gt;
Conduct Meeting&lt;br /&gt;
Attend Meeting&lt;br /&gt;
On Break&lt;br /&gt;
Soldier&lt;br /&gt;
Noble&lt;br /&gt;
No Job&lt;br /&gt;
Chained&lt;br /&gt;
Null Precise Civ Equipment Link: &lt;br /&gt;
In Mouth&lt;br /&gt;
Hauled&lt;br /&gt;
Multigrasp&lt;br /&gt;
Wrapped around &lt;br /&gt;
Stuck in &lt;br /&gt;
Sewn into &lt;br /&gt;
Right shoulder&lt;br /&gt;
Left shoulder&lt;br /&gt;
On head&lt;br /&gt;
 pulls out and &lt;br /&gt;
releases&lt;br /&gt;
drops&lt;br /&gt;
 stands up.&lt;br /&gt;
, has decided to leave.&lt;br /&gt;
Your miners have defaced a &lt;br /&gt;
 has entered a martial trance!&lt;br /&gt;
Acceptable Liquid Flood Overflow&lt;br /&gt;
Acceptable Fish Liquid Flood Overflow&lt;br /&gt;
's mandate has ended.&lt;br /&gt;
's mandates have ended.&lt;br /&gt;
path fail: &lt;br /&gt;
 a cloud of &lt;br /&gt;
 vapor&lt;br /&gt;
 was born today, which makes &lt;br /&gt;
 very young indeed.  &lt;br /&gt;
 month&lt;br /&gt;
 day&lt;br /&gt;
 old, born on the &lt;br /&gt;
 in the year &lt;br /&gt;
 year&lt;br /&gt;
 was created today, which makes the world very young indeed.  &lt;br /&gt;
 has the appearance of somebody that is &lt;br /&gt;
 old and is&lt;br /&gt;
 kind.  &lt;br /&gt;
 is very young.&lt;br /&gt;
 is about &lt;br /&gt;
old.  &lt;br /&gt;
is gigantic with huge muscles and hanging rolls of lard&lt;br /&gt;
is huge, muscular and fat&lt;br /&gt;
is gigantic but incredibly skinny with virtually no muscles to speak of&lt;br /&gt;
is gigantic yet weak and skinny&lt;br /&gt;
is gigantic with incredible muscles&lt;br /&gt;
is very muscular and just gigantic overall&lt;br /&gt;
is gigantic and muscular&lt;br /&gt;
is gigantic yet incredibly weak&lt;br /&gt;
is enormous yet very weak&lt;br /&gt;
isn't very muscular but has a gigantic build&lt;br /&gt;
bears untold amounts of fat over a gigantic frame&lt;br /&gt;
is very fat and enormous overall&lt;br /&gt;
is gigantic and quite fat&lt;br /&gt;
is incredibly skinny yet gigantic overall&lt;br /&gt;
has an enormous build but is very skinny&lt;br /&gt;
is enormous yet skinny&lt;br /&gt;
is gigantic&lt;br /&gt;
is very large and bears great lard rolls and impressive muscles&lt;br /&gt;
is very large, fat and muscular&lt;br /&gt;
is very large yet also very weak and incredibly skinny&lt;br /&gt;
is weak and skinny yet has a large build overall&lt;br /&gt;
is incredibly muscular and very large&lt;br /&gt;
is very large and very muscular&lt;br /&gt;
is very large with strong muscles&lt;br /&gt;
is very weak despite being very large overall&lt;br /&gt;
is very large yet weak&lt;br /&gt;
isn't strong but is very large&lt;br /&gt;
is very large and just incredibly fat&lt;br /&gt;
has a very large body with quite a bit of fat on it&lt;br /&gt;
is fat and has a very large body overall&lt;br /&gt;
has a very large frame but is incredibly skinny&lt;br /&gt;
is very large yet quite skinny as well&lt;br /&gt;
is skinny but with a very large body overall&lt;br /&gt;
is very large&lt;br /&gt;
is incredibly muscular and fat, with a large build overall&lt;br /&gt;
is large, muscular and fat&lt;br /&gt;
has a large body but it is very skinny and frail&lt;br /&gt;
is weak and skinny yet has a reasonably large body overall&lt;br /&gt;
has bulky muscles on a large body&lt;br /&gt;
is very muscular with a large body&lt;br /&gt;
is large and muscular&lt;br /&gt;
is large yet frail&lt;br /&gt;
has a large body but is quite weak&lt;br /&gt;
has ill-defined muscles but is large overall&lt;br /&gt;
has a large body made larger still by mounds of fat&lt;br /&gt;
has a large body and is very fat&lt;br /&gt;
is large and fat&lt;br /&gt;
has a large body but is incredibly skinny&lt;br /&gt;
is large yet very skinny&lt;br /&gt;
is large yet skinny&lt;br /&gt;
is large&lt;br /&gt;
would be lanky were it not for the massive muscles and slabs of lard&lt;br /&gt;
is lanky, with strong muscles and some fat&lt;br /&gt;
has a tall, skinny body that is very frail&lt;br /&gt;
is tall and thin, weak with few traces of fat&lt;br /&gt;
is tall and thin with incredible muscles&lt;br /&gt;
is tall, thin and very muscular&lt;br /&gt;
is muscular, tall and thin&lt;br /&gt;
is lanky and frail&lt;br /&gt;
is lanky and weak&lt;br /&gt;
is lanky with ill-defined muscles&lt;br /&gt;
packs extraordinary obesity on to what was once a tall and thin body&lt;br /&gt;
has a tall, thin frame but manages to be very fat&lt;br /&gt;
has a tall, thin body layered with some fat&lt;br /&gt;
has a tall, narrow body that is just incredibly skinny&lt;br /&gt;
has a tall, thin frame with very little fat on it&lt;br /&gt;
has a tall, thin body with little fat&lt;br /&gt;
is lanky&lt;br /&gt;
has a short, broad body stacked thick with muscles and lard&lt;br /&gt;
is stout, muscular and fat&lt;br /&gt;
has a short body that is broad yet with few traces of muscle or fat&lt;br /&gt;
has a short broad body but is kind of weak and skinny at the same time&lt;br /&gt;
is stout and incredibly muscular&lt;br /&gt;
is stout and very muscular&lt;br /&gt;
has a stout muscular body&lt;br /&gt;
has a short broad body but is very frail&lt;br /&gt;
has a short broad body with little in the way of muscles&lt;br /&gt;
has a short broad body with ill-defined muscles&lt;br /&gt;
is short, broad and morbidly obese&lt;br /&gt;
has a short broad body with a lot of fat on it&lt;br /&gt;
is short, broad and fat&lt;br /&gt;
has a short, broad frame with almost no fat on it&lt;br /&gt;
has a short, broad body with very little fat&lt;br /&gt;
has a short, broad build overall but is somewhat skinny&lt;br /&gt;
is stout&lt;br /&gt;
has a massive broad body, highly muscular, with thick rolls of lard hanging from it&lt;br /&gt;
has an incredibly broad body with some muscle and fat on it&lt;br /&gt;
has an extremely broad frame with few traces of either muscle or fat&lt;br /&gt;
has an incredibly broad body that is somewhat weak with only a little fat on it&lt;br /&gt;
is incredibly muscular and broad-bodied&lt;br /&gt;
is has large muscles on a incredibly broad body&lt;br /&gt;
is muscular with an extremely broad body&lt;br /&gt;
has an incredibly broad body but is very frail&lt;br /&gt;
has an extremely broad body but is weak&lt;br /&gt;
is somewhat weak and has a body that is incredibly broad&lt;br /&gt;
has an incredibly broad body hung with curtains of lard&lt;br /&gt;
has an extremely broad body with lots of fat on it&lt;br /&gt;
is fat with an extremely broad body&lt;br /&gt;
has an incredibly broad body with almost no fat on it&lt;br /&gt;
has an extremely broad body with very little fat&lt;br /&gt;
has an extremely broad body with little fat&lt;br /&gt;
is incredibly broad-bodied&lt;br /&gt;
has a very broad body, with enormous lard pockets packed in with the giant muscles&lt;br /&gt;
has a very broad, muscular, fat body&lt;br /&gt;
has a very broad body but it is frail with very little fat on it&lt;br /&gt;
has a very broad body overall but it is weak with little fat on it&lt;br /&gt;
is incredibly muscular and has a very broad body&lt;br /&gt;
is very muscular and broad&lt;br /&gt;
is muscular and very broad&lt;br /&gt;
has a very broad body but it is frail&lt;br /&gt;
has ill-defined muscles on an otherwise broad body&lt;br /&gt;
has a broad body that is somewhat weak&lt;br /&gt;
has a very broad body and is incredibly fat&lt;br /&gt;
is very broad and fat&lt;br /&gt;
is fat and very broad&lt;br /&gt;
has a very broad body but almost no fat&lt;br /&gt;
has a very broad frame with very little fat on it&lt;br /&gt;
has a very broad body with little fat&lt;br /&gt;
is very broad-bodied&lt;br /&gt;
has a broad body bearing impressive muscles and a great load of fat&lt;br /&gt;
is broad-bodied, muscular and fat&lt;br /&gt;
is frail and very skinny yet with an overall broad body&lt;br /&gt;
is broad-bodied, though weak and skinny&lt;br /&gt;
has incredible muscles stretched over a broad body&lt;br /&gt;
is very muscular with a broad body&lt;br /&gt;
is broad and muscular&lt;br /&gt;
has a broad body but it is very frail&lt;br /&gt;
is broad yet weak&lt;br /&gt;
is broad with little muscle&lt;br /&gt;
has a broad body made broader still by no shortage of surrounding lard&lt;br /&gt;
is broad-bodied and very fat&lt;br /&gt;
is broad and fat&lt;br /&gt;
has a broad body with almost no fat on it&lt;br /&gt;
has a broad body with very little fat&lt;br /&gt;
has a broad body with little fat&lt;br /&gt;
has a broad body&lt;br /&gt;
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles&lt;br /&gt;
has a long, thin body, thickened by muscle and fat&lt;br /&gt;
has a long, thin frame, frail with very little fat&lt;br /&gt;
has a long, thin body that is somewhat weak with little fat&lt;br /&gt;
has a long, thin frame strapped with incredible muscles&lt;br /&gt;
is long and thin with strong muscles&lt;br /&gt;
is long, thin and muscular&lt;br /&gt;
is long and thin but very weak&lt;br /&gt;
is long, weak and thin&lt;br /&gt;
is long, thin and somewhat weak&lt;br /&gt;
has a long, thin frame hidden beneath copious rolls of lard&lt;br /&gt;
has a long, thin body with a lot of fat on it&lt;br /&gt;
has a long, thin body with some fat on it&lt;br /&gt;
has a long, thin body with almost no fat on it&lt;br /&gt;
has a long, thin body with very little fat&lt;br /&gt;
has a long, thin frame with little fat&lt;br /&gt;
is long and slim&lt;br /&gt;
could be incredibly thin but has massive lardy rolls and enormous muscles&lt;br /&gt;
has managed to put some muscle and fat on an extremely thin frame&lt;br /&gt;
is a frail, extremely skinny thing&lt;br /&gt;
is weak with little fat and just incredibly thin overall&lt;br /&gt;
has an extremely thin body packed with huge muscles&lt;br /&gt;
is very muscular and incredibly thin&lt;br /&gt;
is muscular and extremely thin&lt;br /&gt;
is extremely thin and frail&lt;br /&gt;
is very weak and extremely thin&lt;br /&gt;
is extremely thin with ill-defined muscles&lt;br /&gt;
has an extremely thin frame underlying a massive lardy edifice&lt;br /&gt;
has an extremely thin frame with a lot of fat on it&lt;br /&gt;
has an incredibly thin frame with some fat on it&lt;br /&gt;
has an extremely thin body with almost no fat on it&lt;br /&gt;
has an extremely thin body with very litte fat on it&lt;br /&gt;
has an incredibly thin body with little fat&lt;br /&gt;
is incredibly thin&lt;br /&gt;
has a very thin build buried underneath endless muscles and fat&lt;br /&gt;
would be very thin but has opted for some muscle and fat&lt;br /&gt;
has a very thin, frail body without visible traces of fat&lt;br /&gt;
is weak and has a very thin body with very little fat&lt;br /&gt;
is incredibly muscular and very thin&lt;br /&gt;
is very muscular and thin&lt;br /&gt;
is muscular and very thin&lt;br /&gt;
is very thin and weak&lt;br /&gt;
is weak and very thin&lt;br /&gt;
is somewhat scrawny and very thin&lt;br /&gt;
would be very thin but bears an enormous lardy burden&lt;br /&gt;
has much fat on a very thin frame&lt;br /&gt;
has a very thin frame with a bit of fat on it&lt;br /&gt;
has a very thin body with almost no fat on it&lt;br /&gt;
has a very thin frame with very little fat&lt;br /&gt;
has a very thin body with little fat&lt;br /&gt;
is very thin&lt;br /&gt;
has a thin frame but it is loaded with muscles and great layers of fat&lt;br /&gt;
has a generally thin build with some muscle and fat on it&lt;br /&gt;
is thin, frail and incredibly skinny&lt;br /&gt;
is thin, skinny and weak&lt;br /&gt;
is thin but has incredible muscles&lt;br /&gt;
is thin and very muscular&lt;br /&gt;
is wiry&lt;br /&gt;
is thin and frail&lt;br /&gt;
is thin and weak&lt;br /&gt;
is thin and scrawny&lt;br /&gt;
has what was once a thin frame, now bearing enormous, thick layers of fat&lt;br /&gt;
has a once-thin frame, now belarded&lt;br /&gt;
has a thin frame with some fat on it&lt;br /&gt;
has a thin body with almost no fat on it&lt;br /&gt;
has a thin body with very little fat&lt;br /&gt;
has a thin body with little fat&lt;br /&gt;
is thin&lt;br /&gt;
is incredibly tall, layered with massive muscles and hanging sacks of lard&lt;br /&gt;
is incredibly tall with strong muscles and some fat&lt;br /&gt;
is very frail with an extremely tall and skinny body&lt;br /&gt;
is incredibly tall and a bit skinny, with ill-defined muscles&lt;br /&gt;
is incredibly tall and muscular&lt;br /&gt;
is very muscular and extremely tall&lt;br /&gt;
is muscular and incredibly tall&lt;br /&gt;
is incredibly tall but has a frail body&lt;br /&gt;
is incredibly tall yet weak&lt;br /&gt;
is scrawny yet extremely tall&lt;br /&gt;
is incredibly tall and fat&lt;br /&gt;
is very fat and extremely tall&lt;br /&gt;
is fat and extremely tall&lt;br /&gt;
is incredibly tall and skinny&lt;br /&gt;
is very skinny and even more tall&lt;br /&gt;
is skinny and extremely tall&lt;br /&gt;
is incredibly tall&lt;br /&gt;
is very tall with huge muscles and great lardy rolls&lt;br /&gt;
is very tall with plenty of muscle and fat&lt;br /&gt;
is very tall and skinny but also very weak&lt;br /&gt;
is weak and skinny but very tall overall&lt;br /&gt;
is very tall with huge muscles&lt;br /&gt;
is very tall and muscular&lt;br /&gt;
is muscular and very tall&lt;br /&gt;
is very tall yet frail&lt;br /&gt;
is very tall yet weak&lt;br /&gt;
is very tall yet somewhat weak&lt;br /&gt;
is very tall with a hanging apron of lard&lt;br /&gt;
is very tall and fat&lt;br /&gt;
is fat and very tall&lt;br /&gt;
is very tall and incredibly skinny&lt;br /&gt;
is very tall and skinny&lt;br /&gt;
is skinny and very tall&lt;br /&gt;
is very tall&lt;br /&gt;
is very muscular, tall and obese&lt;br /&gt;
is tall, muscular and fat&lt;br /&gt;
is tall, extremely skinny and frail&lt;br /&gt;
is tall, weak and skinny&lt;br /&gt;
has loaded a tall body with incredible muscles&lt;br /&gt;
is tall and very muscular&lt;br /&gt;
is tall and muscular&lt;br /&gt;
is pretty tall but also very frail&lt;br /&gt;
is tall but has quite ill-defined muscles&lt;br /&gt;
is tall and scrawny&lt;br /&gt;
is tall and belarded by great hanging sacks of fat&lt;br /&gt;
is tall and very fat&lt;br /&gt;
is tall and fat&lt;br /&gt;
is tall and incredibly skinny&lt;br /&gt;
is tall and very skinny&lt;br /&gt;
is tall and skinny&lt;br /&gt;
is tall&lt;br /&gt;
is incredibly long with impressive muscles and great sacks of lard&lt;br /&gt;
is extremely long with muscle and fat in equal measure&lt;br /&gt;
is frail and really skinny but also extremely long&lt;br /&gt;
is incredibly long yet is also weak and skinny&lt;br /&gt;
is incredibly long and muscular&lt;br /&gt;
is very muscular and incredibly long&lt;br /&gt;
is muscular and extremely long&lt;br /&gt;
is very frail and incredibly long&lt;br /&gt;
is weak and extremely long&lt;br /&gt;
is somewhat weak and extremely long&lt;br /&gt;
is incredibly long, encapsulated in massive layers of lard&lt;br /&gt;
is extremely long and very fat&lt;br /&gt;
is fat and incredibly long&lt;br /&gt;
is incredibly long and skinny&lt;br /&gt;
is very skinny and extremely long&lt;br /&gt;
is skinny and incredibly long&lt;br /&gt;
is incredibly long&lt;br /&gt;
is extremely muscular and lardy and also very long&lt;br /&gt;
is very long, muscular and fat&lt;br /&gt;
has a very long body, frail and skinny&lt;br /&gt;
is weak and skinny with a very long body overall&lt;br /&gt;
is very long and incredibly muscular&lt;br /&gt;
is very long and muscular&lt;br /&gt;
is muscular and very long&lt;br /&gt;
is very long and frail&lt;br /&gt;
is weak and very long&lt;br /&gt;
is somewhat weak and very long&lt;br /&gt;
has a very long body that is beset by a morbid corpulence&lt;br /&gt;
is very long and fat&lt;br /&gt;
is fat and very long&lt;br /&gt;
is very long and incredibly skinny&lt;br /&gt;
is very long and skinny&lt;br /&gt;
is skinny and very long&lt;br /&gt;
is very long&lt;br /&gt;
is extremely muscular, obese and long&lt;br /&gt;
is long, muscular and fat&lt;br /&gt;
has a frail body, long and incredibly skinny&lt;br /&gt;
is long, weak and skinny&lt;br /&gt;
has an incredibly muscular, long body&lt;br /&gt;
is very muscular with a long body&lt;br /&gt;
is long and muscular&lt;br /&gt;
is long with a frail body&lt;br /&gt;
is long but weak&lt;br /&gt;
is long and scrawny&lt;br /&gt;
is long and incredibly fat&lt;br /&gt;
is long and very fat&lt;br /&gt;
is fat and long&lt;br /&gt;
is long and incredibly skinny&lt;br /&gt;
is long and very skinny&lt;br /&gt;
is long and skinny&lt;br /&gt;
is long&lt;br /&gt;
is incredibly short yet has extremely strong muscles hidden under massive lardy rolls&lt;br /&gt;
is muscular and fat yet at the same time incredibly short&lt;br /&gt;
is extremely short, weak and thin&lt;br /&gt;
is weak, skinny and incredibly short&lt;br /&gt;
has put on an extreme amount of muscle, especially for one so short&lt;br /&gt;
is very muscular and incredibly short&lt;br /&gt;
is muscular and extremely short&lt;br /&gt;
is incredibly short and frail&lt;br /&gt;
is weak and extremely short&lt;br /&gt;
is extremely short with little muscle&lt;br /&gt;
is incredibly short but somehow packs in an enormous amount of fat&lt;br /&gt;
is very fat and extremely short&lt;br /&gt;
is fat and incredibly short&lt;br /&gt;
is incredibly short and skinny&lt;br /&gt;
is very skinny and extremely short&lt;br /&gt;
is skinny and incredibly short&lt;br /&gt;
is incredibly short&lt;br /&gt;
is very short but covered with great amounts of lard and with huge muscles&lt;br /&gt;
is very short yet muscular and fat&lt;br /&gt;
is very short, very weak and very skinny&lt;br /&gt;
is weak, skinny and very short&lt;br /&gt;
packs enormous muscles on to a very short body&lt;br /&gt;
is very muscular and very short&lt;br /&gt;
is very short with well-defined muscular&lt;br /&gt;
is very weak and very short&lt;br /&gt;
is weak and really short&lt;br /&gt;
is somewhat weak and very short&lt;br /&gt;
carries massive amounts of fat, especially for one so short&lt;br /&gt;
is very short and fat&lt;br /&gt;
is fat and very short&lt;br /&gt;
is very short and incredibly skinny&lt;br /&gt;
is very short and skinny&lt;br /&gt;
is skinny and very short&lt;br /&gt;
is very short&lt;br /&gt;
is short yet layered with equal parts of giant muscles and lardy slabs&lt;br /&gt;
isn't very tall but makes up for it with muscle and fat&lt;br /&gt;
is short, very weak and incredibly skinny&lt;br /&gt;
is weak, short and skinny&lt;br /&gt;
isn't tall but has incredible muscles&lt;br /&gt;
is short with well-defined muscles&lt;br /&gt;
is short and muscular&lt;br /&gt;
is short and very weak&lt;br /&gt;
is weak and short&lt;br /&gt;
is short and not very strong&lt;br /&gt;
is short and just incredibly fat&lt;br /&gt;
is short and obese&lt;br /&gt;
is short and fat&lt;br /&gt;
is short and incredibly skinny&lt;br /&gt;
is short and very skinny&lt;br /&gt;
is short and skinny&lt;br /&gt;
is short&lt;br /&gt;
is as short as can be yet has great muscles and rolls of lard&lt;br /&gt;
is incredibly short, if muscular and fat&lt;br /&gt;
is incredibly short, skinny and frail&lt;br /&gt;
is weak and skinny as well as incredibly short&lt;br /&gt;
has an extremely short body that is incredibly muscular&lt;br /&gt;
is very muscular if incredibly short&lt;br /&gt;
is as short as they come and very frail on top of that&lt;br /&gt;
is weak as well as incredibly short&lt;br /&gt;
is scrawny and extremely short&lt;br /&gt;
is incredibly short and bears massive lardy rolls&lt;br /&gt;
has an incredibly short body but still manages to be very fat&lt;br /&gt;
is very skinny and even more short&lt;br /&gt;
is skinny and extremely short&lt;br /&gt;
is very short yet impressively muscular and enormously fat&lt;br /&gt;
is very short in length but muscular and fat as well&lt;br /&gt;
is very short, weak and skinny&lt;br /&gt;
is weak and skinny and also very short&lt;br /&gt;
carries great muscles on a very short body&lt;br /&gt;
is very short and muscular&lt;br /&gt;
is muscular and very short&lt;br /&gt;
is very short and frail&lt;br /&gt;
is very short and quite weak&lt;br /&gt;
is very short with ill-defined muscles&lt;br /&gt;
has a very short body buttressed by rolls of lard&lt;br /&gt;
is short with great muscles and copious amounts of lard&lt;br /&gt;
is short in length but muscular and fat&lt;br /&gt;
is weak, skinny and short&lt;br /&gt;
is incredibly muscular if a little short&lt;br /&gt;
is very muscular with a short body&lt;br /&gt;
is short and weak&lt;br /&gt;
is short and scrawny&lt;br /&gt;
is short and incredibly fat&lt;br /&gt;
is short and very fat&lt;br /&gt;
is strapped with massive amounts of muscle and lard&lt;br /&gt;
is muscular and fat&lt;br /&gt;
is very weak and incredibly skinny&lt;br /&gt;
is weak and skinny&lt;br /&gt;
is incredibly muscular&lt;br /&gt;
is very muscular&lt;br /&gt;
is muscular&lt;br /&gt;
is very weak&lt;br /&gt;
is weak&lt;br /&gt;
is scrawny&lt;br /&gt;
is corpulent&lt;br /&gt;
is very fat&lt;br /&gt;
is fat&lt;br /&gt;
is incredibly skinny&lt;br /&gt;
is very skinny&lt;br /&gt;
is skinny&lt;br /&gt;
is average in size&lt;br /&gt;
has a small build yet is strapped with massive amounts of muscle and lard&lt;br /&gt;
has a small build but is muscular and fat&lt;br /&gt;
has a small build and is very weak and incredibly skinny&lt;br /&gt;
has a small build and is weak and skinny&lt;br /&gt;
has incredible muscles over a small build&lt;br /&gt;
is very muscular yet has a small build&lt;br /&gt;
is small yet muscular&lt;br /&gt;
is very weak and small&lt;br /&gt;
is weak and small&lt;br /&gt;
is small and scrawny&lt;br /&gt;
packs massive amounts of fat on to a small build&lt;br /&gt;
has a small build but is very fat&lt;br /&gt;
is small and fat&lt;br /&gt;
is incredibly skinny with a small build&lt;br /&gt;
is very skinny with a small build&lt;br /&gt;
is skinny with a small build&lt;br /&gt;
is small&lt;br /&gt;
is very small yet with huge slabs of lard and muscle&lt;br /&gt;
is muscular and fat yet has a very small overall build&lt;br /&gt;
is very weak, skinny and small&lt;br /&gt;
is weak, skinny and very small&lt;br /&gt;
is incredibly muscular for one so small&lt;br /&gt;
is very small yet very muscular&lt;br /&gt;
is muscular and very small&lt;br /&gt;
is weak and very small&lt;br /&gt;
is very small with ill-defined muscles&lt;br /&gt;
has a very small body bedecked with lardy rolls&lt;br /&gt;
is very small and fat&lt;br /&gt;
is fat and very small&lt;br /&gt;
is incredibly skinny and very small&lt;br /&gt;
is very small and skinny&lt;br /&gt;
is skinny and very small&lt;br /&gt;
is very small&lt;br /&gt;
is tiny yet incredibly muscular and lardy&lt;br /&gt;
is muscular and fat and very, very small&lt;br /&gt;
is incredibly small, weak and skinny, so as to be almost nothing&lt;br /&gt;
is tiny, skinny and weak&lt;br /&gt;
is a minuscule bundle of muscles&lt;br /&gt;
has an extremely small body but it is very muscular&lt;br /&gt;
is muscular yet with a incredibly small body overall&lt;br /&gt;
is tiny and utterly weak&lt;br /&gt;
is tiny and weak&lt;br /&gt;
is tiny with ill-defined muscles&lt;br /&gt;
bears an enormous amount of fat for one so tiny&lt;br /&gt;
is tiny yet very fat&lt;br /&gt;
is fat yet tiny&lt;br /&gt;
is tiny overall and in particular incredibly skinny&lt;br /&gt;
is very skinny with an overall minuscule build&lt;br /&gt;
is incredibly small and skinny&lt;br /&gt;
is tiny&lt;br /&gt;
 popped out.  &lt;br /&gt;
 broken.  &lt;br /&gt;
 fractured.  &lt;br /&gt;
 has a compound fracture&lt;br /&gt;
 have compound fractures&lt;br /&gt;
cut open&lt;br /&gt;
smashed open&lt;br /&gt;
broken open&lt;br /&gt;
torn open&lt;br /&gt;
gouting&lt;br /&gt;
gushing&lt;br /&gt;
spraying&lt;br /&gt;
running with&lt;br /&gt;
dripping&lt;br /&gt;
oozing&lt;br /&gt;
 dented.  &lt;br /&gt;
frost-bitten&lt;br /&gt;
frozen&lt;br /&gt;
rotten&lt;br /&gt;
blistered&lt;br /&gt;
completely swollen&lt;br /&gt;
heavily swollen&lt;br /&gt;
very swollen&lt;br /&gt;
quite swollen&lt;br /&gt;
swollen&lt;br /&gt;
slightly swollen&lt;br /&gt;
tall&lt;br /&gt;
long&lt;br /&gt;
high&lt;br /&gt;
low&lt;br /&gt;
wide-set&lt;br /&gt;
large-irised&lt;br /&gt;
small-irised&lt;br /&gt;
sunken&lt;br /&gt;
protruding&lt;br /&gt;
smooth&lt;br /&gt;
convex&lt;br /&gt;
concave&lt;br /&gt;
curly&lt;br /&gt;
straight&lt;br /&gt;
dense&lt;br /&gt;
sparse&lt;br /&gt;
thick&lt;br /&gt;
thin&lt;br /&gt;
upturned&lt;br /&gt;
hooked&lt;br /&gt;
splayed out&lt;br /&gt;
flattened&lt;br /&gt;
great-lobed&lt;br /&gt;
fuse-lobed&lt;br /&gt;
gapped&lt;br /&gt;
crowded&lt;br /&gt;
high-cheekboned&lt;br /&gt;
low-cheekboned&lt;br /&gt;
broad-chinned&lt;br /&gt;
narrow-chinned&lt;br /&gt;
jutting-chinned&lt;br /&gt;
recess-chinned&lt;br /&gt;
square-chinned&lt;br /&gt;
round-chinned&lt;br /&gt;
greasy&lt;br /&gt;
dry&lt;br /&gt;
deep-voiced&lt;br /&gt;
high-voiced&lt;br /&gt;
raspy-voiced&lt;br /&gt;
clear-voiced&lt;br /&gt;
body is &lt;br /&gt;
 is gone.  &lt;br /&gt;
extremely tall&lt;br /&gt;
somewhat tall&lt;br /&gt;
very short&lt;br /&gt;
somewhat short&lt;br /&gt;
extraordinarily broad&lt;br /&gt;
somewhat broad&lt;br /&gt;
extremely narrow&lt;br /&gt;
somewhat narrow&lt;br /&gt;
extremely long&lt;br /&gt;
quite long&lt;br /&gt;
somewhat long&lt;br /&gt;
extremely short&lt;br /&gt;
incredibly high&lt;br /&gt;
somewhat high&lt;br /&gt;
extremely low&lt;br /&gt;
slightly low&lt;br /&gt;
incredibly close-set&lt;br /&gt;
slightly close-set&lt;br /&gt;
very wide-set&lt;br /&gt;
slightly wide-set&lt;br /&gt;
deeply sunken&lt;br /&gt;
slightly sunken&lt;br /&gt;
bulging&lt;br /&gt;
slightly protruding&lt;br /&gt;
have very large irises&lt;br /&gt;
have large irises&lt;br /&gt;
have slightly large irises&lt;br /&gt;
have very thin irises&lt;br /&gt;
have thin irises&lt;br /&gt;
have slightly thin irises&lt;br /&gt;
very large-irised&lt;br /&gt;
slightly large-irised&lt;br /&gt;
very thin-irised&lt;br /&gt;
thin-irised&lt;br /&gt;
slightly thin-irised&lt;br /&gt;
extremely wrinkled&lt;br /&gt;
slightly wrinkled&lt;br /&gt;
very smooth&lt;br /&gt;
slightly smooth&lt;br /&gt;
wavy&lt;br /&gt;
incredibly straight&lt;br /&gt;
very convex&lt;br /&gt;
slightly convex&lt;br /&gt;
incredibly concave&lt;br /&gt;
somewhat concave&lt;br /&gt;
extremely dense&lt;br /&gt;
quite dense&lt;br /&gt;
slightly dense&lt;br /&gt;
extremely sparse&lt;br /&gt;
quite sparse&lt;br /&gt;
slightly sparse&lt;br /&gt;
very thick&lt;br /&gt;
slightly thick&lt;br /&gt;
very thin&lt;br /&gt;
somewhat thin&lt;br /&gt;
incredibly upturned&lt;br /&gt;
slightly upturned&lt;br /&gt;
sharply hooked&lt;br /&gt;
slightly hooked&lt;br /&gt;
very splayed out&lt;br /&gt;
somewhat splayed out&lt;br /&gt;
very flattened&lt;br /&gt;
slightly flattened&lt;br /&gt;
have great swinging lobes&lt;br /&gt;
have large hanging lobes&lt;br /&gt;
are free-lobed&lt;br /&gt;
are fuse-lobed&lt;br /&gt;
have nearly fused lobes&lt;br /&gt;
have small lobes&lt;br /&gt;
hanging-lobed&lt;br /&gt;
free-lobed&lt;br /&gt;
nearly fuse-lobed&lt;br /&gt;
small-lobed&lt;br /&gt;
widely-spaced&lt;br /&gt;
tangled&lt;br /&gt;
very round&lt;br /&gt;
slightly rounded&lt;br /&gt;
slit&lt;br /&gt;
somewhat greasy&lt;br /&gt;
crinkly&lt;br /&gt;
striped &lt;br /&gt;
 spots&lt;br /&gt;
with a touch of&lt;br /&gt;
with flecks of&lt;br /&gt;
with some&lt;br /&gt;
mixed with&lt;br /&gt;
 stripes&lt;br /&gt;
is &lt;br /&gt;
are &lt;br /&gt;
has a deep, guttural voice&lt;br /&gt;
has a high-pitched, clear voice&lt;br /&gt;
has a high-pitched, grating voice&lt;br /&gt;
has a clear, deep voice&lt;br /&gt;
has a fairly deep and raspy voice&lt;br /&gt;
has a high squeaky voice&lt;br /&gt;
has a low, clear voice&lt;br /&gt;
has a high, clear voice&lt;br /&gt;
has a very clear voice&lt;br /&gt;
has a clear voice&lt;br /&gt;
has a grating, raspy voice&lt;br /&gt;
has a scratchy voice&lt;br /&gt;
has a very high-pitched voice&lt;br /&gt;
has a high voice&lt;br /&gt;
has a very deep voice&lt;br /&gt;
has a low voice&lt;br /&gt;
has very high cheekbones&lt;br /&gt;
has high cheekbones&lt;br /&gt;
has low cheekbones&lt;br /&gt;
has very low cheekbones&lt;br /&gt;
square chin&lt;br /&gt;
round chin&lt;br /&gt;
chin&lt;br /&gt;
has a massive&lt;br /&gt;
has a deeply recessed, broad&lt;br /&gt;
has a narrow, jutting&lt;br /&gt;
has a deeply recessed, narrow&lt;br /&gt;
has a broad, prominent&lt;br /&gt;
has a broad, recessed&lt;br /&gt;
has a narrow, prominent&lt;br /&gt;
has a narrow, recessed&lt;br /&gt;
has a very broad&lt;br /&gt;
has a broad&lt;br /&gt;
has a very narrow&lt;br /&gt;
has a narrow&lt;br /&gt;
has a jutting&lt;br /&gt;
has a prominent&lt;br /&gt;
has a recessed&lt;br /&gt;
has a deeply recessed&lt;br /&gt;
has a square chin&lt;br /&gt;
has an angular chin&lt;br /&gt;
has very round chin&lt;br /&gt;
has a round chin&lt;br /&gt;
, and &lt;br /&gt;
very long&lt;br /&gt;
medium-length&lt;br /&gt;
clean-shaven&lt;br /&gt;
stubble&lt;br /&gt;
neatly combed&lt;br /&gt;
braided&lt;br /&gt;
arranged in double braids&lt;br /&gt;
tied in a pony tail&lt;br /&gt;
[C:7:0:0]&lt;br /&gt;
 bears&lt;br /&gt;
 bear&lt;br /&gt;
 the marks of numerous old wounds, the chief among them&lt;br /&gt;
 the marks of old wounds, including&lt;br /&gt;
 a &lt;br /&gt;
massive &lt;br /&gt;
very long &lt;br /&gt;
long &lt;br /&gt;
short &lt;br /&gt;
very short &lt;br /&gt;
tiny &lt;br /&gt;
curving scar.  &lt;br /&gt;
straight scar.  &lt;br /&gt;
huge &lt;br /&gt;
very large &lt;br /&gt;
very small &lt;br /&gt;
dent.  &lt;br /&gt;
jagged scar.  &lt;br /&gt;
 has bestowed the name &lt;br /&gt;
 upon a &lt;br /&gt;
 has grown attached to a &lt;br /&gt;
data/save/current/unit-&lt;br /&gt;
unit-&lt;br /&gt;
Duplicate Object: &lt;br /&gt;
inorganic&lt;br /&gt;
plant&lt;br /&gt;
creaturebody&lt;br /&gt;
creaturebodygloss&lt;br /&gt;
entity&lt;br /&gt;
word&lt;br /&gt;
symbol&lt;br /&gt;
translation&lt;br /&gt;
color&lt;br /&gt;
shape&lt;br /&gt;
color_pattern&lt;br /&gt;
reaction&lt;br /&gt;
material_template&lt;br /&gt;
tissue_template&lt;br /&gt;
body_detail_plan&lt;br /&gt;
creature_variation&lt;br /&gt;
failed vermin colony deletion&lt;br /&gt;
Generating world using parameter set &lt;br /&gt;
 Seed: &lt;br /&gt;
 History Seed: &lt;br /&gt;
 Name Seed: &lt;br /&gt;
 Creature Seed: &lt;br /&gt;
Null unit chunk on export&lt;br /&gt;
The wet season has arrived!&lt;br /&gt;
Spring has arrived!&lt;br /&gt;
Spring has arrived on the calendar.&lt;br /&gt;
It is now summer.&lt;br /&gt;
Summer has arrived on the calendar.&lt;br /&gt;
The dry season has come.&lt;br /&gt;
Autumn has come.&lt;br /&gt;
Autumn has arrived on the calendar.&lt;br /&gt;
Winter is upon you.&lt;br /&gt;
Winter has arrived on the calendar.&lt;br /&gt;
This artwork appears on &lt;br /&gt;
.[B]&lt;br /&gt;
This work of art is a &lt;br /&gt;
This artwork appears on a &lt;br /&gt;
 and was crafted in &lt;br /&gt;
This artwork appears &lt;br /&gt;
on the front of &lt;br /&gt;
on the back of &lt;br /&gt;
This engraving appears on a floor &lt;br /&gt;
This engraving appears on a wall &lt;br /&gt;
 somewhere&lt;br /&gt;
This artwork is a&lt;br /&gt;
It is a&lt;br /&gt;
The item &lt;br /&gt;
On the item &lt;br /&gt;
On the front of the coin &lt;br /&gt;
On the coin's back &lt;br /&gt;
Engraved &lt;br /&gt;
on the floor &lt;br /&gt;
on the wall &lt;br /&gt;
is a&lt;br /&gt;
 fine&lt;br /&gt;
 superior&lt;br /&gt;
n exceptional&lt;br /&gt;
 rendition of a&lt;br /&gt;
 well-designed &lt;br /&gt;
 finely-designed &lt;br /&gt;
 superiorly designed &lt;br /&gt;
n exceptionally designed &lt;br /&gt;
 masterfully designed &lt;br /&gt;
n &lt;br /&gt;
 image&lt;br /&gt;
The artwork relates to &lt;br /&gt;
 during &lt;br /&gt;
The image is &lt;br /&gt;
the symbol of&lt;br /&gt;
migrating &lt;br /&gt;
nomadic &lt;br /&gt;
local &lt;br /&gt;
civilization&lt;br /&gt;
group&lt;br /&gt;
government&lt;br /&gt;
vessel&lt;br /&gt;
religion&lt;br /&gt;
miltary unit&lt;br /&gt;
objects/language_*&lt;br /&gt;
objects/descriptor_shape_*&lt;br /&gt;
objects/descriptor_color_*&lt;br /&gt;
objects/descriptor_pattern_*&lt;br /&gt;
objects/material_template_*&lt;br /&gt;
objects/inorganic_*&lt;br /&gt;
objects/plant_*&lt;br /&gt;
objects/tissue_template_*&lt;br /&gt;
objects/item_*&lt;br /&gt;
objects/building_*&lt;br /&gt;
objects/b_detail_plan_*&lt;br /&gt;
objects/body_*&lt;br /&gt;
objects/c_variation_*&lt;br /&gt;
objects/creature_*&lt;br /&gt;
objects/entity_*&lt;br /&gt;
objects/reaction_*&lt;br /&gt;
objects/&lt;br /&gt;
Missing Material Template: &lt;br /&gt;
Missing Inorganic Gloss: &lt;br /&gt;
Missing Plant Gloss: &lt;br /&gt;
Missing Tissue Template: &lt;br /&gt;
Missing Item Definition: &lt;br /&gt;
Missing Building Definition: &lt;br /&gt;
Missing Body Detail Plan: &lt;br /&gt;
Missing Creature Body Definition: &lt;br /&gt;
Missing Creature Body Gloss Definition&lt;br /&gt;
Missing Creature Variation: &lt;br /&gt;
Missing Creature Definition: &lt;br /&gt;
Missing Entity Definition&lt;br /&gt;
Missing Word Definition&lt;br /&gt;
Missing Symbol Definition&lt;br /&gt;
Missing Translation Definition&lt;br /&gt;
Missing Color Definition&lt;br /&gt;
Missing Shape Definition&lt;br /&gt;
Missing Color Pattern Definition&lt;br /&gt;
Missing Reaction Definition&lt;br /&gt;
: NULL job on building load&lt;br /&gt;
: NULL master on building load&lt;br /&gt;
: NULL subord on building load&lt;br /&gt;
Site Map:  Extra Item Occupancy &lt;br /&gt;
A section of the cavern has collapsed!&lt;br /&gt;
very near&lt;br /&gt;
far&lt;br /&gt;
a day's travel&lt;br /&gt;
nearly a day's travel&lt;br /&gt;
a half day's travel&lt;br /&gt;
a short walk&lt;br /&gt;
inaccessible from here&lt;br /&gt;
 to the &lt;br /&gt;
northwest&lt;br /&gt;
northeast&lt;br /&gt;
southwest&lt;br /&gt;
southeast&lt;br /&gt;
The weather has cleared.&lt;br /&gt;
A snow storm has come.&lt;br /&gt;
It has started raining.&lt;br /&gt;
Load Game: Invalid Job ID Number, &lt;br /&gt;
Load Game: Invalid Unit ID Number, &lt;br /&gt;
Load Game: Invalid Item ID Number, &lt;br /&gt;
Load Game: Invalid Entity ID Number&lt;br /&gt;
Load Game: Invalid Nemesis ID Number, &lt;br /&gt;
Load Game: Invalid Building ID Number, &lt;br /&gt;
Load Game: Invalid Machine ID Number&lt;br /&gt;
Load Game: Invalid Flow Guide ID Number&lt;br /&gt;
Load Game: Invalid Artifact ID Number, &lt;br /&gt;
Unloaded&lt;br /&gt;
Load Game: Invalid Proj ID Number&lt;br /&gt;
Load Game: Invalid Schedule ID Number&lt;br /&gt;
Load Game: Invalid Task ID Number&lt;br /&gt;
Load Game: Invalid Unit Chunk ID Number&lt;br /&gt;
Load Game: Invalid Art Image Chunk ID Number&lt;br /&gt;
Load Game: Invalid Hist Figure ID Number&lt;br /&gt;
Load Game: Invalid Hist Event ID Number&lt;br /&gt;
Load Game: Invalid Hist Event Collection ID Number&lt;br /&gt;
Load Game: Invalid Squad ID Number&lt;br /&gt;
Load Game: Invalid Formation ID Number&lt;br /&gt;
Load Game: Invalid Activity ID Number&lt;br /&gt;
 has engraved a masterpiece!&lt;br /&gt;
data/save/current/site-&lt;br /&gt;
site-&lt;br /&gt;
You have discovered a river.&lt;br /&gt;
You have discovered an expansive cavern deep underground.&lt;br /&gt;
You have discovered a great magma sea.&lt;br /&gt;
You have discovered an eerie cavern.  The air above the dark stone floor is alive with vortices of purple light and dark, boiling clouds.  Seemingly bottomless glowing pits mark the surface.&lt;br /&gt;
You have discovered a cave entrance.&lt;br /&gt;
You have discovered a downward passage.&lt;br /&gt;
You have discovered a deep pit.&lt;br /&gt;
You have discovered a magma pool.&lt;br /&gt;
You have discovered a volcano.&lt;br /&gt;
!  Praise the miners!&lt;br /&gt;
You have found a curious underground structure.&lt;br /&gt;
You have struck &lt;br /&gt;
Evaluate Wagon Edge Access Overflow&lt;br /&gt;
The falling debris has defaced a &lt;br /&gt;
Sizing Flow... Overflow&lt;br /&gt;
Dungeon Floodfill Overflow&lt;br /&gt;
Dungeon Floodfill Overflow 3&lt;br /&gt;
Dungeon Floodfill Overflow 4&lt;br /&gt;
Dungeon Flood Fill Overflow 2&lt;br /&gt;
The impertinent vegetation has defaced a &lt;br /&gt;
A careless farmer has defaced a &lt;br /&gt;
A foolish builder defaced a &lt;br /&gt;
 have married.  Congratulations!&lt;br /&gt;
They have decided to forego any formal celebrations.&lt;br /&gt;
wooden&lt;br /&gt;
soap&lt;br /&gt;
ivory/tooth&lt;br /&gt;
unknown material&lt;br /&gt;
data/init/arena.txt&lt;br /&gt;
-legends&lt;br /&gt;
.xml&lt;br /&gt;
&amp;lt;?xml version=&amp;quot;1.0&amp;quot; encoding='UTF-8'?&amp;gt;&lt;br /&gt;
&amp;lt;regions&amp;gt;&lt;br /&gt;
&amp;lt;region&amp;gt;&lt;br /&gt;
&amp;lt;/type&amp;gt;&lt;br /&gt;
&amp;lt;type&amp;gt;&lt;br /&gt;
&amp;lt;/region&amp;gt;&lt;br /&gt;
&amp;lt;/regions&amp;gt;&lt;br /&gt;
&amp;lt;underground_regions&amp;gt;&lt;br /&gt;
&amp;lt;underground_region&amp;gt;&lt;br /&gt;
underworld&lt;br /&gt;
&amp;lt;/depth&amp;gt;&lt;br /&gt;
&amp;lt;depth&amp;gt;&lt;br /&gt;
&amp;lt;/underground_region&amp;gt;&lt;br /&gt;
&amp;lt;/underground_regions&amp;gt;&lt;br /&gt;
&amp;lt;sites&amp;gt;&lt;br /&gt;
&amp;lt;site&amp;gt;&lt;br /&gt;
player fortress&lt;br /&gt;
dark fortress&lt;br /&gt;
dwarf fortress&lt;br /&gt;
tree city&lt;br /&gt;
city&lt;br /&gt;
unknown&lt;br /&gt;
&amp;lt;structures&amp;gt;&lt;br /&gt;
&amp;lt;/structures&amp;gt;&lt;br /&gt;
&amp;lt;/site&amp;gt;&lt;br /&gt;
&amp;lt;/sites&amp;gt;&lt;br /&gt;
&amp;lt;world_constructions&amp;gt;&lt;br /&gt;
&amp;lt;/world_constructions&amp;gt;&lt;br /&gt;
&amp;lt;artifacts&amp;gt;&lt;br /&gt;
&amp;lt;artifact&amp;gt;&lt;br /&gt;
&amp;lt;/item&amp;gt;&lt;br /&gt;
&amp;lt;item&amp;gt;&lt;br /&gt;
&amp;lt;/artifact&amp;gt;&lt;br /&gt;
&amp;lt;/artifacts&amp;gt;&lt;br /&gt;
&amp;lt;historical_figures&amp;gt;&lt;br /&gt;
&amp;lt;historical_figure&amp;gt;&lt;br /&gt;
&amp;lt;/historical_figure&amp;gt;&lt;br /&gt;
&amp;lt;/historical_figures&amp;gt;&lt;br /&gt;
&amp;lt;entity_populations&amp;gt;&lt;br /&gt;
&amp;lt;entity_population&amp;gt;&lt;br /&gt;
&amp;lt;/entity_population&amp;gt;&lt;br /&gt;
&amp;lt;/entity_populations&amp;gt;&lt;br /&gt;
&amp;lt;entities&amp;gt;&lt;br /&gt;
&amp;lt;entity&amp;gt;&lt;br /&gt;
&amp;lt;/entity&amp;gt;&lt;br /&gt;
&amp;lt;/entities&amp;gt;&lt;br /&gt;
&amp;lt;historical_events&amp;gt;&lt;br /&gt;
&amp;lt;/historical_events&amp;gt;&lt;br /&gt;
&amp;lt;historical_event_collections&amp;gt;&lt;br /&gt;
&amp;lt;/historical_event_collections&amp;gt;&lt;br /&gt;
&amp;lt;historical_eras&amp;gt;&lt;br /&gt;
&amp;lt;historical_era&amp;gt;&lt;br /&gt;
&amp;lt;/historical_era&amp;gt;&lt;br /&gt;
&amp;lt;/historical_eras&amp;gt;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== C++ Debug Symbols ==&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
.?AVabstract_building_templest@@&lt;br /&gt;
.?AVabstract_building_dark_towerst@@&lt;br /&gt;
.?AVabstract_building_home_apartment_roomst@@&lt;br /&gt;
.?AVabstract_building_home_apartmentst@@&lt;br /&gt;
.?AVabstract_building_home_singlest@@&lt;br /&gt;
.?AVabstract_building_keepst@@&lt;br /&gt;
.?AVabstract_building_mead_hallst@@&lt;br /&gt;
.?AVabstract_building_storest@@&lt;br /&gt;
.?AVabstract_buildingst@@&lt;br /&gt;
.?AVexception@std@@&lt;br /&gt;
.?AVlogic_error@std@@&lt;br /&gt;
.?AVlength_error@std@@&lt;br /&gt;
.?AVbad_alloc@std@@&lt;br /&gt;
.?AVactivity_event_ranged_practicest@@&lt;br /&gt;
.?AVactivity_event_sparringst@@&lt;br /&gt;
.?AVactivity_event_individual_skill_drillst@@&lt;br /&gt;
.?AVactivity_event_skill_demonstrationst@@&lt;br /&gt;
.?AVactivity_event_combat_trainingst@@&lt;br /&gt;
.?AVactivity_event_training_sessionst@@&lt;br /&gt;
.?AVactivity_eventst@@&lt;br /&gt;
.?AVart_image_property_intransitive_verbst@@&lt;br /&gt;
.?AVart_image_property_transitive_verbst@@&lt;br /&gt;
.?AVart_image_propertyst@@&lt;br /&gt;
.?AVart_image_element_shapest@@&lt;br /&gt;
.?AVart_image_element_treest@@&lt;br /&gt;
.?AVart_image_element_plantst@@&lt;br /&gt;
.?AVart_image_element_itemst@@&lt;br /&gt;
.?AVart_image_element_creaturest@@&lt;br /&gt;
.?AVart_image_elementst@@&lt;br /&gt;
.?AV?$codecvt@DDH@std@@&lt;br /&gt;
.?AV?$ctype@D@std@@&lt;br /&gt;
.?AUctype_base@std@@&lt;br /&gt;
.?AVcodecvt_base@std@@&lt;br /&gt;
.?AVfacet@locale@std@@&lt;br /&gt;
.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_istream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_ios@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$_Iosb@H@std@@&lt;br /&gt;
.?AVios_base@std@@&lt;br /&gt;
.?AVruntime_error@std@@&lt;br /&gt;
.?AVfailure@ios_base@std@@&lt;br /&gt;
.?AVbad_cast@std@@&lt;br /&gt;
.?AV?$numpunct@D@std@@&lt;br /&gt;
.?AV?$num_put@DV?$ostreambuf_iterator@DU?$char_traits@D@std@@@std@@@std@@&lt;br /&gt;
.?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@&lt;br /&gt;
.?AVhistory_eventst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_lostst@@&lt;br /&gt;
.?AUcave_column_rectanglest@@&lt;br /&gt;
.?AUcave_columnst@@&lt;br /&gt;
.?AVblock_square_event_world_constructionst@@&lt;br /&gt;
.?AVblock_square_event_material_spatterst@@&lt;br /&gt;
.?AVblock_square_event_frozen_liquidst@@&lt;br /&gt;
.?AVblock_square_event_mineralst@@&lt;br /&gt;
.?AVblock_square_eventst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_arch_constructst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_arch_designst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_createdst@@&lt;br /&gt;
.?AVbuilding_constructionst@@&lt;br /&gt;
.?AVbuilding_road_pavedst@@&lt;br /&gt;
.?AVbuilding_road_dirtst@@&lt;br /&gt;
.?AVbuilding_roadst@@&lt;br /&gt;
.?AVbuilding_wagonst@@&lt;br /&gt;
.?AVbuilding_tradedepotst@@&lt;br /&gt;
.?AVbuilding_workshopst@@&lt;br /&gt;
.?AVbuilding_furnacest@@&lt;br /&gt;
.?AVbuilding_animaltrapst@@&lt;br /&gt;
.?AVbuilding_farmplotst@@&lt;br /&gt;
.?AVbuilding_window_glassst@@&lt;br /&gt;
.?AVbuilding_window_gemst@@&lt;br /&gt;
.?AVbuilding_windowst@@&lt;br /&gt;
.?AVbuilding_statuest@@&lt;br /&gt;
.?AVbuilding_coffinst@@&lt;br /&gt;
.?AVbuilding_shopst@@&lt;br /&gt;
.?AVbuilding_chairst@@&lt;br /&gt;
.?AVbuilding_tablest@@&lt;br /&gt;
.?AVbuilding_bedst@@&lt;br /&gt;
.?AVbuilding_traction_benchst@@&lt;br /&gt;
.?AVbuilding_siegeenginest@@&lt;br /&gt;
.?AVbuilding_cagest@@&lt;br /&gt;
.?AVbuilding_chainst@@&lt;br /&gt;
.?AVbuilding_windmillst@@&lt;br /&gt;
.?AVbuilding_water_wheelst@@&lt;br /&gt;
.?AVbuilding_screw_pumpst@@&lt;br /&gt;
.?AVbuilding_archerytargetst@@&lt;br /&gt;
.?AVbuilding_weaponst@@&lt;br /&gt;
.?AVbuilding_supportst@@&lt;br /&gt;
.?AVbuilding_axle_verticalst@@&lt;br /&gt;
.?AVbuilding_axle_horizontalst@@&lt;br /&gt;
.?AVbuilding_gear_assemblyst@@&lt;br /&gt;
.?AVbuilding_trapst@@&lt;br /&gt;
.?AVbuilding_bars_floorst@@&lt;br /&gt;
.?AVbuilding_bars_verticalst@@&lt;br /&gt;
.?AVbuilding_grate_floorst@@&lt;br /&gt;
.?AVbuilding_grate_wallst@@&lt;br /&gt;
.?AVbuilding_floodgatest@@&lt;br /&gt;
.?AVbuilding_bridgest@@&lt;br /&gt;
.?AVbuilding_hatchst@@&lt;br /&gt;
.?AVbuilding_doorst@@&lt;br /&gt;
.?AVbuilding_armorstandst@@&lt;br /&gt;
.?AVbuilding_weaponrackst@@&lt;br /&gt;
.?AVbuilding_cabinetst@@&lt;br /&gt;
.?AVbuilding_boxst@@&lt;br /&gt;
.?AVproj_itemst@@&lt;br /&gt;
.?AVitem_plantst@@&lt;br /&gt;
.?AVitem_verminst@@&lt;br /&gt;
.?AVitem_critterst@@&lt;br /&gt;
.?AVitem_remainsst@@&lt;br /&gt;
.?AVitem_liquid_miscst@@&lt;br /&gt;
.?AVitem_liquidst@@&lt;br /&gt;
.?AVitem_liquipowderst@@&lt;br /&gt;
.?AVbuilding_stockpilest@@&lt;br /&gt;
.?AVbuilding_wellst@@&lt;br /&gt;
.?AVbuilding_civzonest@@&lt;br /&gt;
.?AVbuilding_actualst@@&lt;br /&gt;
.?AVbuildingst@@&lt;br /&gt;
.?AVprojst@@&lt;br /&gt;
.?AVitemst@@&lt;br /&gt;
.?AVitem_actualst@@&lt;br /&gt;
.?AVbuilding_def_furnacest@@&lt;br /&gt;
.?AVbuilding_def_workshopst@@&lt;br /&gt;
.?AVbuilding_defst@@&lt;br /&gt;
.?AVproj_unitst@@&lt;br /&gt;
.?AVtask_kill_nemesisst@@&lt;br /&gt;
.?AVtaskst@@&lt;br /&gt;
.?AVviewscreenst@@&lt;br /&gt;
.?AVviewscreen_conversationst@@&lt;br /&gt;
.?AVitem_meatst@@&lt;br /&gt;
.?AVitem_corpsepiecest@@&lt;br /&gt;
.?AVitem_body_componentst@@&lt;br /&gt;
.?AVviewscreen_setupadventurest@@&lt;br /&gt;
.?AVviewscreen_dungeon_announcest@@&lt;br /&gt;
.?AVviewscreen_dungeon_monsterstatusst@@&lt;br /&gt;
.?AVviewscreen_dungeon_wrestlest@@&lt;br /&gt;
.?AVviewscreen_adventure_logst@@&lt;br /&gt;
.?AVviewscreen_adventure_travelst@@&lt;br /&gt;
.?AVviewscreen_dungeonmodest@@&lt;br /&gt;
.?AVadventure_movement_movest@@&lt;br /&gt;
.?AVadventure_movement_building_interactst@@&lt;br /&gt;
.?AVadventure_movement_attack_creaturest@@&lt;br /&gt;
.?AVadventure_movement_optionst@@&lt;br /&gt;
.?AVadventure_environment_pickup_ignite_vegst@@&lt;br /&gt;
.?AVadventure_environment_pickup_vermin_eventst@@&lt;br /&gt;
.?AVadventure_environment_ingest_materialst@@&lt;br /&gt;
.?AVadventure_environment_optionst@@&lt;br /&gt;
.?AVadventure_option_view_contaminantst@@&lt;br /&gt;
.?AVadventure_option_eat_item_contaminantst@@&lt;br /&gt;
.?AVadventure_option_eat_unit_contaminantst@@&lt;br /&gt;
.?AVadventure_optionst@@&lt;br /&gt;
.?AVadventure_item_interact_fill_with_materialst@@&lt;br /&gt;
.?AVadventure_item_interact_pull_outst@@&lt;br /&gt;
.?AVadventure_item_interact_strugglest@@&lt;br /&gt;
.?AVadventure_item_interact_choicest@@&lt;br /&gt;
.?AVhistory_event_hist_figure_reach_summitst@@&lt;br /&gt;
.?AVitem_globst@@&lt;br /&gt;
.?AVitem_powder_miscst@@&lt;br /&gt;
.?AVitem_powderst@@&lt;br /&gt;
.?AVviewscreen_selectitemst@@&lt;br /&gt;
.?AVviewscreen_dwarfmodest@@&lt;br /&gt;
.?AVinterface_button_building_new_jobst@@&lt;br /&gt;
.?AVinterface_button_building_category_selectorst@@&lt;br /&gt;
.?AVinterface_button_buildingst@@&lt;br /&gt;
.?AVinterface_button_building_material_selectorst@@&lt;br /&gt;
.?AVinterface_buttonst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_diedst@@&lt;br /&gt;
.?AVsquad_order_kill_listst@@&lt;br /&gt;
.?AVsquad_order_movest@@&lt;br /&gt;
.?AVbuild_req_choice_specst@@&lt;br /&gt;
.?AVbuild_req_choice_genst@@&lt;br /&gt;
.?AVbuild_req_choicest@@&lt;br /&gt;
.?AVsquad_orderst@@&lt;br /&gt;
.?AVtext_info_element_longst@@&lt;br /&gt;
.?AVtext_info_element_stringst@@&lt;br /&gt;
.?AVtext_info_elementst@@&lt;br /&gt;
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@&lt;br /&gt;
.?AVhistory_event_create_entity_positionst@@&lt;br /&gt;
.?AVhistory_event_entity_incorporatedst@@&lt;br /&gt;
.?AVhistory_event_entity_createdst@@&lt;br /&gt;
.?AVhistory_event_war_peace_rejectedst@@&lt;br /&gt;
.?AVhistory_event_war_peace_acceptedst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_new_petst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_travelst@@&lt;br /&gt;
.?AVhistory_event_reclaim_sitest@@&lt;br /&gt;
.?AVhistory_event_created_world_constructionst@@&lt;br /&gt;
.?AVhistory_event_entity_razed_buildingst@@&lt;br /&gt;
.?AVhistory_event_replaced_buildingst@@&lt;br /&gt;
.?AVhistory_event_created_buildingst@@&lt;br /&gt;
.?AVhistory_event_created_sitest@@&lt;br /&gt;
.?AVitem_coinst@@&lt;br /&gt;
.?AVitem_quiverst@@&lt;br /&gt;
.?AVitem_backpackst@@&lt;br /&gt;
.?AVitem_pantsst@@&lt;br /&gt;
.?AVitem_ammost@@&lt;br /&gt;
.?AVitem_boxst@@&lt;br /&gt;
.?AVitem_glovesst@@&lt;br /&gt;
.?AVitem_helmst@@&lt;br /&gt;
.?AVitem_shieldst@@&lt;br /&gt;
.?AVitem_shoesst@@&lt;br /&gt;
.?AVitem_armorst@@&lt;br /&gt;
.?AVitem_weaponst@@&lt;br /&gt;
.?AVitem_tablest@@&lt;br /&gt;
.?AVitem_barrelst@@&lt;br /&gt;
.?AVitem_flaskst@@&lt;br /&gt;
.?AVitem_chairst@@&lt;br /&gt;
.?AVitem_traction_benchst@@&lt;br /&gt;
.?AVitem_bedst@@&lt;br /&gt;
.?AVitem_doorst@@&lt;br /&gt;
.?AVitem_constructedst@@&lt;br /&gt;
.?AVitem_craftedst@@&lt;br /&gt;
.?AVitem_fishst@@&lt;br /&gt;
.?AVgeneral_ref_entity_art_imagest@@&lt;br /&gt;
.?AVgeneral_ref_mapsquarest@@&lt;br /&gt;
.?AVgeneral_refst@@&lt;br /&gt;
.?AVhistory_event_collection_journeyst@@&lt;br /&gt;
.?AVhistory_event_collection_theftst@@&lt;br /&gt;
.?AVhistory_event_collection_abductionst@@&lt;br /&gt;
.?AVhistory_event_collectionst@@&lt;br /&gt;
.?AVhistory_event_collection_warst@@&lt;br /&gt;
.?AVgeneral_ref_building_well_tagst@@&lt;br /&gt;
.?AVgeneral_ref_buildingst@@&lt;br /&gt;
.?AVfeature_init_underworld_from_layerst@@&lt;br /&gt;
.?AVfeature_init_magma_core_from_layerst@@&lt;br /&gt;
.?AVfeature_init_subterranean_from_layerst@@&lt;br /&gt;
.?AVfeature_init_deep_surface_portalst@@&lt;br /&gt;
.?AVfeature_init_deep_special_tubest@@&lt;br /&gt;
.?AVfeature_init_volcanost@@&lt;br /&gt;
.?AVfeature_init_magma_poolst@@&lt;br /&gt;
.?AVfeature_init_pitst@@&lt;br /&gt;
.?AVfeature_init_cavest@@&lt;br /&gt;
.?AVfeature_init_outdoor_riverst@@&lt;br /&gt;
.?AVfeature_underworld_from_layerst@@&lt;br /&gt;
.?AVfeature_magma_core_from_layerst@@&lt;br /&gt;
.?AVfeature_subterranean_from_layerst@@&lt;br /&gt;
.?AVfeature_deep_surface_portalst@@&lt;br /&gt;
.?AVfeature_deep_special_tubest@@&lt;br /&gt;
.?AVfeature_volcanost@@&lt;br /&gt;
.?AVfeature_magma_poolst@@&lt;br /&gt;
.?AVfeature_pitst@@&lt;br /&gt;
.?AVfeature_cavest@@&lt;br /&gt;
.?AVfeature_outdoor_riverst@@&lt;br /&gt;
.?AVfeaturest@@&lt;br /&gt;
.?AVfeature_alteration_new_lava_fill_zst@@&lt;br /&gt;
.?AVfeature_alteration_new_pop_maxst@@&lt;br /&gt;
.?AVfeature_alterationst@@&lt;br /&gt;
.?AVfeature_initst@@&lt;br /&gt;
.?AVflow_guide_trailing_flowst@@&lt;br /&gt;
.?AVflow_guidest@@&lt;br /&gt;
.?AVviewscreen_layer_currencyst@@&lt;br /&gt;
.?AVviewscreen_layer_reactionst@@&lt;br /&gt;
.?AVviewscreen_layer_stone_restrictionst@@&lt;br /&gt;
.?AVviewscreen_layer_noblelistst@@&lt;br /&gt;
.?AVviewscreen_layer_militaryst@@&lt;br /&gt;
.?AVviewscreen_layer_overall_healthst@@&lt;br /&gt;
.?AVviewscreen_layer_unit_healthst@@&lt;br /&gt;
.?AVviewscreen_layer_arena_creaturest@@&lt;br /&gt;
.?AVviewscreen_layer_squad_schedulest@@&lt;br /&gt;
.?AVviewscreen_layerst@@&lt;br /&gt;
.?AVlayer_object_listst@@&lt;br /&gt;
.?AVlayer_object_buttonst@@&lt;br /&gt;
.?AVlayer_objectst@@&lt;br /&gt;
.?AVviewscreen_jobst@@&lt;br /&gt;
.?AVviewscreen_buildingst@@&lt;br /&gt;
.?AVviewscreen_itemst@@&lt;br /&gt;
.?AVviewscreen_noblest@@&lt;br /&gt;
.?AVviewscreen_buildinglistst@@&lt;br /&gt;
.?AVviewscreen_civlistst@@&lt;br /&gt;
.?AVviewscreen_entityst@@&lt;br /&gt;
.?AVviewscreen_treasurelistst@@&lt;br /&gt;
.?AVviewscreen_unitjobsst@@&lt;br /&gt;
.?AVviewscreen_createquotast@@&lt;br /&gt;
.?AVviewscreen_jobmanagementst@@&lt;br /&gt;
.?AVviewscreen_wagesst@@&lt;br /&gt;
.?AVviewscreen_storesst@@&lt;br /&gt;
.?AVviewscreen_overallstatusst@@&lt;br /&gt;
.?AVviewscreen_justicest@@&lt;br /&gt;
.?AVviewscreen_pricest@@&lt;br /&gt;
.?AVviewscreen_petst@@&lt;br /&gt;
.?AVviewscreen_kitchenprefst@@&lt;br /&gt;
.?AVviewscreen_announcelistst@@&lt;br /&gt;
.?AVviewscreen_reportlistst@@&lt;br /&gt;
.?AVviewscreen_game_cleanerst@@&lt;br /&gt;
.?AVviewscreen_titlest@@&lt;br /&gt;
.?AVviewscreen_legendsst@@&lt;br /&gt;
.?AVviewscreen_new_regionst@@&lt;br /&gt;
.?AVviewscreen_export_regionst@@&lt;br /&gt;
.?AVviewscreen_export_graphical_mapst@@&lt;br /&gt;
.?AVhistory_event_item_stolenst@@&lt;br /&gt;
.?AVhistory_event_artifact_lostst@@&lt;br /&gt;
.?AVhistory_event_artifact_createdst@@&lt;br /&gt;
.?AVhistory_event_agreements_voidedst@@&lt;br /&gt;
.?AVhistory_event_diplomat_lostst@@&lt;br /&gt;
.?AVhistory_event_topicagreement_madest@@&lt;br /&gt;
.?AVhistory_event_topicagreement_rejectedst@@&lt;br /&gt;
.?AVhistory_event_topicagreement_concludedst@@&lt;br /&gt;
.?AVhistory_event_first_contact_failedst@@&lt;br /&gt;
.?AVhistory_event_first_contactst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_abductedst@@&lt;br /&gt;
.?AVsquad_order_trainst@@&lt;br /&gt;
.?AVsquad_order_patrol_routest@@&lt;br /&gt;
.?AVsquad_order_defend_burrowsst@@&lt;br /&gt;
.?AVitem_threadst@@&lt;br /&gt;
.?AVitem_seedsst@@&lt;br /&gt;
.?AVitem_corpsest@@&lt;br /&gt;
.?AVhistory_event_impersonate_hfst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_engravingst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_foodst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_item_improvementst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_dye_itemst@@&lt;br /&gt;
.?AVhistory_event_masterpiece_created_itemst@@&lt;br /&gt;
.?AVhistory_event_artifact_droppedst@@&lt;br /&gt;
.?AVhistory_event_artifact_recoveredst@@&lt;br /&gt;
.?AVhistory_event_artifact_foundst@@&lt;br /&gt;
.?AVhistory_event_artifact_possessedst@@&lt;br /&gt;
.?AVhistory_event_artifact_hiddenst@@&lt;br /&gt;
.?AVhistory_event_merchantst@@&lt;br /&gt;
.?AVhistory_event_body_abusedst@@&lt;br /&gt;
.?AVhistory_event_remove_hf_site_linkst@@&lt;br /&gt;
.?AVhistory_event_add_hf_site_linkst@@&lt;br /&gt;
.?AVhistory_event_remove_hf_hf_linkst@@&lt;br /&gt;
.?AVhistory_event_add_hf_hf_linkst@@&lt;br /&gt;
.?AVhistory_event_change_hf_jobst@@&lt;br /&gt;
.?AVhistory_event_change_hf_statest@@&lt;br /&gt;
.?AVhistory_event_remove_hf_entity_linkst@@&lt;br /&gt;
.?AVhistory_event_add_hf_entity_linkst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_reunionst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_simple_battle_eventst@@&lt;br /&gt;
.?AVhistory_event_hist_figure_woundedst@@&lt;br /&gt;
.?AVhistory_event_creature_devouredst@@&lt;br /&gt;
.?AVhistory_event_hf_razed_buildingst@@&lt;br /&gt;
.?AVhistory_event_site_abandonedst@@&lt;br /&gt;
.?AVhistory_event_site_diedst@@&lt;br /&gt;
.?AVhistory_event_hf_destroyed_sitest@@&lt;br /&gt;
.?AVhistory_event_war_site_taken_overst@@&lt;br /&gt;
.?AVhistory_event_war_site_new_leaderst@@&lt;br /&gt;
.?AVhistory_event_war_site_tribute_forcedst@@&lt;br /&gt;
.?AVhistory_event_war_plundered_sitest@@&lt;br /&gt;
.?AVhistory_event_war_destroyed_sitest@@&lt;br /&gt;
.?AVhistory_event_war_attacked_sitest@@&lt;br /&gt;
.?AVhistory_event_war_field_battlest@@&lt;br /&gt;
.?AVhistfig_hf_link_loverst@@&lt;br /&gt;
.?AVhistfig_hf_link_deityst@@&lt;br /&gt;
.?AVhistfig_hf_link_childst@@&lt;br /&gt;
.?AVhistfig_hf_link_spousest@@&lt;br /&gt;
.?AVhistfig_hf_link_fatherst@@&lt;br /&gt;
.?AVhistfig_hf_link_motherst@@&lt;br /&gt;
.?AVhistfig_hf_linkst@@&lt;br /&gt;
.?AVhistfig_site_link_homest@@&lt;br /&gt;
.?AVhistfig_site_link_hangoutst@@&lt;br /&gt;
.?AVhistfig_site_link_seat_of_powerst@@&lt;br /&gt;
.?AVhistfig_site_link_shopkeeperst@@&lt;br /&gt;
.?AVhistfig_site_linkst@@&lt;br /&gt;
.?AVhistfig_entity_link_positionst@@&lt;br /&gt;
.?AVhistfig_entity_link_criminalst@@&lt;br /&gt;
.?AVhistfig_entity_link_enemyst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_prisonerst@@&lt;br /&gt;
.?AVhistfig_entity_link_prisonerst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_slavest@@&lt;br /&gt;
.?AVhistfig_entity_link_slavest@@&lt;br /&gt;
.?AVhistfig_entity_link_former_mercenaryst@@&lt;br /&gt;
.?AVhistfig_entity_link_mercenaryst@@&lt;br /&gt;
.?AVhistfig_entity_link_former_memberst@@&lt;br /&gt;
.?AVhistfig_entity_link_memberst@@&lt;br /&gt;
.?AVhistfig_entity_linkst@@&lt;br /&gt;
.?AVhistory_event_collection_beast_attackst@@&lt;br /&gt;
.?AVhistory_event_collection_site_conqueredst@@&lt;br /&gt;
.?AVhistory_event_collection_duelst@@&lt;br /&gt;
.?AVhistory_event_collection_battlest@@&lt;br /&gt;
.?AV?$interface_button_button_light_up_selectorst@F@@&lt;br /&gt;
.?AVviewscreen_movieplayerst@@&lt;br /&gt;
.?AVviewscreen_layer_stockpilest@@&lt;br /&gt;
.?AVviewscreen_layer_world_gen_param_presetst@@&lt;br /&gt;
.?AVviewscreen_layer_world_gen_paramst@@&lt;br /&gt;
.?AUworld_gen_param_seedst@@&lt;br /&gt;
.?AUworld_gen_param_charst@@&lt;br /&gt;
.?AUworld_gen_param_memberst@@&lt;br /&gt;
.?AUworld_gen_param_valuest@@&lt;br /&gt;
.?AUworld_gen_param_basest@@&lt;br /&gt;
.?AVviewscreen_layer_export_play_mapst@@&lt;br /&gt;
.?AVviewscreen_layer_musicsoundst@@&lt;br /&gt;
.?AVviewscreen_layer_unit_relationshipst@@&lt;br /&gt;
.?AVviewscreen_layer_workshop_profilest@@&lt;br /&gt;
.?AVviewscreen_unitst@@&lt;br /&gt;
.?AVviewscreen_customize_unitst@@&lt;br /&gt;
.?AVviewscreen_keybindingsst@@&lt;br /&gt;
.?AVviewscreen_savegamest@@&lt;br /&gt;
.?AVviewscreen_loadgamest@@&lt;br /&gt;
.?AVviewscreen_optionst@@&lt;br /&gt;
.?AVinterface_button_button_open_traffic_designationst@@&lt;br /&gt;
.?AVinterface_button_button_open_bitem_designationst@@&lt;br /&gt;
.?AVinterface_button_button_donest@@&lt;br /&gt;
.?AVinterface_button_button_designate_selectst@@&lt;br /&gt;
.?AVinterface_button_buttonst@@&lt;br /&gt;
.?AVinterface_button_construction_donest@@&lt;br /&gt;
.?AVinterface_button_construction_building_selectorst@@&lt;br /&gt;
.?AVinterface_button_construction_category_selectorst@@&lt;br /&gt;
.?AVinterface_button_constructionst@@&lt;br /&gt;
.?AVactive_script_var_longst@@&lt;br /&gt;
.?AVactive_script_var_unitst@@&lt;br /&gt;
.?AVactive_script_varst@@&lt;br /&gt;
.?AVitem_trapcompst@@&lt;br /&gt;
.?AVitem_trappartsst@@&lt;br /&gt;
.?AVitem_pipe_sectionst@@&lt;br /&gt;
.?AVitem_siegeammost@@&lt;br /&gt;
.?AVitem_ballistapartsst@@&lt;br /&gt;
.?AVitem_catapultpartsst@@&lt;br /&gt;
.?AVitem_crutchst@@&lt;br /&gt;
.?AVitem_orthopedic_castst@@&lt;br /&gt;
.?AVitem_splintst@@&lt;br /&gt;
.?AVitem_totemst@@&lt;br /&gt;
.?AVitem_anvilst@@&lt;br /&gt;
.?AVitem_gemst@@&lt;br /&gt;
.?AVitem_braceletst@@&lt;br /&gt;
.?AVitem_earringst@@&lt;br /&gt;
.?AVitem_ringst@@&lt;br /&gt;
.?AVitem_crownst@@&lt;br /&gt;
.?AVitem_scepterst@@&lt;br /&gt;
.?AVitem_amuletst@@&lt;br /&gt;
.?AVitem_figurinest@@&lt;br /&gt;
.?AVitem_cabinetst@@&lt;br /&gt;
.?AVitem_weaponrackst@@&lt;br /&gt;
.?AVitem_armorstandst@@&lt;br /&gt;
.?AVitem_binst@@&lt;br /&gt;
.?AVitem_millstonest@@&lt;br /&gt;
.?AVitem_quernst@@&lt;br /&gt;
.?AVitem_statuest@@&lt;br /&gt;
.?AVitem_coffinst@@&lt;br /&gt;
.?AVitem_animaltrapst@@&lt;br /&gt;
.?AVitem_bucketst@@&lt;br /&gt;
.?AVitem_cagest@@&lt;br /&gt;
.?AVitem_windowst@@&lt;br /&gt;
.?AVitem_toyst@@&lt;br /&gt;
.?AVitem_instrumentst@@&lt;br /&gt;
.?AVitem_gobletst@@&lt;br /&gt;
.?AVitem_chainst@@&lt;br /&gt;
.?AVitem_gratest@@&lt;br /&gt;
.?AVitem_hatch_coverst@@&lt;br /&gt;
.?AVitem_floodgatest@@&lt;br /&gt;
.?AVitem_clothst@@&lt;br /&gt;
.?AVitem_foodst@@&lt;br /&gt;
.?AVitem_cheesest@@&lt;br /&gt;
.?AVitem_ballistaarrowheadst@@&lt;br /&gt;
.?AVitem_leavesst@@&lt;br /&gt;
.?AVitem_skin_tannedst@@&lt;br /&gt;
.?AVitem_petst@@&lt;br /&gt;
.?AVitem_fish_rawst@@&lt;br /&gt;
.?AVitem_drinkst@@&lt;br /&gt;
.?AVitem_woodst@@&lt;br /&gt;
.?AVitem_rockst@@&lt;br /&gt;
.?AVitem_boulderst@@&lt;br /&gt;
.?AVitem_roughst@@&lt;br /&gt;
.?AVitem_blocksst@@&lt;br /&gt;
.?AVitem_smallgemst@@&lt;br /&gt;
.?AVitem_barst@@&lt;br /&gt;
.?AVitemimprovement_sewn_imagest@@&lt;br /&gt;
.?AVitemimprovement_clothst@@&lt;br /&gt;
.?AVitemimprovement_threadst@@&lt;br /&gt;
.?AVitemimprovement_itemspecificst@@&lt;br /&gt;
.?AVitemimprovement_spikesst@@&lt;br /&gt;
.?AVitemimprovement_bandsst@@&lt;br /&gt;
.?AVitemimprovement_rings_hangingst@@&lt;br /&gt;
.?AVitemimprovement_coveredst@@&lt;br /&gt;
.?AVitemimprovement_art_imagest@@&lt;br /&gt;
.?AVitemimprovementst@@&lt;br /&gt;
.?AVgeneral_ref_coinbatchst@@&lt;br /&gt;
.?AVgeneral_ref_item_typest@@&lt;br /&gt;
.?AVgeneral_ref_artifactst@@&lt;br /&gt;
.?AVitemdef_foodst@@&lt;br /&gt;
.?AVitemdef_pantsst@@&lt;br /&gt;
.?AVitemdef_helmst@@&lt;br /&gt;
.?AVitemdef_shieldst@@&lt;br /&gt;
.?AVitemdef_shoesst@@&lt;br /&gt;
.?AVitemdef_glovesst@@&lt;br /&gt;
.?AVitemdef_siegeammost@@&lt;br /&gt;
.?AVitemdef_ammost@@&lt;br /&gt;
.?AVitemdef_armorst@@&lt;br /&gt;
.?AVitemdef_instrumentst@@&lt;br /&gt;
.?AVitemdef_toyst@@&lt;br /&gt;
.?AVitemdef_trapcompst@@&lt;br /&gt;
.?AVitemdef_weaponst@@&lt;br /&gt;
.?AVitemdefst@@&lt;br /&gt;
.?AVmachine_standardst@@&lt;br /&gt;
.?AVmachinest@@&lt;br /&gt;
.?AVcreature_interaction_effect_dizzinessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_drowsinessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_impair_functionst@@&lt;br /&gt;
.?AVcreature_interaction_effect_necrosisst@@&lt;br /&gt;
.?AVcreature_interaction_effect_unconsciousnessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_nauseast@@&lt;br /&gt;
.?AVcreature_interaction_effect_vomit_bloodst@@&lt;br /&gt;
.?AVcreature_interaction_effect_cough_bloodst@@&lt;br /&gt;
.?AVcreature_interaction_effect_bleedingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_feverst@@&lt;br /&gt;
.?AVcreature_interaction_effect_paralysisst@@&lt;br /&gt;
.?AVcreature_interaction_effect_numbnessst@@&lt;br /&gt;
.?AVcreature_interaction_effect_blistersst@@&lt;br /&gt;
.?AVcreature_interaction_effect_bruisingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_oozingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_swellingst@@&lt;br /&gt;
.?AVcreature_interaction_effect_painst@@&lt;br /&gt;
.?AVcreature_interaction_effectst@@&lt;br /&gt;
.?AVviewscreen_layer_assigntradest@@&lt;br /&gt;
.?AVviewscreen_requestagreementst@@&lt;br /&gt;
.?AVviewscreen_tradeagreementst@@&lt;br /&gt;
.?AVviewscreen_topicmeeting_fill_land_holder_positionsst@@&lt;br /&gt;
.?AVviewscreen_topicmeeting_takerequestsst@@&lt;br /&gt;
.?AVviewscreen_topicmeetingst@@&lt;br /&gt;
.?AVviewscreen_meetingst@@&lt;br /&gt;
.?AVviewscreen_barterst@@&lt;br /&gt;
.?AVviewscreen_tradegoodsst@@&lt;br /&gt;
.?AVviewscreen_tradelistst@@&lt;br /&gt;
.?AVviewscreen_textviewerst@@&lt;br /&gt;
.?AVproj_magicst@@&lt;br /&gt;
.?AVreaction_product_itemst@@&lt;br /&gt;
.?AVreaction_productst@@&lt;br /&gt;
.?AVreaction_reagent_itemst@@&lt;br /&gt;
.?AVreaction_reagentst@@&lt;br /&gt;
.?AVgeneral_ref_entity_itemownerst@@&lt;br /&gt;
.?AVgeneral_ref_entity_offeredst@@&lt;br /&gt;
.?AVgeneral_ref_entity_stolenst@@&lt;br /&gt;
.?AVgeneral_ref_entityst@@&lt;br /&gt;
.?AVgeneral_ref_building_destinationst@@&lt;br /&gt;
.?AVgeneral_ref_building_holderst@@&lt;br /&gt;
.?AVgeneral_ref_building_cagedst@@&lt;br /&gt;
.?AVgeneral_ref_building_chainst@@&lt;br /&gt;
.?AVgeneral_ref_building_use_target_2st@@&lt;br /&gt;
.?AVgeneral_ref_building_use_target_1st@@&lt;br /&gt;
.?AVgeneral_ref_building_triggertargetst@@&lt;br /&gt;
.?AVgeneral_ref_building_triggerst@@&lt;br /&gt;
.?AVgeneral_ref_building_civzone_assignedst@@&lt;br /&gt;
.?AVgeneral_ref_projectilest@@&lt;br /&gt;
.?AVgeneral_ref_contained_in_itemst@@&lt;br /&gt;
.?AVgeneral_ref_contains_itemst@@&lt;br /&gt;
.?AVgeneral_ref_itemst@@&lt;br /&gt;
.?AVgeneral_ref_unit_workerst@@&lt;br /&gt;
.?AVgeneral_ref_unit_holderst@@&lt;br /&gt;
.?AVgeneral_ref_unit_tradebringerst@@&lt;br /&gt;
.?AVgeneral_ref_unit_itemownerst@@&lt;br /&gt;
.?AVgeneral_ref_unit_slaughtereest@@&lt;br /&gt;
.?AVgeneral_ref_unit_infantst@@&lt;br /&gt;
.?AVgeneral_ref_unit_patientst@@&lt;br /&gt;
.?AVgeneral_ref_unit_kidnapeest@@&lt;br /&gt;
.?AVgeneral_ref_unit_foodreceiverst@@&lt;br /&gt;
.?AVgeneral_ref_unit_beateest@@&lt;br /&gt;
.?AVgeneral_ref_unit_cageest@@&lt;br /&gt;
.?AVgeneral_ref_unit_traineest@@&lt;br /&gt;
.?AVgeneral_ref_unit_milkeest@@&lt;br /&gt;
.?AVgeneral_ref_contains_unitst@@&lt;br /&gt;
.?AVgeneral_ref_unitst@@&lt;br /&gt;
.?AVgeneral_ref_is_nemesisst@@&lt;br /&gt;
.?AVgeneral_ref_nemesisst@@&lt;br /&gt;
.?AVgeneral_ref_is_artifactst@@&lt;br /&gt;
.?AVregion_block_event_sphere_fieldst@@&lt;br /&gt;
.?AVregion_block_eventst@@&lt;br /&gt;
.?AVscript_step_invasionst@@&lt;br /&gt;
.?AVscript_step_dipeventst@@&lt;br /&gt;
.?AVscript_step_eventst@@&lt;br /&gt;
.?AVscript_step_diphistoryst@@&lt;br /&gt;
.?AVscript_step_textviewerst@@&lt;br /&gt;
.?AVscript_step_discussst@@&lt;br /&gt;
.?AVscript_step_constructtopiclistst@@&lt;br /&gt;
.?AVscript_step_topicdiscussionst@@&lt;br /&gt;
.?AVscript_step_setvarst@@&lt;br /&gt;
.?AVscript_step_simpleactionst@@&lt;br /&gt;
.?AVscript_step_conditionalst@@&lt;br /&gt;
.?AVscript_stepst@@&lt;br /&gt;
.?AVscript_var_longst@@&lt;br /&gt;
.?AVscript_var_unitst@@&lt;br /&gt;
.?AVscript_varst@@&lt;br /&gt;
.?AVviewscreen_layer_choose_language_namest@@&lt;br /&gt;
.?AVviewscreen_setupdwarfgamest@@&lt;br /&gt;
.?AVviewscreen_choose_start_sitest@@&lt;br /&gt;
.?AVworld_construction_bridgest@@&lt;br /&gt;
.?AVworld_construction_wallst@@&lt;br /&gt;
.?AVworld_construction_tunnelst@@&lt;br /&gt;
.?AVworld_construction_roadst@@&lt;br /&gt;
.?AVworld_constructionst@@&lt;br /&gt;
.?AVworld_construction_square_wallst@@&lt;br /&gt;
.?AVworld_construction_square_bridgest@@&lt;br /&gt;
.?AVworld_construction_square_tunnelst@@&lt;br /&gt;
.?AVworld_construction_square_roadst@@&lt;br /&gt;
.?AVworld_construction_squarest@@&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Creature_token&amp;diff=84811</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=84811"/>
		<updated>2010-04-06T03:33:53Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* A */&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&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.&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;
| CATE_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;
*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:Time at which effect starts&lt;br /&gt;
*Peak:Time at which effect peaks&lt;br /&gt;
*End:Time at which effect ends. &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 &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 VEPERTINE 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&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&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 the current versionv0.28.181.40d, the FIREIMMUNE token has no effect on a creature's resistance to flame or heat. However, it does 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. &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 [[DF2010: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.&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.&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&amp;quot;&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. 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;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=84060</id>
		<title>v0.31:Giant cave spider</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=v0.31:Giant_cave_spider&amp;diff=84060"/>
		<updated>2010-04-05T15:05:53Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{av}}&lt;br /&gt;
{{CreatureInfo|name=Giant cave spider|symbol=S|color={{COLOR:7:0:0}}|bones=?|fat=?|skin=Yes|skulls=?|chunks=?|meat=?|biome= * Subterranean Caverns}}&lt;br /&gt;
:''A large underground monster with eight legs and sharp, venomous teeth.''&lt;br /&gt;
&lt;br /&gt;
'''Giant Cave Spiders''' are far different from your regular cave spider;  Those were just treats for your cat.  Giant cave spiders are big as a horse and will make treats ''of'' cats, dwarves and the occasional careless adventurer.  You can find Giant Cave Spiders in, obviously, caves, caverns and most underground areas.  They are extremely dangerous as they feel no pain so they can't be stunned, they can poison creatures and have the rather unique ability to shoot webbing to ensnare their prey.&lt;br /&gt;
&lt;br /&gt;
Giant cave spiders are fortunately (depending on your point of view) not a rarity anymore, and there are dozens present in the underground caverns, deep below the surface.  They can be extremely hard to kill, so watch out.&lt;br /&gt;
&lt;br /&gt;
They are both benefit and hazard, hazard being obvious and benefit due to their webs.  Giant cave spider silk is worth much more than ordinary cloth, and they can produce endless amounts of it.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:SPIDER_CAVE_GIANT]&lt;br /&gt;
	[DESCRIPTION:A large underground monster with eight legs and sharp, venomous teeth.]&lt;br /&gt;
	[NAME:giant cave spider:giant cave spiders:giant cave spider]&lt;br /&gt;
	[CASTE_NAME:giant cave spider:giant cave spiders:giant cave spider]&lt;br /&gt;
	[CREATURE_TILE:'S'][COLOR:7:0:0]&lt;br /&gt;
	[PETVALUE:2500]&lt;br /&gt;
	[PET_EXOTIC]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[UNDERGROUND_DEPTH:1:2]&lt;br /&gt;
	[THICKWEB][WEBIMMUNE][AMBUSHPREDATOR][PARALYZEIMMUNE]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SILK:SILK_TEMPLATE]&lt;br /&gt;
	[WEBBER:LOCAL_CREATURE_MAT:SILK]&lt;br /&gt;
	[NO_SLEEP]&lt;br /&gt;
	[NOPAIN][EXTRAVISION][NOSTUN][NOEMOTION][NOFEAR]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:20][DIFFICULTY:3]&lt;br /&gt;
	[POPULATION_NUMBER:3:4]&lt;br /&gt;
	[CARNIVORE][NATURAL]&lt;br /&gt;
	[BUILDINGDESTROYER:1]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[SAVAGE]&lt;br /&gt;
	[GRASSTRAMPLE:10]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[NOBONES]&lt;br /&gt;
	[BODY:SPIDER:2EYES:HEART:GUTS:BRAIN:MOUTH]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_MATERIALS]&lt;br /&gt;
	[BODY_DETAIL_PLAN:CHITIN_TISSUES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:EXOSKELETON_TISSUE_LAYERS:CHITIN:FAT:MUSCLE]&lt;br /&gt;
	[SELECT_TISSUE_LAYER:HEART:BY_CATEGORY:HEART]&lt;br /&gt;
		[TL_MAJOR_ARTERIES]&lt;br /&gt;
	[BODY_DETAIL_PLAN:STANDARD_HEAD_POSITIONS]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:SINEW:SINEW_TEMPLATE]&lt;br /&gt;
	[TENDONS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[LIGAMENTS:LOCAL_CREATURE_MAT:SINEW:200]&lt;br /&gt;
	[HAS_NERVES]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:ICHOR:ICHOR_TEMPLATE]&lt;br /&gt;
	[BLOOD:LOCAL_CREATURE_MAT:ICHOR:LIQUID]&lt;br /&gt;
	[CREATURE_CLASS:GENERAL_POISON]&lt;br /&gt;
	[GETS_WOUND_INFECTIONS]&lt;br /&gt;
	[GETS_INFECTIONS_FROM_ROT]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:PUS:PUS_TEMPLATE]&lt;br /&gt;
	[PUS:LOCAL_CREATURE_MAT:PUS:LIQUID]&lt;br /&gt;
	[BODY_SIZE:0:0:10000]&lt;br /&gt;
	[BODY_SIZE:1:0:50000]&lt;br /&gt;
	[BODY_SIZE:2:0:100000]&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;
	[MAXAGE:20:30]&lt;br /&gt;
	[USE_MATERIAL_TEMPLATE:POISON:CREATURE_EXTRACT_TEMPLATE]&lt;br /&gt;
		[STATE_NAME:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
		[STATE_ADJ:ALL_SOLID:frozen giant cave spider venom]&lt;br /&gt;
		[STATE_NAME:LIQUID:giant cave spider venom]&lt;br /&gt;
		[STATE_ADJ:LIQUID:giant cave spider venom]&lt;br /&gt;
		[STATE_NAME:GAS:boiling giant cave spider venom]&lt;br /&gt;
		[STATE_ADJ:GAS:boiling giant cave spider venom]&lt;br /&gt;
		[PREFIX:NONE]&lt;br /&gt;
		[ENTERS_BLOOD]&lt;br /&gt;
		[SYNDROME]&lt;br /&gt;
			[SYN_NAME:giant cave spider bite]&lt;br /&gt;
			[SYN_AFFECTED_CLASS:GENERAL_POISON]&lt;br /&gt;
			[SYN_IMMUNE_CREATURE:SPIDER_CAVE:ALL]&lt;br /&gt;
			[SYN_INJECTED]&lt;br /&gt;
			[CE_PARALYSIS:SEV:100:PROB:100:RESISTABLE:SIZE_DILUTES:START:5:PEAK:10:END:20]&lt;br /&gt;
	[ATTACK:STING:BODYPART:BY_CATEGORY:MOUTH]&lt;br /&gt;
		[ATTACK_SKILL:BITE]&lt;br /&gt;
		[ATTACK_VERB:bite:bites]&lt;br /&gt;
		[ATTACK_CONTACT_PERC:100]&lt;br /&gt;
		[ATTACK_PRIORITY:MAIN]&lt;br /&gt;
		[SPECIALATTACK_INJECT_EXTRACT:LOCAL_CREATURE_MAT:POISON:LIQUID:100:100]&lt;br /&gt;
		[ATTACK_FLAG_CANLATCH]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[HOMEOTHERM:10040]&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:CHITIN]&lt;br /&gt;
			[TL_COLOR_MODIFIER:BROWN:1]&lt;br /&gt;
				[TLCM_NOUN:chitin: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;
	[SELECT_MATERIAL:ALL]&lt;br /&gt;
		[MULTIPLY_VALUE:4]}}&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/monobook.js&amp;diff=83370</id>
		<title>User:Zaratustra/monobook.js</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/monobook.js&amp;diff=83370"/>
		<updated>2010-04-05T05:31:21Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: 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>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Werewolf&amp;diff=29414</id>
		<title>40d:Werewolf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Werewolf&amp;diff=29414"/>
		<updated>2009-03-04T23:17:18Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{CreatureInfo|name=Werewolf|symbol=W|color={{COLOR:0:0:1}}|butcher=no|&lt;br /&gt;
bones=8|chunks=N/A|meat=N/A|fat=N/A|skulls=1|skin=N/A|&lt;br /&gt;
biome=&lt;br /&gt;
* Tundra&lt;br /&gt;
* [[Taiga]] [[forest]] &lt;br /&gt;
* Any [[temperate]] forest&lt;br /&gt;
* Temperate shrubland&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Wolfman, that is. Black teeth. Gnarled face. This predatory creature usually appears in single units. Cold areas seem to help these [[creatures]] out of their lairs.  They are extremely aggressive, and will home in on your fortress and run down one of your lone [[herbalist]]s or [[woodcutter]]s. A decently skilled [[wrestler]], or 2-3 unskilled recruits, can tear the clueless werewolf to pieces.&lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:WEREWOLF]&lt;br /&gt;
	[NAME:werewolf:werewolves:werewolf]&lt;br /&gt;
	[TILE:'W'][COLOR:0:0:1]&lt;br /&gt;
	[MODVALUE:4]&lt;br /&gt;
	[LARGE_ROAMING][FREQUENCY:25]&lt;br /&gt;
	[POPULATION_NUMBER:10:20]&lt;br /&gt;
	[CLUSTER_NUMBER:1:1]&lt;br /&gt;
	[LARGE_PREDATOR][EVIL]&lt;br /&gt;
	[FANCIFUL]&lt;br /&gt;
	[PETVALUE:1000]&lt;br /&gt;
	[GRASSTRAMPLE:0]&lt;br /&gt;
	[BONECARN]&lt;br /&gt;
	[PREFSTRING:howls]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[BODY:HUMANOID:TAIL:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:THROAT:NECK:SPINE:BRAIN:HUMANOID_JOINTS:MOUTH]&lt;br /&gt;
	[BODYGLOSS:PAW]&lt;br /&gt;
	[SIZE:8]&lt;br /&gt;
	[MAXAGE:100:200]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:MOUTH:bite:bites:1:6:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[NOCTURNAL]&lt;br /&gt;
	[BIOME_TUNDRA]&lt;br /&gt;
	[BIOME_FOREST_TAIGA]&lt;br /&gt;
	[BIOME_ANY_TEMPERATE_FOREST]&lt;br /&gt;
	[BIOME_SHRUBLAND_TEMPERATE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=7012</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=7012"/>
		<updated>2008-11-20T20:45:56Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Tiny tilesets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for general information on [[tilesets]] or the [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16&amp;amp;times;16 tiles. Those are listed [[List_of_user_character_sets#16.C3.9716_tilesets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Dorten ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Snap.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:720x225_SmoothWalls.PNG]]&lt;br /&gt;
|author=[[User:Dorten|Dorten]]&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=It's improved Savok's tileset, which is changed to make walls look smooth. Plus another little differnces.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hanuman ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Paul ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is very old. No plans exist to improve it in any way.&lt;br /&gt;
}}&lt;br /&gt;
===Teeto_K===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets ==&lt;br /&gt;
&lt;br /&gt;
The 16&amp;amp;times;16 tilesets are a subset of square character sets. 16&amp;amp;times;16 is a frequently used size, as shown by the number of tilesets in this section. This is probably because all of the best creature graphics sets use 16&amp;amp;times;16 tiles. Those alternate sets for creatures can be found at [[graphics sets]]. '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the suqare set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Flying Mage ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Isenhertz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== SL ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plac1d ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shaja ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20&amp;amp;times;24&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8&amp;amp;times;8. Used for playing in tiny windows, large grids, display massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x5.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125, 800&amp;amp;times;250, 800&amp;amp;times;500&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=File:Zaratustra_custom_5x5.png&amp;diff=46118</id>
		<title>File:Zaratustra custom 5x5.png</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=File:Zaratustra_custom_5x5.png&amp;diff=46118"/>
		<updated>2008-11-20T20:44:43Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35150</id>
		<title>40d:Batman</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Batman&amp;diff=35150"/>
		<updated>2008-11-20T15:50:43Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{D for Dwarf}}&lt;br /&gt;
{{CreatureInfo|name=Batman|symbol=b|color={{COLOR:0:0:1}}|butcher=no|bones=4|fat=N/A|skin=N/A|skulls=1|chunks=N/A|meat=N/A|biome=* Subterrenean [[chasm]]}}&lt;br /&gt;
&lt;br /&gt;
Half [[man]], half [[bat]].  These weak [[creatures]] are commonly found around [[chasm]] areas. As a properly-armed [[dwarf]] can easily take them down with sufficient [[armour]]/weapons, they provide good military training.&lt;br /&gt;
&lt;br /&gt;
They can fly and are sometimes armed with [[weapon]]s.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Some things to watch out for when dealing with batmen:''&lt;br /&gt;
&amp;lt;br /&amp;gt;They show a preference for working individually, paired up with a different birdman of some type or with [[nightwing]]s.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are most likely to target the dwarf whose &amp;quot;comedian&amp;quot; attribute is at the highest level.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are exceptional detectives: given enough preparation time, they can defeat any foe.&lt;br /&gt;
&amp;lt;br /&amp;gt;Their default identities are a secret.  If you turn this off, their chasm will flood your fortress with [[noble]]s instead.&lt;br /&gt;
&amp;lt;br /&amp;gt;They can breathe in space.&lt;br /&gt;
&amp;lt;br /&amp;gt;They are vengeance, they are the night.  &lt;br /&gt;
&lt;br /&gt;
{{Game_Data|[CREATURE:BATMAN]&lt;br /&gt;
	[NAME:batman:batmen:batman]&lt;br /&gt;
	[TILE:'b'][COLOR:0:0:1]&lt;br /&gt;
	[LARGE_ROAMING]&lt;br /&gt;
	[BIOME:SUBTERRANEAN_CHASM]&lt;br /&gt;
	[PATTERNFLIER][FLIER]&lt;br /&gt;
	[GENPOWER:4]&lt;br /&gt;
	[BUTCHERABLE_NONSTANDARD]&lt;br /&gt;
	[LARGE_PREDATOR]&lt;br /&gt;
	[CAN_LEARN][CAN_SPEAK]&lt;br /&gt;
	[CANOPENDOORS]&lt;br /&gt;
	[POPULATION_NUMBER:15:30]&lt;br /&gt;
	[CLUSTER_NUMBER:5:7]&lt;br /&gt;
	[PREFSTRING:mystery]&lt;br /&gt;
	[BODY:HUMANOID_FLIER:2EYES:2EARS:NOSE:2LUNGS:HEART:GUTS:ORGANS:HUMANOID_JOINTS:THROAT:NECK:SPINE:BRAIN:4FINGERS:4TOES:MOUTH]&lt;br /&gt;
	[SIZE:4]&lt;br /&gt;
	[MAXAGE:10:20]&lt;br /&gt;
	[ATTACK:MAIN:BYTYPE:GRASP:punch:punches:1:2:BLUDGEON][ATTACKFLAG_WITH]&lt;br /&gt;
	[ATTACK:SECOND:BYTYPE:MOUTH:bite:bites:1:2:GORE][ATTACKFLAG_CANLATCH]&lt;br /&gt;
	[FEATURE_ATTACK_GROUP]&lt;br /&gt;
	[EQUIPS]&lt;br /&gt;
	[FAT:1]&lt;br /&gt;
	[ALL_ACTIVE]&lt;br /&gt;
	[STANDARD_FLESH]&lt;br /&gt;
	[HOMEOTHERM:10067]&lt;br /&gt;
	[LAYERING:100]&lt;br /&gt;
	[SWIMS_INNATE][SWIM_SPEED:2500]&lt;br /&gt;
}}&lt;br /&gt;
{{Creatures}}&lt;br /&gt;
[[Category:Animals]]&lt;br /&gt;
[[Category:Humanoids]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=7009</id>
		<title>Tileset repository</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Tileset_repository&amp;diff=7009"/>
		<updated>2008-11-16T18:55:13Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Tiny tilesets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''You may be looking for general information on [[tilesets]] or the [[List of user graphics sets]].''&lt;br /&gt;
&lt;br /&gt;
== Square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These are all the character sets with square tiles, except for the character sets with 16&amp;amp;times;16 tiles. Those are listed [[List_of_user_character_sets#16.C3.9716_tilesets|below]]. Text in square tilesets (as opposed to tilesets with shorter width) is usually more difficult to read, but the map is not distorted.&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_8x8.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the square set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_8x8.bmp Download the BMP]&lt;br /&gt;
&lt;br /&gt;
There is also an upscaled [[#Anikki_2|16x16 version]] of this set available for fullscreen use below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_1.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_10x10.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d's sets (which are brilliant). The characters remain as descriptive as possible with some tweaks to the font for better readability and some changes to symbols for more consistency. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). [http://www.anikki.com/share/df/Anikki_square_10x10.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_20x20.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=20&amp;amp;times;20&lt;br /&gt;
|resolution=1600&amp;amp;times;500 native.&lt;br /&gt;
|comments=Based primarily on Tocky and Plac1d. This is a scaled up version of the 10x10 tileset for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_20x20.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Hanuman ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:DB_curses_12x12.PNG]]&lt;br /&gt;
|author=[[User:Hanuman|Hanuman]]&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=900&amp;amp;times;300&lt;br /&gt;
|comments=This is basically the curses_800x600.bmp file converted to 12x12. It may be slightly different but it is close enough for me. [http://dffd.wimbli.com/file.php?id=318 Get the .BMP here.]&lt;br /&gt;
Note: If the tileset doesn't look right played at 900x300, try changing the resolution to 966x325.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Haowan ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Haowan_Curses_1440x450.png]]&lt;br /&gt;
|author=Haowan&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=An enlarged version of a square version of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_144.png]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=A larger version of this tileset is available [[#Herrbdog 2|below]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thick.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thick variant, dumped from addresses 0x1800-0x1fff the 5788005 IBM Character Generator ROM. This is the far more common 'thick' variant. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_cga_8x8.jpg|thumb|right|Lord Nightmare's 8&amp;amp;times;8 CGA tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:CGA8x8thin.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original IBM CGA Character set, thin variant, dumped from addresses 0x1000-0x17ff the 5788005 IBM Character Generator ROM. This is the less common 'thin' variant, which required soldering on two pins and jumpering them on the CGA card to use. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x8.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The IBM EGA 8&amp;amp;times;8 Character set, dumped from the 6277356 IBM EGA BIOS ROM. This is ALMOST 100% IDENTICAL to the CGA thick font, but has minor modifications (23 pixels total) done to four characters: the capital 'S', the club sign, the spade sign, and the large asterisk (the one with a hole in the middle, char 0x0f, not the shift-8 one which is char 0x2a). There is no thin variant of this font. Best viewed at 8:5 aspect ratio.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Maus ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Nostalgia_720x225.png]]&lt;br /&gt;
|author=[[User:Maus|maus]]&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Another square tileset that's usable on low resolutions, modeled after a common font used on the Nintendo Entertainment System. An 18x18 version for 1440x450 resolution is also [[:Image:Nostalgia_1440x450_3e4a08.png|available here]], and is really nice on a widescreen monitor. An NES palette is [[User:Maus|available here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:mkv_solidcurses_stairs_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This revision is designed to work with DF version 0.27.169.33a with special tiles for [[stair]]s and [[ramp]]s, as well as the changes present in the earlier version such as bones, walls, trees and swords.&amp;lt;br&amp;gt; Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-1329-axegear Axegear].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_solidcurses_960x300.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=An older revision of my square tileset, featuring more detailed symbols, with alterations to certain text characters to look more like ingame items. The walls are infilled now.&amp;lt;br&amp;gt; &lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012&amp;amp;times;12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6x6 v2.zip]. As seen in the fortress of [http://mkv25.net/dfma/map-800-inflew. Inkflew].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Paul ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Paul_10x10.png]]&lt;br /&gt;
|author=[[User:Paul|Paul]]&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 for 80&amp;amp;times;25 grid size, others just multiply grid by 10.&lt;br /&gt;
|comments=Custom tileset I made for my own use when the adjustable grid sizes were released for DF. Some accented letters cut slightly to allow for larger letter display. Contains several of Tocky's tiles (barrels, some trees, dimple cups, coins, slightly modified armor stand). Others are either made by me or adjusted from curses_800x600 tiles.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Screenshot_41ea57.png|thumb|right|Savok's tiny, non-updated tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Curses_720x225_8d6752.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=9&amp;amp;times;9&lt;br /&gt;
|resolution=720&amp;amp;times;225&lt;br /&gt;
|comments=Designed for both modes. I dislike curses_640x300.bmp due to its lack of any kind of graphics for things like a bed or a barrel and the fact that it distorts my beautiful circles, so I made a similarish tileset to fix those.&amp;lt;br&amp;gt;Note: This tileset is very old. No plans exist to improve it in any way.&lt;br /&gt;
}}&lt;br /&gt;
===Teeto_K===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Teeto_K_18x18.PNG]]&lt;br /&gt;
|author=[[User:Teeto_K|Teeto_K]]&lt;br /&gt;
|size=18&amp;amp;times;18&lt;br /&gt;
|resolution=1440&amp;amp;times;450&lt;br /&gt;
|comments=A tileset based on [[:Image:Nostalgia_1440x450_3e4a08.png|Maus's 18x18 version of his &amp;quot;Nostalgia&amp;quot; tileset]], however, it has been heavily revised. The entire font has been &amp;quot;smoothed over&amp;quot;, and many of the symbols changed to more &amp;quot;graphical&amp;quot; representations of the items they represent. An attempt to fill the void of &amp;quot;graphic heavy&amp;quot; tilesets in the 18x18 tile-size. A special emphasis is placed on maximizing the text's readability, while still providing a &amp;quot;graphics enhanced&amp;quot; play area. Special thanks to Maus for the font, and Guybrush for the inspiration.&lt;br /&gt;
}}&lt;br /&gt;
=== Tocky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Df_tock10_1.PNG|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tocky_square_10x10.png]]&lt;br /&gt;
|author=[[User:Tocky|Tocky]]&lt;br /&gt;
|size=10&amp;amp;times;10&lt;br /&gt;
|resolution=800&amp;amp;times;250 native, 800&amp;amp;times;500 for fullscreen.&lt;br /&gt;
|comments=I tried to make all the pictographic symbols as descriptive as possible: the only ones I've spotted that show up in odd places are the staircase symbols, '&amp;lt;' and '&amp;gt;', which are used as tags on barrel descriptions, and don't match -- but I'm willing to live with that in order to be able to tell up-stairs from down- ones. With everything else, I just tried to maximize clarity and readability and to keep them consistent. I'm really very pleased with how this set turned out. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Unknown ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tileset_unknown_960x300_02.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is a tileset submitted by an unknown user from the IP address 86.43.81.125. &amp;lt;!-- no need to say that for the default characters --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Unknown_12x12.jpg|thumb|right|Unknown 12&amp;amp;times;12 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Unknown_curses_12x12.png]]&lt;br /&gt;
|author=Unknown&lt;br /&gt;
|size=12&amp;amp;times;12&lt;br /&gt;
|resolution=960&amp;amp;times;300&lt;br /&gt;
|comments=This is very similar to the above tileset, but has some noticeable differences. I have no idea where I got it from. It's great on a 1024x768 CRT monitor in windowed mode. I use it in a 1000x500 window with [BLACKSPACE:YES]. --[[User:JT|JT]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset8x8.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 40-column modes (and shuffled a little to adapt it to CP437).  It also looks nice at double resolution. [http://dffd.wimbli.com/file.php?id=407 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_c64_640x200_screenshot.png|thumb|right|yayo's c64 Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_c64_640x200.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200&lt;br /&gt;
|comments=Name: Yayo's C64; Based on the charset of the commodore 64. It's a flat style, but it's clean and also highly readable. I recreated all the missing chars like letters with accents and symbols, trying to get a c64 style as much as possible. If it's too small, use the 16&amp;amp;times;16 version [[#Yayo_2|below]]. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:yayo_tunur_1040x325_screenshot.png|thumb|right|yayo's Tunur Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:yayo_tunur_1040x325.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=13&amp;amp;times;13&lt;br /&gt;
|resolution=1040&amp;amp;times;325&lt;br /&gt;
|comments=Name: Yayo's Tunur; According to the language files of DF, Tunur means &amp;quot;style&amp;quot; in dwarf language. It may require a bit to get used to some symbols, but it's a very clean tileset. (It's just a bit weird. :P)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_8x8.jpg|thumb|right|Zaratustra's 8&amp;amp;times;8 tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_msx.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8&amp;amp;times;8&lt;br /&gt;
|resolution=640&amp;amp;times;200 or 640&amp;amp;times;400&lt;br /&gt;
|comments= The MSX and MSX2 font, shuffled around to fit the char set. Double lines were added.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== 16&amp;amp;times;16 tilesets ==&lt;br /&gt;
&lt;br /&gt;
The 16&amp;amp;times;16 tilesets are a subset of square character sets. 16&amp;amp;times;16 is a frequently used size, as shown by the number of tilesets in this section. This is probably because all of the best creature graphics sets use 16&amp;amp;times;16 tiles. Those alternate sets for creatures can be found at [[graphics sets]]. '''If your screen is too small for these, turn on BLACK_SPACE!'''&lt;br /&gt;
&lt;br /&gt;
=== Anikki ===&lt;br /&gt;
&lt;br /&gt;
[[Image:df_anikki_2.png|thumb|right]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Anikki_square_16x16.png]]&lt;br /&gt;
|author=[[User:Anikki|Anikki]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400 native.&lt;br /&gt;
|comments=Based on the original IBM CGA Character set with a lot of tweaks. The characters remain as descriptive yet universal as possible. I chose the CGA set because it is in my opinion the suqare set with the best readability. This set is for those who like the basic ASCII look where every pixel has meaning or (multiple meanings). This is a scaled up version for fullscreen use. [http://www.anikki.com/share/df/Anikki_square_16x16.bmp Download the BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Flying Mage ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Flying_Mage_square_16x16.png]]&lt;br /&gt;
|author=[[User:Flying Mage|Flying Mage]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on several other tilesets by various authors. I did some changes because I like some things in different ways, but the base for tileset was made by another users and for this I thankful. List of major and minor changes you can see below. And I hope you'll enjoy this. There is some tiles I really proud of :)&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Major_Changes.png|Major changes]]&amp;lt;br&amp;gt;&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Minor_Changes.png|Minor changes]]&lt;br /&gt;
*[[:Image:Flying_Mage_square_16x16_Stone_Type.png|Some ''rough/smoothed/engraved stone'' improvement]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Guybrush ===&lt;br /&gt;
&lt;br /&gt;
[[Image:GuybrushScreenshot1.PNG|thumb|right|Guybrush Tileset]]&lt;br /&gt;
[[Image:GuybrushScreenshot2.PNG|thumb|right|the wilderness...]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Guybrush_square_16x16.png]]&lt;br /&gt;
|author=[[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A 16&amp;amp;times;16 tileset based on the very nice Herrbdog's one, and for use with the superb [[Graphics_sets#Dystopian_Rhetoric|Dystopian Rhetoric objects]]. A slightly modified version of Herrbdog's tileset is available below if you want to keep the original ASCII symbols for some objects (just do some cut &amp;amp; paste). It's just a little brighter and with some very slight changes. The tileset shown is a tileset with graphic objects added, for use with Fortress Mode.&lt;br /&gt;
&lt;br /&gt;
I recommend to have a look at the [[color schemes|color schemes page]] to find your favorite color settings. The color scheme I used for the screenshots is [[Color_Schemes#.28Yet.29_Another_scheme|this one]].}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:GuybrushASCII_curses_square_16x16.png]]&lt;br /&gt;
|author=Herrbdog, modified by [[User:Guybrush|Guybrush]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Here is the slightly modified version of Herrbdog's tileset which still has all the ASCII characters intact&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Herrbdog_16x16_tileset.gif]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The 16&amp;amp;times;16 version of Herrbdog's tileset. Further discussion of herrbdog's tilesets is available in the Bay 12 forums:&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=2&amp;amp;t=000832&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_square_16x16.png]]&lt;br /&gt;
|author=Inquisitor Saturn&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another 16 by 16 tileset. This one is notable because of the subtle shadowing and a completely original, hand-made font.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Isenhertz ===&lt;br /&gt;
&lt;br /&gt;
[[Image:isenhertz_v2_screenshot.png|thumb|right|Isenhertz's tileset in action.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:16x16_isenhertz_v2.png]]&lt;br /&gt;
|author=[[User:Isenhertz|Isenhertz]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Impressed with the genius of using sprites as tiles, I cobbled together this tileset of my own. It uses Super Foul Egg's superb font as a base, with several sprites also found in other users' sets. Because a lot of letters are used for graphics, I suggest that you [[User:Jackard|remove accented letters from names]] with this set. I also suggest you shift some items to other icons, such as the coniferous trees (change Pine, Cedar, Larch from 024 to 147), the turtle (change 15 to 151), and Quarry Bush leaves (change from 006 to 003).&lt;br /&gt;
V2 now with new graphics for walls and liquids, as well as some other tweaks here and there and a first attempt at using dual-color sprites using a cyan base instead of simple greyscale. (Right now implemented for beds, wood and statues.)&lt;br /&gt;
V1 can still be found [[:Image:16x16_isenhertz_v1.png|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kaishaku ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kai-1280x400-v2 7512b5.png]]&lt;br /&gt;
|author=Kaishaku&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A square 1280&amp;amp;times;400 font. Simple and legible. Converted from roarl's 16&amp;amp;times;16 nethack font, on top of super foul egg's template, extended manually and with ideas from lucida console. This is version 1, created in one morning. Screenshots available [http://kaishaku.org/dwarfort here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Klokjammer ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v02.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: ''&amp;quot;Masked Adventurer&amp;quot;'' - after tile (0,4), where '@' used to be. A somewhat abstract version of the original curses square tileset, but with the alpha numeric characters shaped so as not to look distorted. Other symbols are either borrowed from or improved from curses, and some (including the dwarves) were created from the ground up. Alternate variations, are available [[User:Klokjammer#My Tilesets|here]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kjammer square 16x16 v00.png]]&lt;br /&gt;
|author=[[User:Klokjammer|Klokjammer]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A &amp;quot;clean&amp;quot; version of the above set, one without any fancy tiles (except for the dwarves).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Marble Dice ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Md_curses_16x16.png]]&lt;br /&gt;
|author=[[User:Marble Dice|Marble Dice]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=This tileset attempts to modify the size and aspect ratio of the classic 8x12 terminal/curses font employed by many rougelikes without sacrificing the distinctive character.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== PTTG ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:PTTGV2tiles.png]]&lt;br /&gt;
|author=[[User:PTTG|PTTG]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=A new version! Clean, sharp, and clear. All-original, and large size for big screens! Also features coloured indicators for levers, helping to remove the guesswork. It is good stand-alone, or with my [[List of user graphics sets#PTTG|graphics set]].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
===Red Jack===&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Redjack17.png]]&lt;br /&gt;
|author=[[User:Jackard|Jackard]]&lt;br /&gt;
|size=16x16&lt;br /&gt;
|resolution=1280x400&lt;br /&gt;
|comments=This combines content from other tilesets with Nintendo sprites to give the game a classic dungeon look.&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=7 You may download all variations of this tileset here.]}}&lt;br /&gt;
&lt;br /&gt;
=== Sappho ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sapphos_square_16x16.png]]&lt;br /&gt;
|author=Sappho&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Another square font, target resolution 1280&amp;amp;times;400. This one is exactly the same as the default font except it has been made square, painstakingly edited to ensure that nothing looks squished.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Savok ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Savok_curses_1280x400_517caa.png]]&lt;br /&gt;
|author=[[User:Savok|Savok]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Unsatisfied with any existing tileset, I decided to go about creating my own. Since I can't create from scratch, I had to take tiles from other tilesets and modify them, in an evolution-like manner, until they became how I wanted them. Since most are dramatically different from the tileset I took them from, I believe I can call them original.&amp;lt;br&amp;gt;In the raws, change the tag [TILE:'U'] for humans to [TILE:172]. This changes both the image and corpse of humans to a unique image, which creature graphics cannot do. The elves also get a different tile, [TILE:171]. I plan to make a separate goblin symbol.&amp;lt;br&amp;gt;If you use it and like it, please leave a message for at [[User talk:Savok|my talk page]] or at [http://dffd.wimbli.com/file.php?id=201 the DFFD page]. This will greatly speed progress, since I won't be doing it just for myself.&amp;lt;br&amp;gt;Note: The [http://dffd.wimbli.com/file.php?id=201 DFFD version] is updated more frequently and has the changelist.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== SL ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:SL_square_16x16.png]]&lt;br /&gt;
|author=[[User:SL]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=(Requires a download, not just the image) Art based on Flying Mage's, Guybrush's, and previous tilesets in that lineage. Uses ModBase to relocate relocatable art and de-accentify certain accented letters to reduce graphical bizarreness while still improving some art. [http://www.bay12games.com/forum/index.php?topic=22154.0 Forum Thread] [http://dffd.wimbli.com/file.php?id=370 Download] [http://mkv25.net/dfma/map-3203-flamespear Demo Fortress Map on the DFMA]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Super Foul Egg ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:SFE_Curses_square_16x16.png]]&lt;br /&gt;
|author=Super Foul Egg&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=The font is rough as hell and some of the characters still need attention, but it'll do for now. Since this tileset is for graphics mode I'd rather wait for more complete object support than hack in pictures and gum up the UI. Uppercase from [http://www.zee-3.com/pickfordbros/archive/bitmapfonts.php this site]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Tahin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tahin_16x16_rounded.png]]&lt;br /&gt;
|author=[[User:Tahin|Tahin]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Based on Marble Dice's tileset, above. Smoothed corners are &amp;quot;rounded&amp;quot;, which takes some getting used to but look quite nice, in my opinion. I have managed to get all of the standard &amp;quot;L&amp;quot; tiles to fit together nicely, but &amp;quot;T&amp;quot; and &amp;quot;+&amp;quot; don't quite match up. It's not a problem that comes up often, and it still doesn't look that bad, but I'll get to it eventually.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== The-Moon ===&lt;br /&gt;
&lt;br /&gt;
[[Image:SS_moons_square_16x16.PNG|thumb|right]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Moons_square_16x16.PNG]]&lt;br /&gt;
|author=[[User:The-Moon|The-Moon]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Edited Character set of [[User:mikemayday|mikemayday]] and [[User:Jackard|Jackard]]}}&lt;br /&gt;
&lt;br /&gt;
=== Tyrving ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Tyr_1280x400.PNG]]&lt;br /&gt;
|author=[[User:Tyrving|Tyrving]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=None of the existing modifications of curses_square satisfied me, so I made my own. The bulk of it is from Klokjammer's set, with the dwarf symbols and @ taken from Sappho's. Quite a few minor alterations have been made, and I feel that it's become distinct enough to release it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Winterwing ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Winterwing_Dfort-tiles-lucon.png|thumb|right|Lucida Console with Dystopian Rhetoric objects]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Winterwing_Curses_16x16_lucon.png]]&lt;br /&gt;
|author=[[User:Winterwing|Winterwing]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Like usual, lucida console with cleartype. Creative, huh. :)&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Yayo ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Yayo_c64_1280x400_83b157.png]]&lt;br /&gt;
|author=[[User:Yayo|Yayo]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Name: Yayo's C64; The 16&amp;amp;times;16 version of Yayo's tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_16x16.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=16&amp;amp;times;16&lt;br /&gt;
|resolution=1280&amp;amp;times;400&lt;br /&gt;
|comments=Because everyone is making one.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Non-square tilesets ==&lt;br /&gt;
&lt;br /&gt;
These tilesets are not square. Text in non-square tilesets often looks much better and is often much easier to read than in square tilesets, but the map is distorted.&lt;br /&gt;
&lt;br /&gt;
=== Eagle of Fire ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:eofshaded800x600pb9_f64ded.png]]&lt;br /&gt;
|author=[[User:Eagle of Fire|Eagle of Fire]]&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;600&lt;br /&gt;
|comments=Designed for fullscreen. Inspired by Herrbdog's tileset, I created a shaded tileset targeting the default fullscreen 800x600 resolution. Basicaly, you have the exact same &amp;quot;curses&amp;quot; default tileset but with some shading done to the lower right of each letters and items. I've left alone everything which was related to mining or was meant to be plain, for example the smoothered tiles and the plain tiles in the demo. The reason behind that is that I didn't find much logic to have those graphics shaded as they could possibly connect on any direction on the screen, which would make the shading a little strange. Please note that this tileset is only a &amp;quot;beta&amp;quot;. I might work on it again if there is enough people who like it and would like improvements. You can discuss the matter [http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=11&amp;amp;t=000645 here].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Inquisitor Saturn ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MRC_1280x600.png]]&lt;br /&gt;
|author=[[User:InquisitorSaturn|Inquisitor Saturn]]&lt;br /&gt;
|size=16&amp;amp;times;24&lt;br /&gt;
|resolution=1280&amp;amp;times;600&lt;br /&gt;
|comments=Designed for a double-sized window mode. Based on the default set, but more detailed and with a few custom characters. Good for those who want larger characters but enjoy the aesthetics of the default set.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein-curs.gif|thumb|right|Kein's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_640x300.png]]&lt;br /&gt;
|author=Kein&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=Updated 08/09/09. Updated most characters, the biggest change is the 3d style walls. If you use my set I'd highly recommend [http://www.dwarffortresswiki.net/index.php/List_of_user_graphics_sets#Plac1d Plac1d's character graphic set.] My 640&amp;amp;times;300, everything completely shaded.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. The MDA card did not actually support displaying the font in 8x14, but ONLY 9x14 mode, see below. Theoretically, you CAN upload this font into EGA video memory though and use it.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:MDA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The original IBM MDA character set, dumped from addresses 0x0000-0x0fff the 5788005 IBM Character Generator ROM. This font is as would be displayed on a real MDA card (use a black/dkgreen/ltgreen palette for full monochrome effect) or on an EGA/VGA card with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 720x480.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA8x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode disabled. Best for a 64:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is different from the MDA version in that many characters are slightly narrower to avoid 'running into' each other, and many characters have been shifted slightly to the left.&lt;br /&gt;
Thanks to Zaratustra for poking me into getting this done, and for related help.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:EGA9x14.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM&lt;br /&gt;
|size=9&amp;amp;times;14&lt;br /&gt;
|resolution=720&amp;amp;times;350&lt;br /&gt;
|comments=The IBM EGA character set, dumped from the 6277356 IBM EGA BIOS ROM. This font is as would be displayed on an EGA/VGA with the 9-pixel-width mode enabled. Best for a 72:35 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This font is actually different from the 8x14 version in that 20 characters have been replaced with the original MDA wide versions. These 'extra' wide characters are sandwiched in between the end of the 8x14 and beginning of the 8&amp;amp;times;8 font in the EGA BIOS ROM. The changed characters, in ASCII order, are: arrow-left-and-right, '&amp;quot;', '+', '-', 'M', 'T', 'V', 'W', 'X', 'Y', 'Z', 'm', 'v', 'w', 'ae', cent sign, yen, peseta, plus-minus, and division sign. Other than these characters, all characters are the same, with rightmost-row duplicated on the C and D rows like the MDA (though I don't actually know if this is technically correct).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:VGA8x16.png]]&lt;br /&gt;
|author=Lord Nightmare/IBM?&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=The original? IBM VGA 8x16 character set, (from http://madscientistroom.org/fpga/default-8x16-bram.html) as would be displayed on a VGA card with the 9-pixel-width disabled. Best for an 8:5 aspect ratio. The required resolution is strange, so run fullscreen with BLACK_SPACE:YES and resolution at 640x480. This rom has not yet been dumped from a real VGA card, and is coming from a secondary source, so it may be replaced later if I find the real font is different.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-02.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8&amp;amp;times;15&lt;br /&gt;
|resolution=640&amp;amp;times;375&lt;br /&gt;
|comments=v2.2 - (v1.0 is [[:Image:Lord_Nightmare-Fixedsys.png|here]]) - Based on Microsoft's Fixedsys font (which dates back to Windows 1.0!), Many glyphs needed redoing by hand since they were absent from the font, since it is an 'ansi' character set and not a code-page 437 one like DF expects. v2.0 Based on Microsoft's Fixedsys font. Updated new glyphs to be more consistent with the Fixedsys style. - v2.1 - update a few more glyphs, namely the integral, the infinity symbol, and the spade, and a few others I'm forgetting. - v2.2 - update the club and spade, and the music notes - v2.3 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare-Fixedsys-03.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=v3.0 - changed font size to 8x16, altered glyphs to respect this. - v3.1 - fix the fact that 0xF9 and 0xFA were inadvertently swapped.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2b7d67.png|thumb|right|Freehand screenie... ooh, neat! Unreadable.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=v1.0 - A character set drawn entirely in freehand on the tablet PC... with MINIMAL EDITING! Yes, its SUPPOSED to look like that. v1.1 - fixed character 0x02 background (filled smiley), filled in the card suits, minor touch up to the comma, fix black instead of magenta on the greyscale blocks and other tweaks to them, redrew the square block (was 'too clean' before) v1.1a - fixed spade by adding 1 pixel at tip so it doesn't look like another club&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Lord_Nightmare_Freehand_screenshot_2_05c04b.png|thumb|right|Freehand^2 screenie... ooh, neat! Readable. But ugly.]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord_Nightmare_Freehand^2_10x16.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=Freehand^2, v1.2 - A heavily edited version of Freehand, now hopefully less unreadable. V1.2 is the current version, see the image link changelog/older versions.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Vintl01.png]]&lt;br /&gt;
|author=Lord Nightmare/Victor-Sirius&lt;br /&gt;
|size=10&amp;amp;times;16&lt;br /&gt;
|resolution=800&amp;amp;times;400&lt;br /&gt;
|comments=The Victor 9000/Sirius 1 computer character set, extracted from vintl01.chr.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lumin ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Lumin_Graphical_1280x800.png|Not shown due to size]]&lt;br /&gt;
|author=Lumin&lt;br /&gt;
|size=16&amp;amp;times;32&lt;br /&gt;
|resolution=1280&amp;amp;times;800&lt;br /&gt;
|comments=Ideas used from several others on this page. I've also added more detail and color to some objects.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Plac1d ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Plac1d_640x300EZ_1.png|thumb|right|Plac1d's Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Plac1d_640x300tileset.png]]&lt;br /&gt;
|author=[[User:Plac1d|Plac1d]]&lt;br /&gt;
|size=8&amp;amp;times;12&lt;br /&gt;
|resolution=640&amp;amp;times;300&lt;br /&gt;
|comments=A tweaked version of [[#Tocky|Tocky's 10&amp;amp;times;10 tileset]] converted to 8&amp;amp;times;12. Try using this with my [[List of user graphics sets#Plac1d|graphics set]]!&lt;br /&gt;
&lt;br /&gt;
[http://dffd.wimbli.com/file.php?id=63 Download the .BMP]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Sergius ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Sleroux_800x300.png]]&lt;br /&gt;
|author=Sergius&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=Mostly vanilla tileset, dwarves have graphic from intro [[Utilities#CMVPlayer|Movie]], with some tweaks (for soldiers). I find it helpful for playing (instead of happy faces).&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Shaja ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Shaja_10-27-09.png|thumb|right|TerminusAliased text]]&lt;br /&gt;
[[Image:Shaja_10-13-09.png|thumbnail|right|Terminus24 text]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:TerminusAliased_handedit_gal.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|size=20&amp;amp;times;32&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Alphanumerics based on Dimitar Zhekov's [http://www.is-vn.bg/hamster/jimmy-en.html Terminus] font with light antialias shading added, walls and some symbols redrawn, others carried over from Thom's 20x32 tileset.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Terminus24.png|Not shown due to size]]&lt;br /&gt;
|author=[[User:Shaja|Shaja]]&lt;br /&gt;
|size=24&amp;amp;times;32&lt;br /&gt;
|resolution=1920&amp;amp;times;800&lt;br /&gt;
|comments=Revised version of my earlier Terminus 20x32 character set for 1920x800 display.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Thom ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[:Image:Curses_24pt_cleartype_ThomModifications.PNG|Not shown due to size]]&lt;br /&gt;
|author=Herrbdog&lt;br /&gt;
|size=20&amp;amp;times;24&lt;br /&gt;
|resolution=1600&amp;amp;times;800&lt;br /&gt;
|comments=Hi res won't slow the game as it doesn't use graphics, so if your monitor can display it, go for it, really...&amp;lt;br&amp;gt;I strongly recommend to enable blackspace in the init: [BLACK_SPACE:YES]&amp;lt;br&amp;gt;Made from the 24pts cleartype lucida console above (from winterwing). I added some stuff (some original, some ideas taken from others tilesets). Basically I try to avoid symbols that are often seen in menus, etc. The main &amp;quot;problem&amp;quot; is the bag, because its the male symbol, but it was too good looking to not put it ;) Hope you enjoy :) &amp;lt;br&amp;gt;&amp;lt;font color=white&amp;gt;. . .&amp;lt;/font&amp;gt;&amp;lt;small&amp;gt;Note: Winterwing's tileset is now lost. --[[User:Savok|Savok]]&amp;lt;/small&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== UncleSporky ===&lt;br /&gt;
&lt;br /&gt;
[[Image:UncleSporky_DFTiles1.png|thumb|right|UncleSporky Tileset]] &lt;br /&gt;
[[Image:UncleSporky_DFTiles2.png|thumb|right|UncleSporky Tileset]]&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:UncleSporky_curses_800x600.png]]&lt;br /&gt;
|author=UncleSporky&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Xenomorph ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Acorntileset.png]]&lt;br /&gt;
|author=[[User:Xenomorph|Xenomorph]]&lt;br /&gt;
|size=8&amp;amp;times;16&lt;br /&gt;
|resolution=640&amp;amp;times;400&lt;br /&gt;
|comments=This is the tileset used by Acorn computers, starting with the BBC Micro.  This version is as it would have appeared in 80-column modes (albeit adapted to CP437). [http://dffd.wimbli.com/file.php?id=408 Download the BMP.]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_megazeux2.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=8&amp;amp;times;14&lt;br /&gt;
|resolution=640&amp;amp;times;350&lt;br /&gt;
|comments=EGA font with added Megazeux modifications.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom800x300ca3.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=10&amp;amp;times;12&lt;br /&gt;
|resolution=800&amp;amp;times;300, 800&amp;amp;times;600 (non-reccomended)&lt;br /&gt;
|comments=Has an appropriate [http://archive.dwarffortresswiki.net/index.php/Object_Tilesets#10x12_version object tileset for v0.23.130.23a (now outdated)]. &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
== Tiny tilesets ==&lt;br /&gt;
&lt;br /&gt;
Sets smaller than 8&amp;amp;times;8. Used for playing in tiny windows, large grids, display massive maps and perhaps videos.&lt;br /&gt;
&lt;br /&gt;
=== Herrbdog ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Herrbdog_7x7.jpg|thumb|right|herrbdog's 7x7 tileset]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
image=[[Image:Herrbdog_7x7_tileset.gif]]&lt;br /&gt;
|author=[[User:herrbdog|herrbdog]]&lt;br /&gt;
|size=7&amp;amp;times;7&lt;br /&gt;
|resolution=560&amp;amp;times;175&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Kein ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Kein_400x125.gif|thumb|right|Kein's 5x5]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Kein_400x125.png]]&lt;br /&gt;
|author=[[User:Kein|Kein]]&lt;br /&gt;
|size=5&amp;amp;times;5&lt;br /&gt;
|resolution=400&amp;amp;times;125&lt;br /&gt;
|comments=A large 257x257 DFMA world gen map can be found [http://mkv25.net/dfma/map-3278-5x5largeworldmap here.]Updated 08/06/08. Changed most text characters as well as some others to 4x4 with blackspace to avoid tiling. Most characters have been revised to be spaced out to be more distinguishable in such a small set. After seeing the dev update earlier today about increasing your view size I decided to create this small font. This has been built completely from scratch, mostly while at work today. I may be making a shaded version in the future. The first image to the right is from the Abeyverse succession game.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Lord Nightmare ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font01.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Made in 5 hours on 11/5/07 (I was bored and dissatisfied with other fonts). Most glyphs are really 5&amp;amp;times;6, with a seperator column.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:Nightmare_6x6_v2.jpg|thumb|right|Lord Nightmare's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord Nightmare 6x6font02.png]]&lt;br /&gt;
|author=Lord Nightmare&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=Version 2.05. Updated 11/12/07 to de-fuzz uppercase letters, added serifs and clarified lowercase letters, made horizontal spacing consistent throughout character set, fixed one error in the double horizontal-left-right, single-vertical-up-down character, made exclamation points consistent, thinned out ? and inverse ?, sharpened sideways stemless arrows, clarified international characters, and clarified some greek letters. Since v2.0: fixed 'i' 'g', fixed Yen symbol, fixed smiley 0x01 to not have an extra line to its right, lowered the period and colon characters, fixed position of 'x'. Thanks to Markavian for ideas on how to improve the font, as well as an occasional character glyph.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Lord-Nightmare-Terminal-4x6.png]]&lt;br /&gt;
|author=Lord Nightmare/Microsoft&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=A DF conversion of the 4x6 variant of Microsoft's 'Terminal' Font. Note that I have left the font entirely alone other than converting it, so several glyphs are indistinguishable from one another!&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Markavian ===&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=The first version the tiny tileset, superceded by the version below.&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
[[Image:mark_6x6_v2.jpg|thumb|right|Markavian's 6x6 v2]]&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Mkv_curses_480x150_v2.png]]&lt;br /&gt;
|author=[[User:Markavian|Markavian]]&lt;br /&gt;
|size=6&amp;amp;times;6&lt;br /&gt;
|resolution=480&amp;amp;times;150&lt;br /&gt;
|comments=My second version of the tiny tileset, for uber small resolution DF, with improved visibility of several symbols.&lt;br /&gt;
Available in [http://mkv25.net/showcase/df/mkv_curses%2012x12%20and%206x6%20v2.zip mkv curses 12&amp;amp;times;12 and 6&amp;amp;times;6 v2.zip].&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
=== Zaratustra ===&lt;br /&gt;
&lt;br /&gt;
[[Image:Zara_4x6.jpg|thumb|right|Zaratustra's 4x6]] &lt;br /&gt;
[[Image:Zara_5x6.jpg|thumb|right|Zaratustra's 5x6]] &lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_4x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=4&amp;amp;times;6&lt;br /&gt;
|resolution=320&amp;amp;times;150&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Tileset|&lt;br /&gt;
|image=[[Image:Zaratustra_custom_5x6.png]]&lt;br /&gt;
|author=[[User:Zaratustra|Zaratustra]]&lt;br /&gt;
|size=5&amp;amp;times;6&lt;br /&gt;
|resolution=400&amp;amp;times;150, 800&amp;amp;times;300, 800&amp;amp;times;600&lt;br /&gt;
|comments=&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;br /&gt;
[[Category:Interface]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15488</id>
		<title>40d Talk:Raw adamantine</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Raw_adamantine&amp;diff=15488"/>
		<updated>2008-10-10T14:20:10Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;I'm a little surprised at the lack of detail here, especially considering the importance of this material in the last version.  It sounds like it might not be guaranteed anymore, though.. --[[User:BDR|BDR]] 19:47, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: Be Bold, add to the material page. I havent found it yet. So I know little. --[[User:Soyweiser|Soyweiser]] 20:14, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
::If I knew enough to add to it, I would.  I suppose it's possible to just copy over an old page, but according to the forums there may be less danger associated with it such that it could use a different write-up. --[[User:BDR|BDR]] 17:02, 3 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
== Always getting ore ==&lt;br /&gt;
&lt;br /&gt;
I'm have talented and expert miners digging veins of adamantine, and I've yet to see one mine a tile without leaving a chuck of ore. Does adamantine always leave ore regardless of miner skill? [[User:HeWhoIsPale|HeWhoIsPale]] 19:02, 6 October 2008 (EDT)&lt;br /&gt;
:It's pure luck. Adamantine is nothing special in that manner. --[[User:GreyMario|GreyMaria]] 21:32, 6 October 2008 (EDT)&lt;br /&gt;
::It just seemed a little odd that with over 100 tiles of adamantine mined, everyone dropped an ore independent of the skill of the miner and it seemed normally spread for other rocks. [[User:HeWhoIsPale|HeWhoIsPale]] 09:05, 7 October 2008 (EDT)&lt;br /&gt;
:::My dabbling miner is getting ore every time, there is no way this is just luck. Either adamantine has a bonus to ore returning chances (I'm guessing a 100% chance), or my fort is bugged. [[User:HeWhoIsPale|HeWhoIsPale]] 09:47, 10 October 2008 (EDT)&lt;br /&gt;
::::Current versions of DF have a much smaller chance of losing stone/ore from mining. Make a test in regular rock to compare. [[User:Zaratustra|Zaratustra]] 10:20, 10 October 2008 (EDT)&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1463</id>
		<title>40d:Water</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Water&amp;diff=1463"/>
		<updated>2008-10-05T09:02:08Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Water depth */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Water''' is a fluid found all over the world. It [[flow]]s from mountain springs, forming the world's [[ocean]]s, [[lake]]s, [[river]]s, and [[brook]]s. Water falls as [[rain]] and [[snow]], and freezes into [[ice]]. Water is home to [[aquatic creatures]]. Most creatures can [[Swimmer|swim]] in deep water, and like all fluids, air-breathing creatures can [[Swimmer#Drowning|drown]] in it. Water comes in two varieties: '''freshwater''', which makes up almost all inland water, and '''saltwater''', which fills the seas; these are home to different aquatic creatures. If dwarves do not drink they will become dehydrated(thirsty) and if they do not quench that thirst then they will eventually die. Injured dwarves will only drink freshwater, though normally dwarves prefer their [[Alcohol|booze]].&lt;br /&gt;
&lt;br /&gt;
In addition, water can be ''stagnant'' or ''[[Murky pool|murky]]''. This may cause dwarves to have unhappy [[thought]]s if they drink from it.&lt;br /&gt;
&lt;br /&gt;
When water comes into contact with creatures and objects, they become &amp;quot;[[Contaminant|contaminated]]&amp;quot; with it. [[Soil]] and [[stone]] becomes [[damp]] or [[mud]]dy, which can be used for [[Agriculture|farming]].&lt;br /&gt;
&lt;br /&gt;
Water is displayed with the symbols {{Tile|≈|#008|#999}} and {{Tile|~|#008|#999}}, sometimes colored different blues, white, brown, or red to show ripples, [[mud]] (in the case of a brook), [[blood]] and [[flow]]. (The game can be [[Technical_tricks#The_look_of_the_game|configured]] to show the depth instead). Dark-colored water symbols indicate the water is one [[Z-level]] below the camera level. Water has 7 depth levels per tile, with 1 being perhaps ankle-deep, and 7 filling the tile completely. [[Dwarf|Dwarves]] and other [[humanoid]]s can walk through water up to depth 4. At 4 they can choose to walk or swim, any deeper and they must swim to pass through the tile. Elves drown only in 7/7 water, and wade in 6/7.&lt;br /&gt;
&lt;br /&gt;
Every material sinks in water.{{version|0.27.176.38c}}&lt;br /&gt;
&lt;br /&gt;
The [[Map tile|tiles]] above [[brook]]s are treated as [[floor]] tiles. They are passable to creatures, and objects do not fall into them.&lt;br /&gt;
&lt;br /&gt;
==Water Flows==&lt;br /&gt;
Water above a depth of 1 will tend to flow towards any adjacent tiles, and can move diagonally, the depth will spread out evenly so a tile of 7/7 water will become seven 1/7 tiles, or if there are only two it can expand to it will become two 2/7 and a third 3/7 though the 3/7 will move around. Water can be stopped by most solid tiles. These include[[wall]]s and [[building]]s, plus closed [[floodgate]]s, [[door]]s, [[hatch]]es. Exceptions are [[grate]]s and [[bars]] which are specifically designed to allow liquids through. [[Waterfall]]s occur when water has the opportunity to fall through open space. Waterfalls will continue falling straight down until hitting either [[floor]] or another body of water.&lt;br /&gt;
&lt;br /&gt;
== Water in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
In addition to drinking, pools and rivers can be used for [[fishing]]. To specify a pool of water as a water source, fishing zone, or [[pond]], you need to create [[activity zone]]s at the level above the water. The &amp;quot;level above the water&amp;quot; is the level at which the surface of the water is at foot-level instead of ceiling level. Water can be [[bridge]]d, and can also be used to make a [[moat]].&lt;br /&gt;
&lt;br /&gt;
Water can be moved by [[digging]] channels or tunnels, using [[bucket]]s, or by constructing a [[screw pump]]. Dwarves will use buckets to fill a [[pond]]. [[Screw pump]]s (operated by dwarf or [[Power| machine power]]) can move water vertically and horizontally. Transferring water down channels/holes to lower levels can be hazardous due to [[water pressure]].&lt;br /&gt;
&lt;br /&gt;
[[Cave lake|Lakes]] and [[murky pool]]s can be drained by digging into the side of them. Rivers can also be redirected in this manner. It is only possible to dig directly up into a water-filled tile using stairs or a ramp. Fish and other aquatic creatures will stay in the water as it moves, but may end up on the ground if the water becomes too shallow. Drained lakes that are [[outside]] are filled by melting ice and snow, but not by rain. Murky pools, once drained, can be refilled by rainwater, allowing for &amp;quot;rain barrel&amp;quot; systems of supplying your fortress with water.&lt;br /&gt;
&lt;br /&gt;
Tiles adjacent to a water-filled tile are labeled &amp;quot;damp&amp;quot; and flash the water symbol when accessing the {{k|d}}esignations menu. When a miner discovers a damp tile, he cancels the mining designation, the game pauses, and the camera centers on the tile. This happens for every damp tile discovered, and each must be designated again before a miner will dig it out.{{version|0.27.176.38c}} Digging under a water-filled tile does not actually drain it, even though you receive multiple warnings about damp tiles. If a tile already appears to be damp when it is designated, no warning will be given.&lt;br /&gt;
&lt;br /&gt;
Somebody who falls into water, for example, a [[kobold]] thief, will then have a &amp;quot;water covering&amp;quot; on nearly every part of their anatomy. This is listed under {{k|v}},{{k|i}}nventory and is shown in green.&lt;br /&gt;
&lt;br /&gt;
[[Water wheel]]s can be used to generate mechanical power from flows.&lt;br /&gt;
&lt;br /&gt;
The water in a tile can be destroyed by closing a [[floodgate]] or [[door]] on it (via a [[lever]]), by lowering a [[bridge]] onto it, or by [[evaporation]].  Thus water mass is not conserved and it is possible to run out of water on maps without an infinite source(such as an [[ocean]], [[river]] or [[aquifer]]). It is also possible to get rid of excess water by letting it flow into a [[river]].&lt;br /&gt;
&lt;br /&gt;
==Sourced Water==&lt;br /&gt;
'''Sourced water''' is a term referring to any water that will never run out (''i.e.'', water features you can see on the region map).  These include &amp;quot;river sources&amp;quot; flowing into the map from the edge.  It is possible to completely flood your fortress if you tap into these without building controls such as [[floodgate]]s.&lt;br /&gt;
&lt;br /&gt;
==Water depth==&lt;br /&gt;
You can find out how deep water is by examining it with the loo{{k|k}} command, or by editing your init.dat file to display water as coloured numbers.&lt;br /&gt;
&lt;br /&gt;
Water depth ranges from 0-7. The following is a qualitative description of how deep the water is relative to a dwarf.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;ol start=&amp;quot;0&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Not a true value (that is, you will never see it displayed) - there is no water on this tile.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;A puddle. This is the maximum depth dwarves will build on.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Knee deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Waist deep.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Chest deep. Your dwarves will be colored blue to indicate they are underwater and have the option to swim. However dwarves prefer to walk instead of swim, and in 4/7 water they will wade regardless of swimming skill. dwarves never drown in 4/7 water.&amp;lt;br&amp;gt;Also, a swimming creature can move through 4/7 water even if they are IMMOBILE_LAND.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Head height. Dwarves are now swimming (or drowning, as the case may be).&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;Over a dwarf's head.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;The tile is full to the brim of water.&amp;lt;/li&amp;gt;&lt;br /&gt;
&amp;lt;/ol&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Salt Water==&lt;br /&gt;
If a site contains saltwater (there will be a warning before embarkation), then ''all'' the naturally occurring water in that site will be salt water; including ponds, [[river|rivers]] and [[aquifer|aquifers]].&lt;br /&gt;
&lt;br /&gt;
You can tell whether a particular area of water is salty or not by creating an [[activity zone]] around it. If 'water source' is not highlighted in the zone options, then it is saltwater, and thus undrinkable. the process of [[screw pump|pumping]] removes salt making it suitable for drinking.&lt;br /&gt;
&lt;br /&gt;
{{Water FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[category:Map_tiles]]&lt;br /&gt;
[[Category:Physics]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39114</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39114"/>
		<updated>2008-09-26T01:08:47Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* 7&amp;amp;times;7 blocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters. &lt;br /&gt;
&lt;br /&gt;
If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in [[kimberlite]] (diamonds) and [[bauxite]] (sapphires and rubies) respectively. So you only need to find the veins of kimberlite in a [[gabbro]] layer or the large clusters of bauxite in [[sedimentary layer]]s respectively, and dig those out using one of the patterns that reveals every tile.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 3 to 9 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility, which doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer above it to get it started (use one of the other methods to cover the area), but this method is the most efficient for those with 100% visibility, and has a great reuse value. Real dwarves' choice! It takes a lot of keypressing to designate, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Optionally, it can be converted into a grid of connected 7x7 rooms, if you center each room on a crossroad. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
................................&lt;br /&gt;
▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒▒▒▒▒▒.▒▒▒▒▒▒▒▒▒▒&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot. Unless you have particularly bad luck you should also find all veins, but there is no guarantee.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39113</id>
		<title>40d:Exploratory mining</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Exploratory_mining&amp;diff=39113"/>
		<updated>2008-09-26T01:07:23Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Mine shafts */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Exploratory mining is the process of mining large areas in order to obtain resources such as [[gems]], [[metal]] [[ores]] and other types of [[stone|rock]]. It is also used, to a lesser extent, to find the locations of hidden underground features such as [[chasm]]s, [[underground river]]s, [[magma]] and [[adamantine]].&lt;br /&gt;
The most straightforward method is to mark a large rectangular area for digging. Unfortunately, this method is also the least efficient. More efficient digging patterns involve digging out a smaller percentage of the stone in a given area, but still revealing a large percentage of the stone. These patterns are compromises, which depend on factors that will be described in this article.&lt;br /&gt;
Note that exploratory mining is the process dedicated solely to discovery of resources and features. The digging process is usually separated, and not discussed here in great detail.&lt;br /&gt;
The [[cheating]] counterpart to exploratory mining is the infamous [[utilities#reveal.exe|reveal]] tool.&lt;br /&gt;
&lt;br /&gt;
== Factors in exploratory mining ==&lt;br /&gt;
&lt;br /&gt;
These are the factors we shall consider for each digging pattern. Knowing them and deciding on their priority will help you find the most suitable pattern.&lt;br /&gt;
Most of the factors are represented by numbers, obtained by dividing two quantities. Others are more subjective.&lt;br /&gt;
&lt;br /&gt;
=== Labor ===&lt;br /&gt;
&lt;br /&gt;
''Labor'' is the amount of work that goes into the digging process. Exploratory mining is a work intensive process, capable of straining even a large fortress, but the work that goes into different patterns varies greatly. A fortress with a large supply of skilled miners can afford to consider labor low priority. The labor factor is the fraction of stone dug out of an area, and as such, it's a percentage, between 0 and 100%.&lt;br /&gt;
&lt;br /&gt;
=== Scarcity ===&lt;br /&gt;
&lt;br /&gt;
''Scarcity'' is the amount of desired material present in the rock layer. It's theoretically represented by the fraction of desired material in the soil layer, but one can seldom state it accurately or even estimate it. Scarcity is determined by the types of materials you're after. Single tiles are the scarcest, followed by small clusters, veins and large clusters. For the classification of your desired material, see the [[gem]] and [[stone]] articles. Underground features are about as scarce as large clusters. &lt;br /&gt;
&lt;br /&gt;
If you are after the precious gems: diamond, sapphire and ruby, you will see that these can be found only in [[kimberlite]] (diamonds) and [[bauxite]] (sapphires and rubies) respectively. So you only need to find the veins of kimberlite in a [[gabbro]] layer or the large clusters of bauxite in [[sedimentary layer]]s respectively, and dig those out using one of the patterns that reveals every tile.&lt;br /&gt;
&lt;br /&gt;
=== Visibility ===&lt;br /&gt;
&lt;br /&gt;
''Visibility'' is the amount of tiles that you reveal in the digging process. Excavated tiles are always visible, and so are the tiles immadiately adjacent to them, including diagonals. The purpose of exploratory mining is to make a single tile of the desired material visible, allowing you to switch to conventional digging and extract it. Visibility is represented by the fraction of visible tiles in the excavated area. Visibility is always a priority, but it tends to decrease in priority as scarcity decreases, because there are more tiles that need to be dug out, and not just seen.&lt;br /&gt;
&lt;br /&gt;
=== Reusability ===&lt;br /&gt;
&lt;br /&gt;
Exploratory mining leaves behind a monotonous, repeating landscape. The excavated level may be hard to reuse for habitation, storage or industry without additional digging and significant rebuilding efforts that leave behind inferior walls that cannot be engraved. Reusability is subjective, and it depends on the desired layout. Reusability is represented by the largest room size achievable by digging into the solid rock left behind without rebuilding any walls. Reusability is a priority for a small fortress.&lt;br /&gt;
&lt;br /&gt;
== What you are looking for ==&amp;lt;!-- needs a better section name --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Ore]] occurs in three forms, depending on the kind:&lt;br /&gt;
&lt;br /&gt;
* Large cluster: An oval that occupies nearly half of a 48x48 block, area-wise. Only one appears per block.&lt;br /&gt;
* Vein: A sinuous line of the material crosses the block.&lt;br /&gt;
* Small cluster: A sprinkle of 3 to 9 adjacent tiles. Multiple small clusters of different materials may be in the same block.&lt;br /&gt;
&lt;br /&gt;
== Patterns ==&lt;br /&gt;
&lt;br /&gt;
Patterns are represented by a unit tile. This unit tile is repeated throughout the area intended for excavation to create the desired pattern. Each pattern is analyzed with the above factors in mind.&lt;br /&gt;
&lt;br /&gt;
 Key:&lt;br /&gt;
 ░ = Not mined, not visible&lt;br /&gt;
 ▒ = Not mined, visible (wall)&lt;br /&gt;
 . = Mined (floor)&lt;br /&gt;
&lt;br /&gt;
=== Hollow ===&lt;br /&gt;
&lt;br /&gt;
All tiles are excavated.&lt;br /&gt;
&lt;br /&gt;
* ''Labor'': 100% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. If it exists in the layer, it will be found.&lt;br /&gt;
* ''Visibility'': 100% of the tiles are visible, obviously.&lt;br /&gt;
* ''Reusability'': Approaches zero. Any design other than a large hall requires reconstruction.&lt;br /&gt;
* ''Bottom line'': Hollowing wastes labor like there's no tomorrow, but integrates extraction into the exploratory mining process. Use only if you have a lot of labor to spare, really need huge amounts of stone and don't mind the reconstruction required to make the hollow area habitable.&lt;br /&gt;
&lt;br /&gt;
=== Rows ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
......&lt;br /&gt;
▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 1/3 (~33%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&amp;lt;br /&amp;gt;&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': Very low. The long corridors aren't very useful, and can only be expanded to long, wide corridors.&lt;br /&gt;
* ''Bottom line'': This method achieves the same visibility as hollowing out, but using a mere third of the labor. Ideal for hunting single-tile gems. As an added bonus, this method achieves a visibility to labor ratio of 3:1, which, among those with 100% visibility, is second only to a diagonal design. In all ways, it it more efficient than a 3&amp;amp;times;3 design.&lt;br /&gt;
&lt;br /&gt;
=== Diagonal ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
▒▒.▒▒▒▒.▒▒&lt;br /&gt;
▒.▒▒▒▒.▒▒▒&lt;br /&gt;
.▒▒▒▒.▒▒▒▒&lt;br /&gt;
▒▒▒▒.▒▒▒▒.&lt;br /&gt;
▒▒▒.▒▒▒▒.▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 20% of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': With a bit of imagination you can build nice 3x3 rooms&lt;br /&gt;
* ''Bottom line'': This method is the most efficient for those with 100% visibility, which doesn't use other levels to move from one spot to another but is annoying to designate.&lt;br /&gt;
&lt;br /&gt;
=== Mine shafts ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt; &lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
▒X▒▒X▒▒X▒&lt;br /&gt;
▒▒▒▒▒▒▒▒▒&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 11.1% of the tiles are excavated (1/9).&lt;br /&gt;
* ''Scarcity'': Any scarcity. Clusters as small as a single tile are revealed.&lt;br /&gt;
* ''Visibility'': 100%.&lt;br /&gt;
* ''Reusability'': It's easy to make into square rooms of various sizes, the stairways can be removed and used as doorways, or just carved out as part of the rooms.&lt;br /&gt;
* ''Bottom line'': You'll need to clear part of one layer above it to get it started (use one of the other methods to cover the area), but this method is the most efficient for those with 100% visibility, and has a great reuse value. Real dwarves' choice! It takes a lot of keypressing to designate, [[User:StrawberryBunny/Mineshaft.ahk|here]] is a ahk script to save your fingers&lt;br /&gt;
&lt;br /&gt;
=== 7&amp;amp;times;7 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
................&lt;br /&gt;
▒▒▒▒.▒▒▒▒▒▒▒.▒▒▒&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
░░░▒.▒░░░░░▒.▒░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 15/64 (~23%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Veins and up, as the large 5X5 space left in each unit tile can easily conceal a small cluster.&lt;br /&gt;
* ''Visibility'': 39/64 (~61%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': Medium. The 7&amp;amp;times;7 blocks can easily be converted into 5&amp;amp;times;5 rooms, suitable for individual rooms, storage or workshops. Easily converted into a more thorough 3&amp;amp;times;3 block patten by digging through the large blocks.&lt;br /&gt;
* ''Bottom line'': This is a low-labor method great for vein-hunting. The low labor cost puts you in a position to invest more and get better coverage if desired.&lt;br /&gt;
&lt;br /&gt;
=== 15&amp;amp;times;15 blocks ===&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-family: monospace; white-space: pre; line-height: 126.5%&amp;quot;&amp;gt;&amp;lt;nowiki&amp;gt;&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
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................................&lt;br /&gt;
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░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
░░░░▒.▒░░░░░░░░░░░░░▒.▒░░░░░░░░░&lt;br /&gt;
&amp;lt;/nowiki&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
* ''Labor'': 31/256 (~12%) of the tiles are excavated.&lt;br /&gt;
* ''Scarcity'': Large clusters and up, as the large 13&amp;amp;times;13 space left in each unit tile can easily conceal quite a lot. Unless you have particularly bad luck you should also find all veins, but there is no guarantee.&lt;br /&gt;
* ''Visibility'': 87/256 (34%) of the tiles are visible.&lt;br /&gt;
* ''Reusability'': High. A 15&amp;amp;times;15 block of solid rock is extremely versatile when it comes to interior design. It's easily converted into a 7&amp;amp;times;7 block design, which may be further converted into a 3&amp;amp;times;3 block design.&lt;br /&gt;
* ''Bottom line'': This method is preferable when you are low on labor or when you're after an underground feature. It can easily accommodate parts of your fort, or serve as the precursor for a more thorough search.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Mining FAQ}}&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36906</id>
		<title>User:Zaratustra/Mod Salad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36906"/>
		<updated>2008-07-14T22:20:37Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://zarawesome.googlepages.com/modsalad.zip&lt;br /&gt;
&lt;br /&gt;
The Mod Salad includes the following mods, mixed and butchered:&lt;br /&gt;
&lt;br /&gt;
* Zoo Mod&lt;br /&gt;
* Morlark's Plant Mod&lt;br /&gt;
* Dwarmins Plant Mod&lt;br /&gt;
* Zurai's Prehistoria Mod&lt;br /&gt;
* Teldin's mod (minus animals)&lt;br /&gt;
* Ecologist mod&lt;br /&gt;
* Wiles' mod's mythological creatures&lt;br /&gt;
* Minerals mod (minus inobtainium)&lt;br /&gt;
* Zaratustra's Bronze Mod (changes bronze and iron behavior)&lt;br /&gt;
* Nakar's old mod pack ported over to the new version (traps, gnomes and orcs)&lt;br /&gt;
* Zaratustra's Sphinx/jackalope&lt;br /&gt;
* Zaratustra's Candy Mountain creatures and trees&lt;br /&gt;
&lt;br /&gt;
And the Fatpack of forum creatures:&lt;br /&gt;
* Zaratustra's female demons&lt;br /&gt;
* The Hidden's spirit of ice&lt;br /&gt;
* Spelguru's metal men&lt;br /&gt;
* Mayday's giant animals&lt;br /&gt;
* Zurai's giant cave animals&lt;br /&gt;
&lt;br /&gt;
Things were added or removed on the basis of whether they were well-implemented in the current system, suitable to flavor and added content to the game.&lt;br /&gt;
&lt;br /&gt;
All the civilizations had to be reduced in size to avoid mass crashes.&lt;br /&gt;
&lt;br /&gt;
The civilizations are:&lt;br /&gt;
(FRIENDLY)&lt;br /&gt;
* Humans - plains cities, summer&lt;br /&gt;
* Dwarves - mountain underground forts, autumn&lt;br /&gt;
* Elves - forest tree cities, spring&lt;br /&gt;
* Gnomes - plains cities, autumn: Alternative to dwarves, have some nice gadgets and traps.&lt;br /&gt;
(NUISANCE)&lt;br /&gt;
* Kobolds - mountain caves, any season&lt;br /&gt;
* Formics - mountain &amp;amp; forest caves, spring: Large ant people with four arms and a mildly poisonous bite. Worship formic queens.&lt;br /&gt;
* Tengu - mountain tree cities, autumn &amp;amp; winter: Speedy fliers, frailer than elves. Masters of the bow.&lt;br /&gt;
(EVIL)&lt;br /&gt;
* Goblins - mountain towers, any season&lt;br /&gt;
* Orcs - forest tree cities, any but winter&lt;br /&gt;
&amp;lt;!--* Drow - anywhere towers, autumn: Renamed from 'Dark Elves' because 'Dark Dark Elven Fortress' was silly.&lt;br /&gt;
* Driders - anywhere caves, autumn--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
Unzip this on the raw directory and run [[Modbase]].&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11053</id>
		<title>40d:Your first fortress</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Your_first_fortress&amp;diff=11053"/>
		<updated>2008-06-10T14:34:24Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Trading */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is a guide to help new players get started on their first [[fortress]] and teach them the basics of keeping their [[dwarves]] alive. If you have unanswered questions or find given details confusing, please tell us so on the [[Talk:Your_first_fortress|discussion page]]! Above all else, always remember the [[Dwarf Fortress]] motto: &amp;quot;Losing is fun!&amp;quot;&lt;br /&gt;
&lt;br /&gt;
We discuss generating a world, choosing a fortress location, buying [[skill]]s and items, and playing the first month or so. Setting game initialization options is covered in [[technical tricks]]. The advice here is biased for safety; with a little experience you'll do better with strategies customized for your play style and preferred start locations. It is also deliberately terse. For more extended treatment of particular subjects, consult the linked pages or the rest of the Dwarf Fortress Wiki.&lt;br /&gt;
&lt;br /&gt;
== Generating a world ==&lt;br /&gt;
&lt;br /&gt;
The first thing you'll want to do when starting Dwarf Fortress is [[World generation |create a world]]. You have two options: Create a fractally-generated random world or re-create one of the [[pregenerated worlds]] using a specific seed. &lt;br /&gt;
&lt;br /&gt;
However, for new players it is recommended that you create a random world using the '''STANDARD''' template, so just hit {{k|Enter}} to continue. The engine will then start to create a random world for you. You might notice that worlds are rejected before the engine continues with rivers and lakes. The rejections are normal engine behaviour, since it rejects the random generated world if it doesn't meet certain criteria.&lt;br /&gt;
&lt;br /&gt;
Generating a random world with the standard template may take a long time on most machines. If you want to jump right into playing, you should probably choose Design New World with Parameters instead of Create New World Now! and pick a small or pocket-sized world instead of a standard-sized world.&lt;br /&gt;
&lt;br /&gt;
(Once you've gotten down the basics, you can return to the world generation screen and experiment with all of the options and create a world using one of the other techniques mentioned above.)&lt;br /&gt;
&lt;br /&gt;
See the article on [[world generation]] for a complete guide to the world generation screen.&lt;br /&gt;
&lt;br /&gt;
== Choosing a location ==&lt;br /&gt;
&lt;br /&gt;
=== The interface ===&lt;br /&gt;
&lt;br /&gt;
If you have at least one world without an active fortress, you will be able to choose &amp;quot;Start Playing&amp;quot; from the main menu. Chose &amp;quot;Dwarf Fortress&amp;quot; and you'll see a four-section window looking something like:&lt;br /&gt;
&lt;br /&gt;
[[Image:FortressLocation_fd2f10.png | caption | This picture is shown with the default tileset. Other [[tilesets]] are available]]&lt;br /&gt;
&lt;br /&gt;
You can move around the region map with {{k|←}}{{k|↑}}{{k|→}}{{k|↓}}, or at 10x speed with {{k|Shift}}+{{k|←}}{{k|↑}}{{k|→}}{{k|↓}}. The region map is immense, at the default size, so there is also a world map that shows you where you are in the world.&lt;br /&gt;
&lt;br /&gt;
Your next goal will be choosing the starting location for your fortress.&lt;br /&gt;
&lt;br /&gt;
=== Your surroundings ===&lt;br /&gt;
&lt;br /&gt;
You can discern a lot of information by scrolling through the various modes. The interface has five modes which you cycle through by pressing {{k|TAB}}. In turn, they display:&lt;br /&gt;
&lt;br /&gt;
# [[Temperature]], amount of [[tree]]s, amount of [[plant]]s, and a hint at the sort of [[Animal|wildlife]] at the center of the selection rectangle. &lt;br /&gt;
#* Look at the example picture again. Notice that you are told that you'll see no trees or plants here ([[mountain]]s being too high for either to grow), but that's only true for the exact center of the local area.&lt;br /&gt;
#* You'll notice that the local area includes some tress and plants on the edges, which is often all you need. &lt;br /&gt;
#* To get more information about the non-mountain areas you can press {{k|F1}} {{k|F2}} {{k|F3}} or {{k|F4}} to view the different types of [[biomes]].&lt;br /&gt;
# Nearby [[civilization]]s that are capable of interacting with you. Other settlements are shown with various symbols on the regional map.&lt;br /&gt;
#* You will want to be in contact with dwarves to get [[immigrant]]s and a dwarven trading caravan. However, dwarves are, sometimes seemingly magically, everywhere - it is impossible to settle anywhere &amp;lt;i&amp;gt;without&amp;lt;/i&amp;gt; dwarves {{ver|0.27.176.38c}}&lt;br /&gt;
#*You'll want to trade with  [[human]]s and [[elves]] if possible.&lt;br /&gt;
#*[[Goblin]]s mean trouble, but it's hard to avoid them without hiding on an island and you will be attacked by Goblins some point in the game anyway. Just don't set up your first fortress right on top of a goblin fort.&lt;br /&gt;
# Your dwarven civilization. Your choice of civilization may have an effect on [[trade]] and [[immigration]].{{verify}} &lt;br /&gt;
#* For instance, one civilization might have access to certain [[meat]], whereas another might not. Ignore this for now.&lt;br /&gt;
# Relative [[elevation]]. This is a normal topographic map that you're used to from real-life maps.&lt;br /&gt;
# [[Slope]] steepness. This shows you where large cliffs are.&lt;br /&gt;
# These final two modes let you guess at the shape of the land. Try to avoid [[cliff]]s of 4 or more, as the taller maps take a lot more computer power to run. On the other hand, flat areas are boring - a good elevation map contains lots of low elevation changes ranging from 1 to 4.&lt;br /&gt;
&lt;br /&gt;
==== Location, Location, Location ====&lt;br /&gt;
&lt;br /&gt;
For your first fortress, it's not entirely important. However, there are some general guidelines that can help you decide:&lt;br /&gt;
&lt;br /&gt;
* Lots of trees and vegetation are good for producing food and lumber for your fortress.&lt;br /&gt;
* Running water = permanent source of water. Lakes and pools have a finite amount of water and may dry out.&lt;br /&gt;
* A temperate climate is one that experiences all four seasons. '''Hot''' and '''Freezing''' climates take those temperatures to the extreme. Just like in the real world, it is more difficult to sustain life (and therefore, your fortress) in these conditions.&lt;br /&gt;
&lt;br /&gt;
* Try to stay away from locations that are labeled &amp;quot;terrifying.&amp;quot; Also, starting out in the middle of a goblin fortress is not a good idea.&lt;br /&gt;
* Magma is nice, but not necessary. And with magma comes Magma men and other such frightful creatures.&lt;br /&gt;
* Areas with [[Aquifers]] require some engineering to get to rock. You'll be warned if you chose an area with an aquifer. When in doubt, don't try it.&lt;br /&gt;
* Who cares? If you like what you see, go for it. You can always start over. And remember the DF motto: Losing is fun!&lt;br /&gt;
&lt;br /&gt;
The following are things you'll probably want to ensure you have access to for a mature fortress:&lt;br /&gt;
&lt;br /&gt;
* A [[Sedimentary layer]] - lets face it, a dwarven fortress without iron is going to have it pretty rough if it intends to make a military.  And while hematite can occur in some igneous layers, magnetite and limonite only occur in sedimentary, and magnetite occurs in much greater quantities than the other two.  Further, you will have no access to coal without sedimentary rocks, and if you chose a site without magma you will need coal to have a smoothly running metal industry - burning trees for fuel is less efficient and while manageable if you have lots of wood, it is more burdensome.&lt;br /&gt;
* [[Flux]] - marble, dolomite, limestone, and chalk are all layer forming stones and will show up on the embark screen as a stone layer. The last 3 are also sedimentary - nifty! Calcite, the only other flux stone, only appears within other flux stones.  If you don't see one of these layers, you won't have flux, and your ability to produce steel will be extremely limited.&lt;br /&gt;
* [[Sand]] - you'll need it to make glass.  You cannot trade for sand, nor can you trade for raw glass.  Sand also means you have soil, which removes the need for irrigation to start farming.&lt;br /&gt;
&lt;br /&gt;
==== Fortress size ====&lt;br /&gt;
&lt;br /&gt;
Once you've decided on location, you need to decide the size of your fortress area. Advantages of requesting a large local area include more raw materials, greater diversity of [[rock]]s and special underground features, and the ability to include desired terrain (such as a river, a forest, or a magma vent). Disadvantages include slower game performance, higher likelihood of merchants failing to reach your [[trade depot]] before they run out of time, and more risk of losing immigrants as they struggle to your front [[gate]]. (Note that you can [[mine]] many levels deep into the ground, and even a 3x3 area generally contains more raw materials than you're ever likely to need.)&lt;br /&gt;
&lt;br /&gt;
You can adjust the size of your fort's area by using {{k|SHIFT}} + the {{k|h}} {{k|k}} {{k|u}} or {{k|m}}keys.&lt;br /&gt;
&lt;br /&gt;
=== Embark ===&lt;br /&gt;
&lt;br /&gt;
When done, hit {{k|e}} to embark. A warning may appear if you've chosen a challenging site.&lt;br /&gt;
&lt;br /&gt;
== Buying skills and items ==&lt;br /&gt;
&amp;lt;!-- I've written this build carefully. While it does need improvement, please give a reason if you change it. --Savok --&amp;gt;&lt;br /&gt;
You'll now have the choice of playing with the default setup or of preparing for the journey carefully. We're going to do the latter, because we'd like to stay alive.&lt;br /&gt;
&lt;br /&gt;
Here, presumably, you are the dwarf determining who will go and what they will take. You have a total of 2060☼ to spend in two categories: Skilled dwarves and items. Some items have already been selected for you, but you probably won't want most of these.&lt;br /&gt;
&lt;br /&gt;
There are as many possible ways to approach setting up as there are fortress locations. The [[starting builds]] page offers several possibilities, if you don't like the one here.&lt;br /&gt;
&lt;br /&gt;
=== Skills ===&lt;br /&gt;
&lt;br /&gt;
First, remove all the items in the items screen, so you'll have enough starting points to spend on skilled dwarves. You need to press the {{k|-}} key on the numpad to sell items. Likewise you use the {{k|+}} key on the numpad to buy more of an item. {{k|+}} and {{k|-}} on the regular keyboard will not work.&lt;br /&gt;
&lt;br /&gt;
* Proficient [[Miner]]/Novice [[Judge of intent]]/Novice [[Appraiser]]/Competent [[Gem setter]]. This dwarf will tend to be chosen as leader (who is also a counselor of sorts) and will also be your trader, manager and bookkeeper. Whenever he has time, he will also work as miner, and later on he will decorate your goods with gems.&amp;lt;!-- Organizer and Record Keeper cause the nobles to be set up correctly at the beginning, with this guy being all of them. This is a newbie guide - the less information they have to process, the better. | Only, its not true. It is sometimes (1 out of 3) botched by his social abilities or who knows even just random. --&amp;gt;&lt;br /&gt;
* Proficient [[Miner]]/Proficient [[Mason]]&lt;br /&gt;
* Proficient [[Woodcutter]]/Proficient [[Carpenter]]&lt;br /&gt;
* Proficient [[Grower]]/Proficient [[Herbalist]]. If you know how underground farming works, you might want to combine a Proficient [[Grower]] with a [[Craftsdwarf|stonecrafter]], [[bone carver]], [[glassmaker]] or [[clothier]] instead to produce items of value for trade. A herbalist is useful for acquiring above ground seeds mostly and food output from farming is more than generous.&lt;br /&gt;
* Proficient [[Building designer]]/Proficient [[Mechanic]]&lt;br /&gt;
* Proficient [[Weaponsmith]]/Proficient [[Armorsmith]]. If you ever plan to equip dwarves with weapons and armor, you'll need a dwarf skilled at these.&lt;br /&gt;
* Proficient [[Brewer]]/Proficient [[Cook]]. A skilled cook makes high quality food. High quality food keeps your dwarves happy, which makes the game a lot easier.&lt;br /&gt;
&lt;br /&gt;
The total cost of the skills above is 480☼, but it is worth the cost: Once you start the fortress, skills will be much more difficult to get than valuable goods.&lt;br /&gt;
&lt;br /&gt;
Here's a suggestion of what skills to take. For food safety one may prefer a [[fisherdwarf]]/[[fish cleaner]] to the [[weaponsmith]]/[[armorsmith]], but it's hardly necessary. You can also chose a lesser degree of skill for the building designer, as this skill only improves work speed and isn't as necessary in the long run.&lt;br /&gt;
&lt;br /&gt;
=== Items ===&lt;br /&gt;
&lt;br /&gt;
You have 1580☼ to spend on items to take along. If some of these things aren't available, skip over them for now and get the rest. We'll take care of them later.&lt;br /&gt;
&lt;br /&gt;
* You'll need two [[copper]] [[pick]]s, which cost 20☼ each (40☼ total), for your miners. The material doesn't affect mining speed.&lt;br /&gt;
* Also, a [[battle axe]] will be needed for woodcutting. Since the only possible metal for it is [[steel]], it costs 300☼.&lt;br /&gt;
* You'll need food. We recommend the following:&lt;br /&gt;
** 100 pieces of any variety of [[meat]] worth 2☼ apiece. Take at least one meat from each type of 2☼ meat, as you will get more [[barrel]]s that way. (200☼ total)&lt;br /&gt;
*** If you bring Turtle or any other fish, you will get bones and shells when they are consumed, though you won't if you cook them.&lt;br /&gt;
** 100 drinks of [[alcohol]], which will be stored in 20 [[barrel]]s free of charge. Alcohol stacks 5 drinks per barrel, so stack sizes ending in 1 or 6 earn you a cheap barrel. (200☼ total)&lt;br /&gt;
*** If you bring all the types available it will help keep the dwarfs happy, since a given dwarf might have a preference as to what kind of booze he drinks, and his favorite one will make him happier. Don't worry about this too much.&lt;br /&gt;
* You need [[seed]]s, which are 1☼ each:&lt;br /&gt;
** 25 [[plump helmet spawn]]. Plump helmets will likely be your main crop, as they are easy to grow, and, if you brew them then cook the wine, they give as much food as anything else. However, many players consider this cheating. Real dwarves don't eat biscuits made only out of wine.&lt;br /&gt;
** 10 [[pig tail]] seeds&lt;br /&gt;
** 10 [[rock nut]]s, which are the most difficult crop to use but the one that gives the most food, bar [[cheating]]&lt;br /&gt;
* You may wish to bring [[animal]]s:&lt;br /&gt;
** Two [[dog]]s, at 16☼ each (32☼ total). Gender alternates, so you will get one male and one female if you bring two. Dogs are excellent early defense systems and can be easily trained into war dogs, which do not run from danger and do twice as much damage.&lt;br /&gt;
** [[Cat]]s have advantages and disadvantages that the player must weigh carefully. They cost 11☼ each.&lt;br /&gt;
***Cats are by far the most effective way of killing [[vermin]], preventing unhappy [[thought]]s. However, they will leave vermin corpses lying around your fortress which can produce clouds of [[miasma]]. This can be controlled if the user simply sets up the [[refuse]] [[stockpile]] in a room with a [[door]].&lt;br /&gt;
***Cats cannot be assigned owners. They will choose an owner randomly. A cat with an owner cannot be killed without the owner throwing a [[tantrum]]. This is especially troublesome as the cat population escalates.&lt;br /&gt;
***Cats breed quickly with several offspring.  One solution is to kill all female cats before they select an owner.  This is not as easy as it sounds for a novice player, and it may also necessitate killing immigrants that arrive with a female cat to prevent a tantrum. A perhaps more productive solution is to take advantage of their multiplication, putting kittens into a [[cage]] quickly after birth and [[butchering]] them as needed to feed the dwarves.&lt;br /&gt;
* If you have followed the above exactly, you'll have 763☼ left. Spend this on whatever you like. If the area where you are has little wood, like a [[desert]] or mountains, you may wish to bring a few hundred [[logs]], which cost 3☼ each. You could also bring more [[food]]. You may wish to not take the expensive axe and take an anvil instead, which would leave you with 63☼. You can request an axe from the caravan or [[forge]] it yourself.&lt;br /&gt;
* If you plan on raising animals as a food source you could take two cows or depending on where you start or what civilization you select 2 horses or camels to breed.&lt;br /&gt;
&lt;br /&gt;
While you need an anvil for metalsmithing, you don't have to take it here, since the dwarven [[caravan]] may bring one in [[autumn]] of the first year, and you'll easily be able to make 1000☼ in trade goods before then. If they don't have one, you can request it for next year, or wait for the humans to arrive and buy or order one from them.&lt;br /&gt;
&lt;br /&gt;
==== What if something's not on the list? ====&lt;br /&gt;
&lt;br /&gt;
Since some civilizations don't have certain materials or items, some things may not be available. If so, any food and drink will do. You can survive with only plump helmets and what you gather, so it's not critical to get certain kinds of seeds. Just grab a few of whatever's available in case you want to use them. In the case of picks, any material will do, just get the cheapest available. If picks or axes are missing completely, you can simply make them from raw materials when you arrive.&lt;br /&gt;
&lt;br /&gt;
In order to do this, you'll need a bar of metal (preferably copper or iron), and a block of any material. You'll also need an [[iron]] [[anvil]], which costs 1000☼ to take. You can use these along with the starting wood to make a [[wood furnace]], turn your wood into coal, then deconstruct the wood furnace and make a [[forge]]. Make a pick at the forge, and use it to mine some ore. Deconstruct the forge to make a [[smelter]] and smelt the ore into a bar. Then build the forge once more and make your axe, which you can use to get more wood. Of course, you can simplify the process by just taking a second bar of metal with you.&lt;br /&gt;
&lt;br /&gt;
If not even an anvil is available, you'll have to wait for the human [[caravan]] to bring one. If they don't have it the first time they come, be sure to request anvils so they'll bring one next year.&lt;br /&gt;
&lt;br /&gt;
=== [[Fortress name|Naming]] ===&lt;br /&gt;
&lt;br /&gt;
You can also name your fortress and starting group. This doesn't affect the game any, except in that if you don't, you could end up with a name like &amp;quot;The Bloody Anus of Angels.&amp;quot; And we hope you don't want that.&lt;br /&gt;
&lt;br /&gt;
== Beginning the fortress ==&lt;br /&gt;
&lt;br /&gt;
When you reach the site of your new fortress, the first things you want to do are:&lt;br /&gt;
&lt;br /&gt;
* Dig secure lodgings.&lt;br /&gt;
* Create [[stockpile]]s.&lt;br /&gt;
* Build basic [[workshop]]s.&lt;br /&gt;
* Set up a [[dining room]] and a [[bedroom]].&lt;br /&gt;
* Construct a [[Farming|farm]].&lt;br /&gt;
&lt;br /&gt;
Sounds simple, right? It doesn't? Learning the basics of the game can take some time, but soon enough you'll be customizing stockpiles like a pro!&lt;br /&gt;
&lt;br /&gt;
=== Basics ===&lt;br /&gt;
&lt;br /&gt;
* First off, pause the game by pressing {{k|space}}. You can do this at any time to figure out what's going on at your leisure.&lt;br /&gt;
&lt;br /&gt;
* To move the view around, use the arrow keys. To move the view around at a faster pace, hold down the {{k|shift}} key, but if using the numpad keys make sure {{k|numlock}} is off. To view different elevations, or &amp;quot;[[Z]]-levels,&amp;quot; use the {{k|&amp;lt;}} and {{k|&amp;gt;}} keys ({{k|shift}} + {{k|,}} or {{k|.}}).&lt;br /&gt;
&lt;br /&gt;
* To examine the contents of a square, press {{k|k}} and move the cursor over the square you want to examine. If you get lost and can't find your way back to your dwarves, press {{k|F1}} to center the camera back on the starting position. Check out more information on [[hotkeys]] to find out how to change that location.&lt;br /&gt;
&lt;br /&gt;
* You need to know how to change what jobs your dwarves will do. Press {{k|v}} and then move the cursor over a dwarf. It will display information about him/her. Go to the dwarf's {{k|p}}references, then the {{k|l}}abor submenu, and scroll the list with {{k|+}} and {{k|-}} on the number pad ({{k|*}} and {{k|/}} will scroll through the list at a faster pace). The highlighted jobs are the ones this dwarf is allowed to do. Your starting dwarves should have the jobs that you gave them skills in enabled, but any dwarf can do any job, even if they have no skill in it yet. This is important to know so you can make the dwarves do the jobs you need done instead of just whatever their default jobs are. You should probably turn off all types of [[hauling]] for one of the miners so they get right to work [[digging]] and don't get distracted by [[hauling]] commands. The {{k|Enter}} key toggles whether a dwarf will perform the given task or not.&lt;br /&gt;
&lt;br /&gt;
=== Digging ===&lt;br /&gt;
&lt;br /&gt;
* To start [[digging]] out your fortress, press {{k|d}} to open the designation menu. Here you can select the tiles for your miners to dig, or tell them to create [[stair]]s and [[ramp]]s and various other things. Press {{k|d}} again to make sure you're creating digging designations, then press {{k|Enter}} to start marking where to dig.&lt;br /&gt;
&lt;br /&gt;
* Start digging out a room as the start of your fortress. If you don't like the area the [[wagon]] starts in, choose a different place on the map. Try to keep a 1 tile wide chokepoint or hallway leading into it which you can block with a door. If you are in an area covered with sand, [[loam]], or [[clay]], you won't have rocks cluttering the room, so it may be easier to make your rooms there. Oddly, sand walls are just as hard as granite ones.&lt;br /&gt;
&lt;br /&gt;
* You will need rock for construction, through, so if you don't mine your rooms out of stone, you'll need to create a mining area elsewhere to get stone.&lt;br /&gt;
&lt;br /&gt;
* &amp;lt;del&amp;gt;Dwarves&amp;lt;/del&amp;gt; Sane dwarves live underground, of course, so digging the start of your fortress requires you to understand the lay of the land. Likely, your fortress will be located in one of two types of areas, either near a preexisting steep slope you can dig into the side of, or in an area where you will have to dig [[stairs]] to get below the surface first. Examine the land using the {{k|k}} view command mentioned previously to determine which method you need to use. Open space means the land drops below your current Z-level.&lt;br /&gt;
&lt;br /&gt;
* To dig down with stairs, designate a [[downward stairway]] on the surface, then move the view down one level ({{k|&amp;gt;}}) and designate an [[upward stairway]] on the tile directly beneath the downwards stairs. An [[up/down stairway]] works like both types of stairways in one tile. [[Stair]]s can go as deep as you want in a stack if you keep making [[up/down stairway]]s on top of each other. You can continue stairs from both the top and the bottom of [[up/down stairway]]s, but only from the bottom of [[downward stairway]]s, and only from the top of [[upward stairway]]s so only use the [[upward stairway]] or [[downward stairway]] when you're not planning to ever go further that direction. Keep in mind that you can only dig [[upward stairway]]s and [[up/down stairway]]s in squares that have not already been dug out, since you are carving the stairs out of the earth that's there.&lt;br /&gt;
&lt;br /&gt;
=== Creating [[stockpile]]s ===&lt;br /&gt;
&lt;br /&gt;
* Outdoors, by the fortress entrance, create a [[refuse stockpile]], a [[wood stockpile]], a [[furniture stockpile]], and a [[food stockpile]] to get your supplies out of the wagon and delay the [[Wear|rotting]] of food. Don't create a [[stone stockpile]] yet, as this will cause your dwarves to get bogged down with hauling. To make a stockpile, press {{k|p}}, press the letter corresponding to the type of stockpile you want, then press enter and drag the selection box over the area you want, and press enter again to create it.&lt;br /&gt;
&lt;br /&gt;
* Move all stockpiles inside as soon as possible for most things will eventually [[rot]] outside but never inside. Make sure your refuse stockpile is then separated by a door or even an airlock-like double door (--&amp;gt;[[Miasma]]).&lt;br /&gt;
&lt;br /&gt;
* You'll need to make many different stockpiles throughout the game.&lt;br /&gt;
&lt;br /&gt;
=== Building workshops ===&lt;br /&gt;
&lt;br /&gt;
* Disassemble the wagon for [[wood]], by &amp;quot;destroying it&amp;quot;, by pressing {{k|q}}, moving the cursor over the wagon, and pressing {{k|x}}. Your carpenter should then disassemble it into three logs (This is the same process to disassemble most any building).&lt;br /&gt;
&lt;br /&gt;
* Create a [[mason's workshop]], a [[carpenter's workshop]], and a [[mechanic's workshop]] with the stones your miners should be producing as they dig tunnels through the rock. To build things, press {{k|b}}, then for workshops, press {{k|w}}. Scroll to the type you want with {{k|+}} and {{k|-}} and press enter. You should next see a screen with the list of all the available materials you can use to build the workshop. Select any type of stone and the dwarves will get started. '''However''', if the stone available to you has some [[economic stone|economic value]], such as [[limestone]] or [[marble]], you must press {{k|z}} to open the general status screen, go to the Stones submenu, then find the stone type in the list and press {{k|enter}} to allow your dwarves to use it for mundane tasks like constructing buildings and furniture.&lt;br /&gt;
&lt;br /&gt;
* In order to get the worshops actually built, the Mason must do his job. If he's also miner (as proposed above), it's necessary to switch off &amp;quot;Mining&amp;quot; for him, else he won't build something and instead continue mining.&lt;br /&gt;
&lt;br /&gt;
* Your [[fisherdwarf]] has likely run off to a body of water to start fishing. Raw fish is inedible, and rots if left alone too long, so you need to build a [[fishery]] to process it. You build the fishery in the same way you built the other workshops. After it's built, select it with {{k|q}}, press {{k|a}}, select &amp;quot;Process Raw Fish&amp;quot; and press enter. Then press {{k|r}} to make that order repeat until it runs out of fish to process.&lt;br /&gt;
** The answer to the question, &amp;quot;is fishing high priority,&amp;quot; (which was asked here) depends on what kind of priority you mean. If you mean &amp;quot;do dwarves fish instead of other tasks,&amp;quot; yes, fishing is very high priority.&lt;br /&gt;
&lt;br /&gt;
* At the [[mason's workshop]], order a [[door]] by selecting the workshop with {{k|q}}, pressing {{k|a}}, then scrolling to &amp;quot;door&amp;quot; on the list with {{k|+}} and {{k|-}} and pressing enter. Stone is more common than wood, so you want to make everything you can out of stone rather than wood. The only important items you can't make out of stone that you can make out of wood are [[bed]]s, [[bucket]]s, [[bin]]s, [[barrel]]s, and [[charcoal]] for fueling your [[forge]]s.&lt;br /&gt;
&lt;br /&gt;
* Once the door is finished, place the door in the entrance of your fort by pressing {{k|b}}uild, then {{k|d}}oor, then selecting the space you want it to go in and pressing {{k|Enter}}. If trouble shows up, you can lock the door by pressing {{k|q}}, highlighting it and pressing {{k|l}} once. Pressing it again unlocks it.&lt;br /&gt;
&lt;br /&gt;
* At the [[carpenter's workshop]], first order a [[bed]] and a [[bucket]] to be made out of some of your wood. These are needed to heal any injured dwarf.&lt;br /&gt;
&lt;br /&gt;
* Once the bed is complete, {{k|b}}uild it in the same manner you built the door, and place it in your entrance hall. Once it's placed, you should make it into a communal sleeping hall by selecting the bed with {{k|q}}, pressing {{k|r}} and using the {{k|+}} and {{k|-}} keys to cover the area of the hall, pressing {{k|Enter}}, then pressing {{k|b}} to make it a [[barracks]]. Making it a barracks means that it is a public sleeping area, and dwarves without their own rooms will sleep there, on the floor if there aren't enough beds. You may prefer to make a separate room for it, though this is not necessary.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I stopped working on the article. --Savok --&amp;gt;&lt;br /&gt;
* You should designate some trees to be cut down for more logs. Press {{k|d}}, then {{k|t}}. Find an area with trees, then press enter and highlight some trees by dragging the selection area over them and pressing enter again.&lt;br /&gt;
* To build some [[trap]]s to defend your front door, order some [[mechanism]]s to be built at the [[mechanic's workshop]]. After they are made, go to the {{k|b}}uild menu, and select the &amp;quot;Traps/Levers&amp;quot; category using {{k|+}} and {{k|-}}. Select the [[Trap#Stone-fall trap|stone-fall trap]], select the materials to use, then place it in a choke point leading into your fortress, like in front of or behind the front door.&lt;br /&gt;
* Mine a new room that will be used as a dining hall, and build four or five stone [[table]]s and stone [[throne]]s for it. Build some more doors to section off new rooms properly, as dwarves dislike rooms that aren't enclosed on all sides by walls or doors. Place the tables and thrones like you did the doors, and put one throne adjacent to each table. Once a table is placed in the room, select it with {{k|q}} and use it to define the area as a dining room, like you did with the bed for the sleeping hall. You only need to use one table to define the room, and the rest of the tables in it are automatically considered part of the dining room.&lt;br /&gt;
* Mine a few more rooms to be used as storage areas, remove the furniture and food stockpiles outside, and make new ones in these new storage rooms.&lt;br /&gt;
* You can also move your workshops indoors. They should not be built in the vicinity of the sleeping hall, as the noise will bother people. You can remove the workshops aboveground the same way you dismantled the wagon: press {{k|q}}, highlight the workshop, then press {{k|x}}.&lt;br /&gt;
&lt;br /&gt;
=== Farming ===&lt;br /&gt;
&lt;br /&gt;
Next you'll set up [[farming]]. You first need to dig a farm room underground. Dwarven crops won't grow on the surface. (You ''can'' retrieve some surface-grown plants using the [[gather plants]] designation liberally.) &lt;br /&gt;
&lt;br /&gt;
If there are enough layers of [[soil]] covering the rock, you can carve out a farm room inside the soil and start farming without having to [[irrigate]] the ground. This is recommended for beginning players if possible. However, if you want to make a farm room with a rock floor, you will need to get the floor wet first. When water covers a rock cavern floor, it becomes muddy, which allows you to build farm plots on it. For more information about how to do that, read up on [[irrigation]].&lt;br /&gt;
&lt;br /&gt;
Once you have suitable ground for planting, go to the {{k|b}}uild menu, find &amp;quot;Farm Plot&amp;quot; or press {{k|p}}, then use the {{k|u}} {{k|m}} {{k|h}} {{k|k}} keys to resize it, and press enter to place it. A 5x5 field should be plenty to last you through winter. After it's placed, your growers will come clear the site and prepare it for planting.&lt;br /&gt;
&lt;br /&gt;
Now that the field is ready, select it with {{k|q}}, and set the crop you want to be grown on it. You have to set this manually for each season. Press {{k|a}} for spring, {{k|b}} for summer, {{k|c}} for fall, and {{k|d}} for winter. Not every crop can be grown in every season, although [[plump helmet]]s can be grown all year. You probably want to grow plump helmets exclusively at first, as they are the easiest crop to grow and use. Dwarves can eat them raw, cooked, or brew them into alcohol.&lt;br /&gt;
&lt;br /&gt;
=== Trading ===&lt;br /&gt;
&lt;br /&gt;
A dwarven caravan will drop by on the first year. You need to have an accessible [[Trade depot]] to trade; meanwhile your outpost leader will meet with the [[liaison]] and discuss what to bring for the next year. The meeting can take place anywhere on the map, but the office seem to be preferred. Traders with horses or camels and the like can reach pretty much any place that hasn't been locked or isn't up or down stairs. Dwarven and human wagons are a little more tricky sometimes, they need a 3 tile path. Once a trade depot is built, you can press {{k|D}} (shift-d) to check wagon access. The green &amp;quot;W&amp;quot; squares show where a wagon can go; if the screen says &amp;quot;Depot accessible&amp;quot;, then wagons will be able to reach your depot.&lt;br /&gt;
&lt;br /&gt;
You may be a bit light on things to trade. If you have any leftover [[mechanism]]s, send 'em in; they're worth a good penny, especially if they're of better quality. You can also build a [[Craftsdwarf's workshop]] and make stone crafts for trading if you brought a skilled stonecrafter with you. If you have any high quality cooked meals and feel that you are well stocked on food you may consider selling that, but don't underestimate the first wave of [[immigrant]]s.&lt;br /&gt;
&lt;br /&gt;
If you have managed to kill any invaders, many of them wear silk clothes that don't fit dwarves. These can be worth hauling long distances - one pair of silk socks or a shirt may practically pay for an anvil.&lt;br /&gt;
&lt;br /&gt;
In order to trade, you'll need to use {{k|q}} on the trade depot. Pressing {{k|r}} will put a &amp;quot;Trade at depot&amp;quot; job on the queue (make sure your broker's not off hauling stone or something). While you're doing this, you'll need to move the things you want to trade away to the depot: The {{k|g}} key lets you pick from your stores. Once the broker and the items are in place, use {{k|t}} to initiate the trade. &lt;br /&gt;
&lt;br /&gt;
If the broker doesn't have enough skill at Appraising, you won't be able to see item prices - only weights (marked with the gamma symbol on the standard font) and some guesswork might be needed to find out what will be accepted for what.&lt;br /&gt;
&lt;br /&gt;
What to buy? An anvil if you don't have one. Logs, crops, booze, cheap meat, cheap raw materials you can process. Any general, cheap supplies you need. Do not buy cheese or giant cave spider silk for now - they're very expensive and not worth the bother. However, if you are in an area that cannot produce steel, and you can pay for it, you may wish to start ordering [[steel]] and/or steel ingredients now.&lt;br /&gt;
&lt;br /&gt;
Each level of asking for an item increases the prices by 20%, on average, so while if you pay the max amount you will almost certainly get the item, and lots of it, you'll be paying twice the normal value.&lt;br /&gt;
&lt;br /&gt;
== What next? ==&lt;br /&gt;
&lt;br /&gt;
At this point your little fort should be mostly self-sufficient, barring animal attacks, mining accidents, psychotic outbreaks, or invasion. You can now invest some time in luxuries, such as making private rooms for each dwarf, crafting valuable trade goods, crazy engineering projects, and brewing more beer.&lt;br /&gt;
&lt;br /&gt;
Here's some ideas for what to do next:&lt;br /&gt;
* Make an underground [[well]] that won't freeze over in winter, by draining a surface pool or diverting a river.&lt;br /&gt;
* Build a [[craftdwarf's workshop]] and start making some trade goods.&lt;br /&gt;
* Start [[smelting]] the ore you've mined if you have dwarves with the right skills.&lt;br /&gt;
* Set up a [[still]] to brew more drinks for your thirsty dwarves. They'll drink water if they have to, but they are much happier and work faster if they are full of alcohol.&lt;br /&gt;
* Make individual rooms for each dwarf, with a bed and maybe a rock coffer and rock cabinet in each one.&lt;br /&gt;
* Use [[zone]]s to set up a meeting hall, and designate which water sources you want your dwarves to use for [[fishing]] and drinking.&lt;br /&gt;
* Expand your farm, dining room, and living quarters in anticipation of the massive wave of 10-30 immigrants that will likely show up sometime in the next year.&lt;br /&gt;
* Start making [[bin]]s and [[barrel]]s to consolidate items and food taking up space in your stockpiles so things are more organized, and so you have more barrels to brew drinks with.&lt;br /&gt;
* Set up an indoor [[refuse stockpile]] so your dwarves don't have to carry their trash as far, and so you can start building up a useful supply of bones and shells.&lt;br /&gt;
* Plant some [[pigtail]]s to make [[cloth]]. You'll need a [[farmer's workshop]], a [[loom]], and a [[clothier's shop]]. &lt;br /&gt;
* Draft a couple dwarves, and start a fortress [[military]]. &lt;br /&gt;
* Hunt for iron, gold, and gems with some [[exploratory mining]]. &lt;br /&gt;
&lt;br /&gt;
And when you start feeling more confident with your DF-knowledge, you can try to set some [[Game goals|crazy goals]] for yourself for a challenge, or just enjoy the game in the way '''you''' fashion at your own pace. But most importantly to remember, '''Losing is fun!'''&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=117</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=117"/>
		<updated>2008-04-01T03:48:13Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
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&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Goblin Tower Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
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Welcome to the Goblin Tower Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Goblin Tower&amp;quot;]. Goblin Tower is an Altair and Amiga game (though it can be played on other systems using Beer), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious hordes of [[carp|woodchucks]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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|+ style=&amp;quot;color: #000; background: #ac8; border: 1px solid #453; border-left-color:#453; border-top-color:#453; padding: 0.2em 0.5em&amp;quot; | '''New to Goblin Tower?'''&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Goblin Tower]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | * [[Your first fortress|Your first tower]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
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| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (older)&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #c00; border: 1px solid #500; border-left-color:#500; border-top-color:#500; padding: 0.2em 0.5em&amp;quot; | '''Playing Goblin Tower'''&lt;br /&gt;
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| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Tower mode]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #c00; border: 1px solid #500; border-left-color:#500; border-top-color:#500; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Farming|Extracting]]&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Economics|Stealing]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Losing]]&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #c00; border: 1px solid #500; border-left-color:#500; border-top-color:#500; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Goblins]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Modding|Modding]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #f88; border: 1px solid #500; border-left-color:#500; border-top-color:#500; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #c00; border: 1px solid #500; border-left-color:#500; border-top-color:#500; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks|Technical cheating]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities|Cheating utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues|Cheating w/ bugs]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2677834 Ebaums World Thread], [http://forums.penny-arcade.com/showthread.php?t=51764 Ctrl-Alt-Del Thread],  [http://forums.facepunchstudios.com/showthread.php?t=517568 Groinkick Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/783000928831 Pedant Latin Name Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net, [irc://irc.quakenet.org/DwarfFortress #DwarfFortress] on quakenet.org&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [http://archive.dwarffortresswiki.net Old Wiki]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://dwarffortress.free.fr/modules/news/ The Esperanto Wiki ], [http://band-chukei.ddo.jp/df/ The Tagalog Wiki ], [http://dfwiki.ru The Lojban Wiki ]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Goblin Tower Map Archive], [http://dffd.wimbli.com/ Goblin Tower File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=99</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=Main_Page&amp;diff=99"/>
		<updated>2008-03-05T01:59:59Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;h1 style=&amp;quot;text-align: center; margin-top: 1em&amp;quot;&amp;gt;The Dwarf Fortress Wiki&amp;lt;/h1&amp;gt;&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
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- Edit the part of [[Template:current/version]] before the noinclude tag to reflect the appropriate version&lt;br /&gt;
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  &amp;lt;p&amp;gt;'''The latest Dwarf Fortress version is v{{current/version}}, released {{current/lastupdate}}.'''&amp;lt;/p&amp;gt;&lt;br /&gt;
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}}&lt;br /&gt;
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&amp;lt;p style=&amp;quot;max-width: 48em; margin: 0 auto;&amp;quot;&amp;gt;&lt;br /&gt;
Welcome to the Dwarf Fortress Wiki! This is a collection of user-submitted guides, information and advice for the Roguelike game [http://www.bay12games.com/dwarves/ &amp;quot;Dwarf Fortress&amp;quot;]. Dwarf Fortress is a Windows game (though it can be played on other systems using Wine), developed by [http://www.bay12games.com/ Bay 12 Games] featuring two modes of play, a distinct, randomly-generated world (complete with terrain, wildlife and legends), gruesome combat mechanics and vicious schools of [[carp]].&lt;br /&gt;
&amp;lt;/p&amp;gt;&lt;br /&gt;
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&amp;lt;!-- &lt;br /&gt;
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There are instructions for adding a quote on the talk page.&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #d66; border: 1px solid #a44; border-left-color:#faa; border-top-color:#faa; padding: 0.2em 0.5em&amp;quot; | '''New to Dwarf Fortress?'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[:Dwarf Fortress:About|About Dwarf Fortress]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | '''[[:Category:Guides|Tutorials and guides]]''' &amp;lt;!-- this is here since no good page has been written for it yet, but it should be replaced by a non-category page eventually once the list of tutorials and guides is more complete --&amp;gt;&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Starting builds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Frequently Asked Questions]]&lt;br /&gt;
| style=&amp;quot;witdh: 33%&amp;quot; | * [[Your first fortress]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Pregenerated worlds|Seeds and Pregenerated Worlds]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Important advice]]&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | * [[Indecisive's_illustrated_fortress_mode_tutorial|Indecisive's Illustrated Tutorial]] *&lt;br /&gt;
| style=&amp;quot;width: 33%&amp;quot; | [[Quickstart guide]] (older)&lt;br /&gt;
|}&lt;br /&gt;
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|-&lt;br /&gt;
| style=&amp;quot;width: 50%; vertical-align: top&amp;quot; |&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Playing Dwarf Fortress'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Dwarf Fortress mode|Fortress mode]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Adventure mode]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Reclaim fortress mode|Reclaim fortress]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Legends]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Design strategies]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Local map features]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Bloodline_Games|Bloodline games]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[Stories]]&lt;br /&gt;
|}&lt;br /&gt;
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{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center; margin-bottom: 1em&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Gameplay elements'''&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Activity zone]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Farming]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Building]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Combat]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Creatures]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[:Category:Designations|Designations]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Military]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Noble]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Rooms]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Skill]]s&lt;br /&gt;
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| style=&amp;quot;width: 50%&amp;quot; | [[Stockpile]]s&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Workshop]]s&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Economics]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Losing]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Location]]&lt;br /&gt;
| style=&amp;quot;width: 50%&amp;quot; | [[Fun]]&lt;br /&gt;
|}&lt;br /&gt;
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|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Wiki articles by category'''&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Dwarves|Dwarves]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:World|World]]&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Buildings|Buildings]]&lt;br /&gt;
| style=&amp;quot;witdh: 50%&amp;quot; | [[:Category:Modding|Modding]]&lt;br /&gt;
|- &lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Items|Items]]&lt;br /&gt;
| style=&amp;quot;width:50%&amp;quot; | [[:Category:Interface|Interface]]&lt;br /&gt;
|- &lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | [[Special:Categories|All Categories]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ccf; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; text-align: center&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #46c; border: 1px solid #24a; border-left-color:#79f; border-top-color:#79f; padding: 0.2em 0.5em&amp;quot; | '''Metagame editing and advice'''&lt;br /&gt;
|-&lt;br /&gt;
| [[Technical tricks]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Utilities]]&lt;br /&gt;
|- &lt;br /&gt;
| [[Known bugs and issues]]&lt;br /&gt;
|- &lt;br /&gt;
| [[System requirements]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Cheating]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Maximizing framerate]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Tilesets]]&lt;br /&gt;
|-&lt;br /&gt;
| [[Modding Guide]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; style=&amp;quot;vertical-align: top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width: 100%; background: #ddd; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb;&amp;quot;&lt;br /&gt;
|+ style=&amp;quot;color: #fff; background: #999; border: 1px solid #777; border-left-color:#bbb; border-top-color:#bbb; padding: 0.2em 0.5em; text-align: center&amp;quot; | '''Links'''&lt;br /&gt;
|- &lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Forums:&lt;br /&gt;
| [http://www.bay12games.com/cgi-local/ultimatebb.cgi?&amp;amp;category=3 Official Forums],  [http://forums.somethingawful.com/showthread.php?threadid=2677834 Something Awful Thread], [http://forums.penny-arcade.com/showthread.php?t=51764 Penny-Arcade Thread],  [http://forums.facepunchstudios.com/showthread.php?t=449677 Facepunch Studios Thread], [http://episteme.arstechnica.com/eve/forums/a/tpc/f/39309975/m/783000928831 Ars Technica Thread]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | IRC Channels:&lt;br /&gt;
| [irc://irc.worldirc.org/bay12games #bay12games] on worldirc.org, [irc://irc.synirc.net/df #df] on synirc.net&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Archives:&lt;br /&gt;
| [http://archive.dwarffortresswiki.net Old Wiki]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Other Wikis:&lt;br /&gt;
| [http://dwarffortress.free.fr/modules/news/ The French Wiki ], [http://band-chukei.ddo.jp/df/ The Japanese Wiki ], [http://dfwiki.ru The Russian Wiki ]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left; padding: 0.1em 0.5em&amp;quot; | Useful Links:&lt;br /&gt;
| [http://mkv25.net/dfma/ Dwarf Fortress Map Archive], [http://dffd.wimbli.com/ Dwarf Fortress File Depot (DFFD)]&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17949</id>
		<title>40d:Elf</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Elf&amp;diff=17949"/>
		<updated>2008-02-28T22:22:25Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Elves in Adventure Mode */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{old|0.23.130.23a|, the 2D version}}&lt;br /&gt;
&lt;br /&gt;
'''Elves''' are intelligent [[humanoid]] [[creature]]s who live in [[forest retreat]]s. They are a one of the races playable in [[Adventure Mode]]. Their retreats have no buildings, but the trees in the area are named.{{ver|0.23.130.23a}}They love nature and are ready to defend it, typically with [[bow]]s. They may invade a fortress which violates their tree-cutting limit.{{ver|0.23.130.23a}}&lt;br /&gt;
&lt;br /&gt;
== Elves in Fortress Mode ==&lt;br /&gt;
&lt;br /&gt;
Elves are a [[trading]] race and send small [[caravan]]s without wagons in [[Calendar|spring]]. They usually bring [[Thread]], [[cloth]], [[rope]], various [[plants]] and [[seed]]s, and [[wood]]en items. The may also bring some [[tame]] [[animal]]s. Elves also bring a crapload of useless stuff: armor and clothes too large to wear, inferior wooden weapons, inferior booze, inferior redroot dye, bows and arrows. They are very picky about what they will accept in return: Elven traders do not like to be offered any dead animal or tree byproducts.&lt;br /&gt;
&lt;br /&gt;
Forbidden items include:&lt;br /&gt;
&lt;br /&gt;
* [[Bone]], [[shell]], [[leather]], or [[chitin]] items&lt;br /&gt;
* [[Wood]]en items, and items derived from wood, such as [[charcoal]] and [[pearlash]]&lt;br /&gt;
* Clear and crystal [[glass]] (because [[pearlash]] is used in their creation)&lt;br /&gt;
* Items [[decoration|decorated]] with any of the above materials&lt;br /&gt;
* [[Obsidian]] shortswords (since they have wooden handles)&lt;br /&gt;
* [[Soap]]&lt;br /&gt;
* [[Cheese]]&lt;br /&gt;
* Any item they normally would accept that has [[Blood|blood]] on it, for instance from a slain enemy.&lt;br /&gt;
&lt;br /&gt;
[[Metal]] items are acceptable, even when [[charcoal]] is used in their production. Items made from [[silk]] are acceptable, as are all non-wooden plant-derived products. You can also transport your goods to the [[trade depot]] in a wooden [[bin]], as long as you do not try to sell the bin. Living animals are acceptable, as long as the cage or trap is not made of [[wood]].&amp;lt;br&amp;gt;&lt;br /&gt;
Although [[tower-cap]]s are giant mushrooms, they are considered trees by the elves.&lt;br /&gt;
&lt;br /&gt;
=== Living among them ===&lt;br /&gt;
&lt;br /&gt;
Living with Elves is pretty much the same as living among Humans, but they don't build houses, furniture, or anything else that uses wood. So basically, it's just like living anywhere else, but with guards.&lt;br /&gt;
&lt;br /&gt;
== Elves in Adventure Mode ==&lt;br /&gt;
&lt;br /&gt;
Elven forest retreats are represented by yellow symbols in forests on the world map. They do not have any [[shop]]s, but they seem to have a great amount of elite marksmen to recruit. The leader and quest giver of a retreat is called the &amp;quot;druid&amp;quot;, who can be found wandering the forest floor with the other elves.&lt;br /&gt;
&lt;br /&gt;
Elven characters start with a wooden [[weapon]] and a full set of basic wooden [[armor]]. They may not wear metal armor, though they may wield metal weapons and shields if they find them. These limitations often lead to a quick death. They do have some advantages, however: they're one size larger than dwarves, which makes them hit harder and absorb more damage, but they also have a slight natural armor penalty. Their main redeeming trait is their speed, which is noticeably higher than the other playable races.&lt;br /&gt;
&lt;br /&gt;
Elves are at peace with wildlife, which means they won't be attacked by most animals (verify if most or all). In addition, they can talk to the animal-man races (such as snakemen and batmen) and even get the most excitement-seeking ones to join their party.&lt;br /&gt;
&lt;br /&gt;
{{creatures}}&lt;br /&gt;
[[Category:Races]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Bone_meal&amp;diff=37975</id>
		<title>40d:Bone meal</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Bone_meal&amp;diff=37975"/>
		<updated>2008-02-27T17:37:32Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Unknown if available yet. Appears in [[pits]] and under stockpile options for food.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37683</id>
		<title>40d Talk:Relationship</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:Relationship&amp;diff=37683"/>
		<updated>2008-02-19T22:11:13Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Experimentation==&lt;br /&gt;
Ran a small experiment on whether or not relationships are affected by social skills.  I assigned the original dwarves various social skills at various levels, and let them sit in a meeting area until the traders came in the fall, no labor assigned.  The skills assigned were:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: Proficient Comedian/Proficient Conversationalist&lt;br /&gt;
Dwarf 2: Proficient Liar/Proficient Intimidator&lt;br /&gt;
Dwarf 3: Proficient Judge of Intent&lt;br /&gt;
Dwarf 4: Conversationalist/Comedian&lt;br /&gt;
Dwarf 5: Novice Comedian/Novice Flatterer/Novice Consoler/Novice Pacifier&lt;br /&gt;
Dwarf 6: Control (nothing)&lt;br /&gt;
Dwarf 7: Control&lt;br /&gt;
&lt;br /&gt;
Results:&lt;br /&gt;
&lt;br /&gt;
Dwarf 1: 1 lover (Dwarf 5), 2 friends (4, 3).  Personality types: Likes art, dislikes intellectual conversation, guarded in relationships.&lt;br /&gt;
&lt;br /&gt;
Dwarf 2: 1 lover (3), 0 friends.  Personality types: Calm demeanor, Quick to anger, Comfortable in social situations, Relaxed, Not given to flights of fancy, no more work than necessary, given to procrastination.&lt;br /&gt;
&lt;br /&gt;
Dwarf 3: 1 lover (2), 2 friends (1, 5).  Personality types: Overindulges, Can handle stress, Prefers familiar routines, Does not go out of way to help others, Not easily moved to pity, very disorganized, strong sense of duty.&lt;br /&gt;
&lt;br /&gt;
Dwarf 4: 2 friends (6, 1).  Personality types: Slow to anger, often feels discouraged, thrillseeker, not easily moved to pity, lacks confidence, disorganized, thinks through every alternative and consequence before acting,&lt;br /&gt;
&lt;br /&gt;
Dwarf 5: 1 lover (1), 1 friend (3).  Personality types: Calm demeanor, can handle stress, not a risk-taker, candid and sincere in dealings with others, disorganized.&lt;br /&gt;
&lt;br /&gt;
Dwarf 6: 1 friend (4). Personality types: Thrillseeker, Art-lover, Tends not to openly express emotion, slow to trust others, very willing to compare herself favorably with others, not easily moved to pity, does the first thing that comes to mind.&lt;br /&gt;
&lt;br /&gt;
Dwarf 7: 0 friends.  Personality types: Slow to anger, cracks easily under pressure, tends to avoid crowds, unassertive, relaxed, art-lover, prefers familiar routines, trusting, guarded in relationships with others, very rarely does more work than necessary, takes time when making decisions.&lt;br /&gt;
&lt;br /&gt;
In order to do this, I classified the personality types into three rough categories - beneficial, harmful, and neutral.  Beneficial included comedian, conversationalist, flatterer and pacifier.  Harmful included liar and intimidator, and neutral included judge of intent and negotiator.&lt;br /&gt;
&lt;br /&gt;
Some things I noticed from this experiment: There is a definite increase in the number of friends that dwarves with social skills have over the controls, with the exception of the one dwarf with harmful skills.  However, even this dwarf had a lover - the one who had high judge of intent.  Perhaps judge of intent is necessary to establish a positive relationship with a liar or intimidator?  Furthermore, the two dwarves that ended up with the most relationships were those who had the most negative personality traits in regard to social situations among those who had social skills.&lt;br /&gt;
&lt;br /&gt;
Furthermore, there seemed to be very little influence in personality types on friend-making.  The friendships between 3/5 and 6/4 were the only two that shared any personality types, and those do not seem to be particularly applicable to the situation at hand.  It's also worth noting that the only dwarf comfortable in social situations, #2, also only had the one lover - likely due to problems brought about by his social skills.&lt;br /&gt;
 &lt;br /&gt;
I will run some more tests to try to flesh out these findings more.  Anybody else willing to join in? [[User:Some1else|Some1else]] 11:22, 19 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
Grudges are definately rare. In my fortress with 150 dwarves, only two have a grudge between themselves.[[User:ThVaz|ThVaz]]&lt;br /&gt;
&lt;br /&gt;
:''I classified the '''personality types''' into three rough categories - beneficial, harmful, and neutral.'' You mean skills? -- [[User:Zaratustra|Zaratustra]] 17:11, 19 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34091</id>
		<title>40d:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34091"/>
		<updated>2008-02-19T07:24:59Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''Your own site is best known as your [[Location]]''.&lt;br /&gt;
&lt;br /&gt;
Sites are artificial or inhabited features in the world. They're notable for being named individually and for being referred to in [[Adventure Mode]] quests.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
&lt;br /&gt;
Wooden house cities. Have shops, temples and mayoral houses.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|+|#777|#000}}, {{Tile|*|#777|#000}}, {{Tile|☼|#777|#000}}, and {{Tile|#|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Retreats ===&lt;br /&gt;
&lt;br /&gt;
Tree cities.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map&lt;br /&gt;
&lt;br /&gt;
=== Mountain halls ===&lt;br /&gt;
&lt;br /&gt;
Ornate underground structures.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|Ω|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Caves ===&lt;br /&gt;
&lt;br /&gt;
Underground, presumably natural mazes. Home to subterranean creatures such as [[giant cave spider]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ruins ===&lt;br /&gt;
&lt;br /&gt;
Destroyed labyrinthine buildings. Often feature undead.&lt;br /&gt;
&lt;br /&gt;
=== Dark fortresses ===&lt;br /&gt;
&lt;br /&gt;
Cities made of towers of dark obsidian. May feature temples.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|П|#707|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34090</id>
		<title>40d:Site</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Site&amp;diff=34090"/>
		<updated>2008-02-19T07:19:07Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Sites are artificial or inhabited features in the world. They're notable for being named individually and for being referred to in [[Adventure Mode]] quests.&lt;br /&gt;
&lt;br /&gt;
=== Cities ===&lt;br /&gt;
&lt;br /&gt;
Wooden house cities. Have shops, temples and mayoral houses.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|+|#777|#000}}, {{Tile|*|#777|#000}}, {{Tile|☼|#777|#000}}, and {{Tile|#|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Retreats ===&lt;br /&gt;
&lt;br /&gt;
Tree cities.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|î|#ff0|#000}} and {{Tile|¶|#ff0|#000}} on the world map&lt;br /&gt;
&lt;br /&gt;
=== Mountain halls ===&lt;br /&gt;
&lt;br /&gt;
Ornate underground structures.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|Ω|#777|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
=== Caves ===&lt;br /&gt;
&lt;br /&gt;
Underground, presumably natural mazes. Home to subterranean creatures such as [[giant cave spider]]s and [[kobold]]s.&lt;br /&gt;
&lt;br /&gt;
=== Ruins ===&lt;br /&gt;
&lt;br /&gt;
Destroyed labyrinthine buildings. Often feature undead.&lt;br /&gt;
&lt;br /&gt;
=== Dark fortresses ===&lt;br /&gt;
&lt;br /&gt;
Cities made of towers of dark obsidian. May feature temples.&lt;br /&gt;
&lt;br /&gt;
Represented by {{Tile|П|#707|#000}} on the world map.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11587</id>
		<title>40d:Starting location</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Starting_location&amp;diff=11587"/>
		<updated>2008-02-19T07:12:37Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''starting location''' (also called a ''starting site'') is a group of map tiles where a dwarven settlement is located.  Starting out in the right location is crucial to not [[fun|losing]]. Beginning players have several things to keep in mind when selecting a site.&lt;br /&gt;
&lt;br /&gt;
== Choosing sites ==&lt;br /&gt;
&lt;br /&gt;
[[Image:Embark_info.PNG|thumb|right|The Choose Fortress Location screen.]] When starting [[dwarf fortress mode]], the &amp;quot;Choose Fortress Location&amp;quot; screen allows you to choose your site.  The right-hand pane shows its location within the entire generated [[world]]; the middle pane (&amp;quot;[[Region]]&amp;quot;) shows the general [[biome|terrain]] types and [[civilization]]s in the area; and the left-hand pane shows the &amp;quot;Local&amp;quot; map.  The {{k|u}}{{k|m}}{{k|k}}{{k|h}} and {{k|U}}{{k|M}}{{k|K}}{{k|H}} keys allow you to change the placement and size of your starting site within the region map -- any rectangular shape from 2x2 tiles up to the entire local area (16x16 tiles).  The site you choose must contain at least one non-mountain/river square to be accessible to travelers as well as your settlers.&lt;br /&gt;
&lt;br /&gt;
The far-right pane displays text information about the map tiles you have selected.  Sites will usually span more than one [[biome]] type; to see the information on each biome, press the function keys ({{k|F1}} through {{k|F8}}, depending on how many biomes are contained in your site).  Each biome will be home to different [[creature]]s as well as different types of rock and [[stone|rock layers]].&lt;br /&gt;
&lt;br /&gt;
Pressing {{k|tab}} will show other location information as well: &lt;br /&gt;
* What civilizations can reach the site (remote sites such as glaciers and islands are often accessible only to dwarven immigrants and [[trade]]rs; all other locations are usually accessible to dwarves, [[elves]], [[humans]], and [[goblins]]).&lt;br /&gt;
* What dwarven civilization you want your settlers to be from (it is not known what if any effect this has on gameplay).&lt;br /&gt;
* The &amp;quot;relative elevation&amp;quot; of the site (useful for seeing how mountainous the terrain is)&lt;br /&gt;
* A &amp;quot;cliff indicator&amp;quot; (useful for the same reason)&lt;br /&gt;
&lt;br /&gt;
It is recommended to choose the smallest site possible that still contains all the map features you want ([[river]], [[magma]], [[trees]], etc.)  Sites larger than about 6x6 (36 tiles) will run slowly on all but the newest/fastest computers, and even a 6x6 site will probably not run at maximum speed (100 FPS) on a fast computer once several dwarves [[immigration|immigrate]] to the site (see [[maximizing framerate]] for more details).&lt;br /&gt;
&lt;br /&gt;
The utility [[Utilities#Regional Prospector|Regional Prospector]] is very useful in identifying what kind of map features exist underground ([[chasm]]s, [[pits]], [[magma]], [[lake]]s, etc.)  This makes good starting sites much easier to find, although it takes away the &amp;quot;surprise&amp;quot; of stumbling upon these features on your own (which may be good or bad, depending on your play style).&lt;br /&gt;
&lt;br /&gt;
Once you have chosen the tiles you want for your site, press {{k|e}} to have your settlers embark on their journey.  You will then be prompted to choose what [[starting builds|starting equipment and skills]] you want them to have (you can also choose to have them start with the default equipment and skills).&lt;br /&gt;
&lt;br /&gt;
The [[pregenerated worlds]] page contains several pre-scouted sites (some downloadable), with descriptions of what kinds of resources are available in each.&lt;br /&gt;
&lt;br /&gt;
== Surroundings ==&lt;br /&gt;
&lt;br /&gt;
It's probably a good idea to avoid [[Haunted]], [[Sinister]], and [[Terrifying]] biomes, as well as extremes of cold and heat. Fortunately that still leaves you with a lot of options most of the time.  Make sure you've got at least some [[trees]] and vegetation.&lt;br /&gt;
&lt;br /&gt;
Make sure you at least have [[contact]] with [[Dwarves]]; [[Humans]] are also good [[trading]] partners. If you get those two, you'll probably be around [[Elves]] and [[Goblins]] too. Elves will trade some things, but are picky about what they'll accept; Goblins will just lay siege to your fortress every so often once they get angry enough about your presence.&lt;br /&gt;
&lt;br /&gt;
== Terrain ==&lt;br /&gt;
&lt;br /&gt;
[[Mountain]] squares will contain certain features, and each world map [[mountain]] tile is guaranteed an [[underground river]], a [[chasm]], and [[pits]] somewhere in the mountain tiles of the local view{{Verify}}. Also, mountainous areas are worth looking into for the [[stone]] and greater probability of finding [[magma]].&lt;br /&gt;
&lt;br /&gt;
[[Water]] is also a valuable commodity, for the purposes of [[farming]] and [[drinking]]. [[Ocean]] water is not drinkable. (See [[#Water |Water]] below.)&lt;br /&gt;
&lt;br /&gt;
[[Forest]], [[jungle]] and [[swamp]] tiles with heavy vegetation are also beneficial for their ample supplies of [[wood]]. (See [[#Lumber |Lumber]] below.)&lt;br /&gt;
&lt;br /&gt;
Some [[biomes]] will also contain unique types of fauna and flora. (See [[#Vegetation|Vegetation]] below.)&lt;br /&gt;
&lt;br /&gt;
The surrounding elevation is a matter of preference. Elevation is represented in numbers from 1 to 9 and the * character for changes in elevation greater than 9. If you want an extreme landscape, with sheer cliffs and drop-offs, then pick a location with a large amount of elevation change (elevation changes of 4 or greater.) If you'd like a more flat landscape, try to settle in an area with low elevation (1's and 2's.) Remember: the more Z-levels you have on your map, the more data your computer will have to process. More Z-Levels will result in decreased performance.&lt;br /&gt;
&lt;br /&gt;
== Layers ==&lt;br /&gt;
&lt;br /&gt;
Pay attention to the layer types listed on the right when choosing a location. The ones listed in white are [[:Category:Sedimentary Stone Layers|sedimentary]] layers, which have the most [[iron]] ores. If you plan to have steel production, you will also need a supply of [[flux]] stones. Since flux stones are almost always confined to their own layers, keep an eye out for them.&lt;br /&gt;
&lt;br /&gt;
Any layer listed in brown is topsoil. It can be used for farming even without water, but it contains no [[stone]] or [[ore]].&lt;br /&gt;
&lt;br /&gt;
Dark gray layers are [[:Category:Igneous Extrusive Stone Layers|igneous extrusive]]. If you want valuable metals like [[gold]] and [[aluminum]], these are your best bet.&lt;br /&gt;
&lt;br /&gt;
== Water ==&lt;br /&gt;
&lt;br /&gt;
[[Farming]] won't get you much in the middle of a desert, though you can farm directly on sand. Try to find an area with a [[brook]] -- larger water sources can hinder [[mining]]. If the game warns you that you've selected an area with an [[aquifer]], pay attention: it's likely going to be very difficult to get through it to the stone below.&lt;br /&gt;
&lt;br /&gt;
Currently a permanent source of water isn't required because farms don't dry out, this is expected to change.  If your map starts with even the smallest pond you can dig under it, drain it into the room (and down again if there's that much water), and build a farm on the residual mud &amp;amp;ndash; water levels of 1/7 can be ignored when placing the farm plot.&lt;br /&gt;
&lt;br /&gt;
== Lumber ==&lt;br /&gt;
&lt;br /&gt;
The amount of trees in the selected [[biome]] will be listed on the right hand side of your location selection screen. [[Treeless]] maps should be avoided by new players.&lt;br /&gt;
&lt;br /&gt;
Trees grow on the lower surface z-levels, so make sure you have a nice large swath to chop down.  Just because the biome says &amp;quot;heavily forested&amp;quot; doesn't mean you will actually have trees.&lt;br /&gt;
&lt;br /&gt;
== Vegetation ==&lt;br /&gt;
&lt;br /&gt;
The local flora can be a good source of seeds, alcohol, and food for a just started fortress. Use the [[Gather plants]] [[designation]] to collect them for use.&lt;br /&gt;
&lt;br /&gt;
=== Magma ===&lt;br /&gt;
&lt;br /&gt;
Unlike in previous versions, you aren't guaranteed to find a source of [[magma]], unless you have a [[volcano]] or magma vent at your starting location. Sure, you could burn [[charcoal]] to fuel your smithies, but the convenience of magma makes it invaluable. The site selection screen can give you a good idea of whether or not you'll be able to get any: look for darker igneous rocks like [[basalt]], [[obsidian]], [[gabbro]], and so on.&lt;br /&gt;
&lt;br /&gt;
=== Towns ===&lt;br /&gt;
&lt;br /&gt;
Towns created by other civilizations exist only for your benefit. Humans won't mind at all if you tear apart their main pub to build your tunnel entrance. {{ver|0.27.169.33a}} Also, their buildings provide plentiful wood and other useful items such as prebuilt furniture and ready to sell trade goods.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
{{Starting FAQ}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1963</id>
		<title>40d:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1963"/>
		<updated>2008-02-19T07:11:21Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Surroundings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ''region'' is an area of the world that you may select when choosing a location for your fort. There are 256x256 = 65536 regions in a world. Each one is composed of 16x16 = 256 blocks of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total ''before'' you take Z-layers into account.&lt;br /&gt;
&lt;br /&gt;
Each region is made up of several [[biomes]] affecting available flora and fauna. A region also has a [[climate]], and may be in the presence of [[good]] or [[evil]] [[civilization]]s. Some information on what the region contains can be gathered from the [[Map legend]].&lt;br /&gt;
&lt;br /&gt;
== Choosing a Region ==&lt;br /&gt;
When starting a new fortress, the game allows you to choose almost any regions on the [[world map]]. Different regions have different creatures, [[tree]]s, or no trees, (depending on how mountainous the region is), different climates, maybe a source of water, and either good or evil alignment.&lt;br /&gt;
&lt;br /&gt;
A rough list of region types follows. The combination of these factors help make each game unique. &lt;br /&gt;
&lt;br /&gt;
=== Summary of Biomes ===&lt;br /&gt;
''See [[biomes]] for a complete list of combinations.''&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Temperate]]&lt;br /&gt;
* [[Tropical]]&lt;br /&gt;
* [[Broadleaf forest]]&lt;br /&gt;
* [[Conifer forest]]&lt;br /&gt;
* [[Savanna]]&lt;br /&gt;
* [[Shrubland]]&lt;br /&gt;
* [[Sand desert]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you.''&lt;br /&gt;
* Freezing&lt;br /&gt;
* Cold&lt;br /&gt;
* Temperate&lt;br /&gt;
* Warm&lt;br /&gt;
* Hot&lt;br /&gt;
* Scorching&lt;br /&gt;
&lt;br /&gt;
In colder environments, surface water will freeze for more of the year.&lt;br /&gt;
In hotter environments, surface water may evaporate faster than it is replaced by rainfall. (so if there is no brook or river then there may be no source of water after a few months)&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
''[[Tree]]s are good for [[wood]].''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Scarce&lt;br /&gt;
* Sparse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Lime;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Woodland&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Heavily forested&lt;br /&gt;
&lt;br /&gt;
=== Other Vegetation ===&lt;br /&gt;
''Other means [[shrub]]s and bushes, or maybe cacti.''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Scarce&lt;br /&gt;
* Moderate&lt;br /&gt;
* Thick&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
Surroundings affects the types of plant life and wild animals which will appear in play.&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''Note:'' With the new Embark interface, it is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral). Keep in mind this is totally awesome.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Biomes]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1962</id>
		<title>40d:Region</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Region&amp;diff=1962"/>
		<updated>2008-02-19T07:09:58Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A ''region'' is an area of the world that you may select when choosing a location for your fort. There are 256x256 = 65536 regions in a world. Each one is composed of 16x16 = 256 blocks of 48x48 = 2304 tiles each. This results in 38,654,705,664 tiles total ''before'' you take Z-layers into account.&lt;br /&gt;
&lt;br /&gt;
Each region is made up of several [[biomes]] affecting available flora and fauna. A region also has a [[climate]], and may be in the presence of [[good]] or [[evil]] [[civilization]]s. Some information on what the region contains can be gathered from the [[Map legend]].&lt;br /&gt;
&lt;br /&gt;
== Choosing a Region ==&lt;br /&gt;
When starting a new fortress, the game allows you to choose almost any regions on the [[world map]]. Different regions have different creatures, [[tree]]s, or no trees, (depending on how mountainous the region is), different climates, maybe a source of water, and either good or evil alignment.&lt;br /&gt;
&lt;br /&gt;
A rough list of region types follows. The combination of these factors help make each game unique. &lt;br /&gt;
&lt;br /&gt;
=== Summary of Biomes ===&lt;br /&gt;
''See [[biomes]] for a complete list of combinations.''&lt;br /&gt;
* [[Mountain]]&lt;br /&gt;
* [[Temperate]]&lt;br /&gt;
* [[Tropical]]&lt;br /&gt;
* [[Broadleaf forest]]&lt;br /&gt;
* [[Conifer forest]]&lt;br /&gt;
* [[Savanna]]&lt;br /&gt;
* [[Shrubland]]&lt;br /&gt;
* [[Sand desert]]&lt;br /&gt;
* [[Tundra]]&lt;br /&gt;
&lt;br /&gt;
=== Temperature ===&lt;br /&gt;
''Too cold and you'll freeze, too hot and you'll die of thirst. Somewhere in the middle- dragons will get you.''&lt;br /&gt;
* Freezing&lt;br /&gt;
* Cold&lt;br /&gt;
* Temperate&lt;br /&gt;
* Warm&lt;br /&gt;
* Hot&lt;br /&gt;
* Scorching&lt;br /&gt;
&lt;br /&gt;
In colder environments, surface water will freeze for more of the year.&lt;br /&gt;
In hotter environments, surface water may evaporate faster than it is replaced by rainfall. (so if there is no brook or river then there may be no source of water after a few months)&lt;br /&gt;
&lt;br /&gt;
=== Trees ===&lt;br /&gt;
''[[Tree]]s are good for [[wood]].''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Scarce&lt;br /&gt;
* Sparse&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Lime;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;Woodland&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Heavily forested&lt;br /&gt;
&lt;br /&gt;
=== Other Vegetation ===&lt;br /&gt;
''Other means [[shrub]]s and bushes, or maybe cacti.''&lt;br /&gt;
* &amp;lt;span style=&amp;quot;background-color:black;color:Red;font-family:Courier New&amp;quot;&amp;gt;&amp;amp;nbsp;None&amp;amp;nbsp;&amp;lt;/span&amp;gt;&lt;br /&gt;
* Scarce&lt;br /&gt;
* Moderate&lt;br /&gt;
* Thick&lt;br /&gt;
&lt;br /&gt;
=== Surroundings ===&lt;br /&gt;
Surroundings affects the types of plant life and wild animals which will appear in play.&lt;br /&gt;
{| style=&amp;quot;border: 0px; padding: 0px; margin: 0px; background: black&amp;quot;&lt;br /&gt;
| || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Benign'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Savage'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Good'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #00f&amp;quot;&amp;gt;'''Serene'''&amp;lt;/span&amp;gt; || style=&amp;quot;padding-right: 30px;&amp;quot;| &amp;lt;span style=&amp;quot;color: #0f0&amp;quot;&amp;gt;'''Mirthful'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #0ff&amp;quot;&amp;gt;'''Joyous Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Neutral'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #c0c0c0&amp;quot;&amp;gt;'''Calm'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #008000&amp;quot;&amp;gt;'''Wilderness'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #ff0&amp;quot;&amp;gt;'''Untamed Wilds'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color: #fff&amp;quot;&amp;gt;'''Evil'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #800080&amp;quot;&amp;gt;'''Sinister'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Haunted'''&amp;lt;/span&amp;gt; || &amp;lt;span style=&amp;quot;color: #f0f&amp;quot;&amp;gt;'''Terrifying'''&amp;lt;/span&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* ''Note:'' With the new Embark interface, it is possible to start in a local region containing ALL THREE alignments of terrain type (good, evil, and neutral).&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
* [[Biomes]]&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36966</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36966"/>
		<updated>2008-02-13T18:51:14Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING] Will wear things made of spider silk and other subterranean materials. &lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS] Allows items to be improved (needs verified)&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL] Has a preference for weak metals (copper)&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] allows adventure mode, the number determines the order in the list.&lt;br /&gt;
 [INDIV_CONTROLLABLE] allows Play Now! adventure mode.&lt;br /&gt;
 [CIV_CONTROLLABLE] allows fortress mode.&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] most residents will try to move to this site type, unless already at one.&lt;br /&gt;
 [TOLERATES_SITE:*] some residents will try to move to this site type, unless already at one.&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10. Higher numbers make them more likely to settle there.&lt;br /&gt;
 [FOREST_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [PLAINS_SETTLEMENTS] Old tag that used to determine site type. Unknown if it still functions.&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the undead in ruins&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made &lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] OWN_RACE, FANCIFUL, EVIL, GOOD:scale goes from 0 to 25600 where 256 is the default&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] CREATURE, PLANT, TREE, SHAPE, ITEM:0-25600&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*] hanging rings etc:0-25600&lt;br /&gt;
 [TRANSLATION:*] What language raw the entity uses&lt;br /&gt;
 [CULL_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to not use the words in these SYM sets&lt;br /&gt;
 [SELECT_SYMBOL:*:*] ALL, CIV, SITE:Causes the entity to always use the words in these SYM sets &lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] Allows the entity to have a military leader.&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] Allow the entity to have military minor leaders.&lt;br /&gt;
 [LEADER_TYPE:profession token] Makes the leader this profession, uses tileset professions&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]Makes the minor leaders this profession, uses tileset professions&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] won't attack wildlife.&lt;br /&gt;
 [BABYSNATCHER] steals babies&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has guards&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once you've reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] allows the entity to invade your fortress if angered. (needs verified)&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] Makes the entity angry if you cut down too many trees.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36905</id>
		<title>User:Zaratustra/Mod Salad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36905"/>
		<updated>2008-02-12T07:01:51Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://zarawesome.googlepages.com/mod_salad.zip&lt;br /&gt;
&lt;br /&gt;
The Mod Salad includes the following mods, mixed and butchered:&lt;br /&gt;
&lt;br /&gt;
* Zoo Mod&lt;br /&gt;
* Morlark's Plant Mod&lt;br /&gt;
* Dwarmins Plant Mod&lt;br /&gt;
* Zurai's Prehistoria Mod&lt;br /&gt;
* Teldin's mod (minus animals)&lt;br /&gt;
* Martial Arts mod&lt;br /&gt;
* Ecologist mod&lt;br /&gt;
* Wiles' mod's mythological creatures&lt;br /&gt;
* Minerals mod (minus inobtainium)&lt;br /&gt;
* Zaratustra's Bronze Mod (changes bronze and iron behavior)&lt;br /&gt;
* Nakar's old mod pack ported over to the new version (traps, gnomes and orcs)&lt;br /&gt;
* Zaratustra's Sphinx/jackalope&lt;br /&gt;
* Zaratustra's Candy Mountain creatures and trees&lt;br /&gt;
&lt;br /&gt;
And the Fatpack of forum creatures:&lt;br /&gt;
* Zaratustra's female demons&lt;br /&gt;
* The Hidden's spirit of ice&lt;br /&gt;
* Spelguru's metal men&lt;br /&gt;
* Mayday's giant animals&lt;br /&gt;
* Zurai's giant cave animals&lt;br /&gt;
&lt;br /&gt;
Things were added or removed on the basis of whether they were well-implemented in the current system, suitable to flavor and added content to the game.&lt;br /&gt;
&lt;br /&gt;
All the civilizations had to be reduced in size to avoid mass crashes.&lt;br /&gt;
&lt;br /&gt;
The civilizations are:&lt;br /&gt;
(FRIENDLY)&lt;br /&gt;
* Humans - plains cities, summer&lt;br /&gt;
* Dwarves - mountain underground forts, autumn&lt;br /&gt;
* Elves - forest tree cities, spring&lt;br /&gt;
* Gnomes - plains cities, autumn: Alternative to dwarves, have some nice gadgets and traps.&lt;br /&gt;
(NUISANCE)&lt;br /&gt;
* Kobolds - mountain caves, any season&lt;br /&gt;
* Formics - mountain &amp;amp; forest caves, spring: Large ant people with four arms and a mildly poisonous bite. Worship formic queens.&lt;br /&gt;
* Tengu - mountain tree cities, autumn &amp;amp; winter: Speedy fliers, frailer than elves. Masters of the bow.&lt;br /&gt;
(EVIL)&lt;br /&gt;
* Goblins - mountain towers, any season&lt;br /&gt;
* Orcs - forest tree cities, any but winter&lt;br /&gt;
* Drow - anywhere towers, autumn: Renamed from 'Dark Elves' because 'Dark Dark Elven Fortress' was silly.&lt;br /&gt;
* Driders - anywhere caves, autumn&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
Replace the whole raw/objects directory with the contents of this. This will both update old files and introduce new ones. Then delete all the files in the data/objects directory.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36904</id>
		<title>User:Zaratustra/Mod Salad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36904"/>
		<updated>2008-02-12T06:46:12Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://zarawesome.googlepages.com/mod_salad.zip&lt;br /&gt;
&lt;br /&gt;
The Mod Salad includes the following mods, mixed and butchered:&lt;br /&gt;
&lt;br /&gt;
* Zoo Mod&lt;br /&gt;
* Morlark's Plant Mod&lt;br /&gt;
* Dwarmins Plant Mod&lt;br /&gt;
* Zurai's Prehistoria Mod&lt;br /&gt;
* Teldin's mod (minus animals)&lt;br /&gt;
* Martial Arts mod&lt;br /&gt;
* Ecologist mod&lt;br /&gt;
* Wiles' mod's mythological creatures&lt;br /&gt;
* Minerals mod (minus inobtainium)&lt;br /&gt;
* Zaratustra's Bronze Mod (changes bronze and iron behavior)&lt;br /&gt;
* Nakar's old mod pack ported over to the new version (traps, gnomes and orcs)&lt;br /&gt;
* Zaratustra's Sphinx/jackalope&lt;br /&gt;
* Zaratustra's Candy Mountain creatures and trees&lt;br /&gt;
&lt;br /&gt;
And the Fatpack of forum creatures:&lt;br /&gt;
* Zaratustra's female demons&lt;br /&gt;
* The Hidden's spirit of ice&lt;br /&gt;
* Spelguru's metal men&lt;br /&gt;
* Mayday's giant animals&lt;br /&gt;
* Zurai's giant cave animals&lt;br /&gt;
&lt;br /&gt;
Things were added or removed on the basis of whether they were well-implemented in the current system, suitable to flavor and added content to the game.&lt;br /&gt;
&lt;br /&gt;
All the civilizations had to be reduced in size to avoid mass crashes.&lt;br /&gt;
&lt;br /&gt;
The civilizations are:&lt;br /&gt;
(FRIENDLY)&lt;br /&gt;
* Humans - plains cities, summer&lt;br /&gt;
* Dwarves - mountain underground forts, autumn&lt;br /&gt;
* Elves - forest tree cities, spring&lt;br /&gt;
* Gnomes - plains cities, autumn&lt;br /&gt;
(NUISANCE)&lt;br /&gt;
* Kobolds - mountain caves, any season&lt;br /&gt;
* Formics - mountain &amp;amp; forest caves, spring&lt;br /&gt;
* Tengu - mountain tree cities, autumn &amp;amp; winter&lt;br /&gt;
(EVIL)&lt;br /&gt;
* Goblins - mountain towers, any season&lt;br /&gt;
* Orcs - forest tree cities, any but winter&lt;br /&gt;
* Dark Elves - anywhere towers, autumn&lt;br /&gt;
* Driders - anywhere caves, autumn&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
Replace the whole raw/objects directory with the contents of this. This will both update old files and introduce new ones. Then delete all the files in the data/objects directory.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Mountain&amp;diff=12837</id>
		<title>40d:Mountain</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Mountain&amp;diff=12837"/>
		<updated>2008-02-12T02:26:43Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A mountain is a naturally high elevation usually culminating in a peak. They are usually formed by the collision of tectonic plates or through volcanic activity.  [[Volcano]]es are usually mountains, but mountains are not necessarily volcanoes.&lt;br /&gt;
&lt;br /&gt;
As part of a starting site, mountains provide jagged terrain and impassable cliffs. They usually have very limited [[water]] resources, i.e., few ponds or streams, although many streams and rivers originate from the base of mountain ranges.  They often have sparse vegetation, and depending on the elevation may lack any sort of usable [[soil]]. It's impossible to cross a Mountain tile in Travel mode, even if you have flying capabilities.&lt;br /&gt;
&lt;br /&gt;
The stratification listed for mountains in Dwarf Fortress usually consists of one lighter rock type, generally a sedimentary stone (such as limestone, mudstone or dolomite), and then two further layers of heavy intrusive igneous (such as Granite, Rhyolite, or Gabbro) or metamorphic rock (such as Gneiss, Quartzite, or Phyllite). Stone, and subsequently ores, are always in abundance in mountain [[biome]]s.&lt;br /&gt;
&lt;br /&gt;
It is not possible to start a fortress on an exclusively mountain biome; however, fortress sites can straddle mountains on one side and more (or less) hospitable biome on the other, which will provide more valuable diversity of wildlife and resources.&lt;br /&gt;
&lt;br /&gt;
Mountains imply high elevation in the surrounding area.  This can result in a &amp;quot;forest&amp;quot; biome that does not actually have any trees, since above a certain elevation there may be no [[soil]] and therefore no place for trees to actually grow.  When choosing a starting fortress site, be sure to check the elevation map (using the tab key), and try to get a mix of low and medium or high elevations if possible.&lt;br /&gt;
&lt;br /&gt;
Unique features such as [[chasm]]s, [[cave river]]s and [[glowing pit|pit]]s are exclusive to mountains.&lt;br /&gt;
&lt;br /&gt;
{{World}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Biomes]][[Category:World]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36903</id>
		<title>User:Zaratustra/Mod Salad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36903"/>
		<updated>2008-02-12T01:57:41Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://zarawesome.googlepages.com/mod_salad.zip&lt;br /&gt;
&lt;br /&gt;
The Mod Salad includes the following mods, mixed and butchered:&lt;br /&gt;
&lt;br /&gt;
* Zoo Mod&lt;br /&gt;
* Morlark's Plant Mod&lt;br /&gt;
* Dwarmins Plant Mod&lt;br /&gt;
* Zurai's Prehistoria Mod&lt;br /&gt;
* Teldin's mod (minus animals)&lt;br /&gt;
* Martial Arts mod&lt;br /&gt;
* Ecologist mod&lt;br /&gt;
* Wiles' mod's mythological creatures&lt;br /&gt;
* Minerals mod (minus inobtainium)&lt;br /&gt;
* Zaratustra's Bronze Mod (changes bronze and iron behavior)&lt;br /&gt;
* Nakar's old mod pack ported over to the new version (traps, gnomes and orcs)&lt;br /&gt;
* Zaratustra's Sphinx/jackalope&lt;br /&gt;
* Zaratustra's Candy Mountain creatures and trees&lt;br /&gt;
&lt;br /&gt;
And the Fatpack of forum creatures:&lt;br /&gt;
* Zaratustra's female demons&lt;br /&gt;
* The Hidden's spirit of ice&lt;br /&gt;
* Spelguru's metal men&lt;br /&gt;
* Mayday's giant animals&lt;br /&gt;
* Zurai's giant cave animals&lt;br /&gt;
&lt;br /&gt;
Things were added or removed on the basis of whether they were well-implemented in the current system and suitable to flavor.&lt;br /&gt;
&lt;br /&gt;
All the civilizations had to be reduced in size to avoid mass crashes.&lt;br /&gt;
&lt;br /&gt;
The civilizations are:&lt;br /&gt;
(FRIENDLY)&lt;br /&gt;
* Humans - plains cities, summer&lt;br /&gt;
* Dwarves - mountain underground forts, autumn&lt;br /&gt;
* Elves - forest tree cities, spring&lt;br /&gt;
* Gnomes - plains cities, autumn&lt;br /&gt;
(NUISANCE)&lt;br /&gt;
* Kobolds - mountain caves, any season&lt;br /&gt;
* Formics - mountain &amp;amp; forest caves, spring&lt;br /&gt;
* Tengu - mountain tree cities, autumn &amp;amp; winter&lt;br /&gt;
(EVIL)&lt;br /&gt;
* Goblins - mountain towers, any season&lt;br /&gt;
* Orcs - forest tree cities, any but winter&lt;br /&gt;
* Dark Elves - anywhere towers, autumn&lt;br /&gt;
* Driders - anywhere caves, autumn&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
Replace the whole raw/objects directory with the contents of this. This will both update old files and introduce new ones. Then delete all the files in the data/objects directory.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36902</id>
		<title>User:Zaratustra/Mod Salad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36902"/>
		<updated>2008-02-12T01:23:48Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://zarawesome.googlepages.com/mod_salad.zip&lt;br /&gt;
&lt;br /&gt;
The Mod Salad includes the following mods, mixed and butchered:&lt;br /&gt;
&lt;br /&gt;
* Zoo Mod&lt;br /&gt;
* Morlark's Plant Mod&lt;br /&gt;
* Dwarmins Plant Mod&lt;br /&gt;
* Zurai's Prehistoria Mod&lt;br /&gt;
* Teldin's mod (minus animals)&lt;br /&gt;
* Martial Arts mod&lt;br /&gt;
* Ecologist mod&lt;br /&gt;
* Wiles' mod's mythological creatures&lt;br /&gt;
* Minerals mod (minus inobtainium)&lt;br /&gt;
* Zaratustra's Bronze Mod (changes bronze and iron behavior)&lt;br /&gt;
* Nakar's old mod pack ported over to the new version (traps, gnomes and orcs)&lt;br /&gt;
* Zaratustra's Sphinx/jackalope&lt;br /&gt;
* Zaratustra's Candy Mountain creatures and trees&lt;br /&gt;
&lt;br /&gt;
And the Fatpack of forum creatures:&lt;br /&gt;
* Zaratustra's female demons&lt;br /&gt;
* The Hidden's spirit of ice&lt;br /&gt;
* Spelguru's metal men&lt;br /&gt;
* Mayday's giant animals&lt;br /&gt;
* Zurai's giant cave animals&lt;br /&gt;
&lt;br /&gt;
Things were added or removed on the basis of whether they were well-implemented in the current system and suitable to flavor.&lt;br /&gt;
&lt;br /&gt;
All the civilizations had to be reduced in size to avoid mass crashes.&lt;br /&gt;
&lt;br /&gt;
The civilizations are:&lt;br /&gt;
(FRIENDLY)&lt;br /&gt;
* Humans - plains cities, summer&lt;br /&gt;
* Dwarves - mountain underground forts, autumn&lt;br /&gt;
* Elves - forest tree cities, spring&lt;br /&gt;
* Gnomes - plains cities, autumn&lt;br /&gt;
* Sidhe - mountain tree cities, spring &amp;amp; summer&lt;br /&gt;
(NUISANCE)&lt;br /&gt;
* Kobolds - mountain caves, any season&lt;br /&gt;
* Formics - mountain &amp;amp; forest caves, spring&lt;br /&gt;
(EVIL)&lt;br /&gt;
* Goblins - mountain towers, any season&lt;br /&gt;
* Orcs - forest tree cities, any but winter&lt;br /&gt;
* Dark Elves - anywhere towers, autumn&lt;br /&gt;
* Driders - anywhere caves, autumn&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
Replace the whole raw/objects directory with the contents of this. This will both update old files and introduce new ones. Then delete all the files in the data/objects directory.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra&amp;diff=14970</id>
		<title>User talk:Zaratustra</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User_talk:Zaratustra&amp;diff=14970"/>
		<updated>2008-02-12T01:00:38Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* wow, language. */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;You're my hero.  Tiny Toons reference on the Known Bugs page.  -[[User:EarthquakeDamage|EarthquakeDamage]] 11:06, 2 November 2007 (EDT)&lt;br /&gt;
&lt;br /&gt;
: :3 -- [[User:Zaratustra|Zaratustra]] 19:48, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
Hi. You recently removed bituminous coal and lignite from the [[stone#OtherStone]] list. Since [[economic stone]] and [[ore]] have their own respective articles, it no longer makes sense to organize the stone article around those types. Since these are still stones, they deserve mention there, too. [[User:VengefulDonut|VengefulDonut]] 19:43, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:Might as well add Limestone and other such stones there, then. -- [[User:Zaratustra|Zaratustra]] 19:48, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
::Limestone is already listed in the article in the layers section. Maybe we should add the ores? [[User:VengefulDonut|VengefulDonut]] 19:50, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
:::[[Ores]] are easily identifiable by their symbol anyway. More important would be to add information to [[Gems]] on where each can be found instead of sorting them by '''color'''. -- [[User:Zaratustra|Zaratustra]] 19:54, 9 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
I've noticed this a bit in your edits, so I guess you didn't know. the color #AAA corresponds to RGB(176, 176, 176). The color DF uses for light gray is RGB(192, 192, 192), which can be represented by #CCC. The init file has a full list of the RGB values for the main colors at the bottom. [[User:VengefulDonut|VengefulDonut]] 19:03, 10 November 2007 (EST)&lt;br /&gt;
:By the way, adding doors was a good idea to display the secondary color of a metal. Can you think of a spiffy way we can do this for alloys too? [[:category:materials templates]] --[[User:VengefulDonut|VengefulDonut]] 19:19, 10 November 2007 (EST)&lt;br /&gt;
::There. I think that looks good. -- [[User:Zaratustra|Zaratustra]] 21:04, 10 November 2007 (EST)&lt;br /&gt;
&lt;br /&gt;
== [[Sphere]] ==&lt;br /&gt;
&lt;br /&gt;
um... this is meant to be an exercise in documentation and telling people what things are/do.&lt;br /&gt;
I don't get the [[sphere]] article at all, which means maybe it assumes too much in its current form? Are there magic or relgious schools in adventure mode or something?[[User:GarrieIrons|GarrieIrons]] 04:31, 7 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
== wow, language. ==&lt;br /&gt;
&lt;br /&gt;
I knew it wasn't you :P [[User:VengefulDonut|VengefulDonut]] 19:00, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
:I was sad that you erased my seed without trace. I am sorry I was rude. -- [[User:Zaratustra|Zaratustra]] 20:00, 11 February 2008 (EST)&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36958</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36958"/>
		<updated>2008-02-11T21:50:39Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: Entity Tokens moved to Entity tokens&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game&lt;br /&gt;
 [FOREST_SETTLEMENTS] these tokens are kinda lonely now that all of their work was subletted to other tokens&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] they are sad and cold&lt;br /&gt;
 [PLAINS_SETTLEMENTS] wont you give them a home&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the skellingtons&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you &lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff&lt;br /&gt;
 [TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down&lt;br /&gt;
 [CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use &lt;br /&gt;
 [SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has those guardies&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] obviously we must invade&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] katamari diplomacy&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.173.38a&amp;diff=36920</id>
		<title>40d:Pregenerated worlds/0.27.173.38a</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Pregenerated_worlds/0.27.173.38a&amp;diff=36920"/>
		<updated>2008-02-11T21:26:37Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: It wasn't me that broke the code, faptard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===666===&lt;br /&gt;
&lt;br /&gt;
The seed 666 makes an amazing world with a lot of sites where lava is near sand, loam, chasims, underground rivers, AND admentanium. Several such sites (Found with regonal prospecter) including a serine wild-life mountain. Wish I knew how to screen-cap...&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Near perfect 4X5===&lt;br /&gt;
&lt;br /&gt;
seed #: 1038428822&lt;br /&gt;
&lt;br /&gt;
[[Image:Import.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! &lt;br /&gt;
! Biome 1&lt;br /&gt;
! Biome 2&lt;br /&gt;
! Biome 3&lt;br /&gt;
|-&lt;br /&gt;
| Type&lt;br /&gt;
| Mountain&lt;br /&gt;
| Tropical Shrubland    &lt;br /&gt;
| Mountain&lt;br /&gt;
|-&lt;br /&gt;
| Temperature&lt;br /&gt;
| Scorching    &lt;br /&gt;
| Scorching&lt;br /&gt;
| Scorching&lt;br /&gt;
|-&lt;br /&gt;
| Trees&lt;br /&gt;
| None&lt;br /&gt;
| Woodland&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Vegetation&lt;br /&gt;
| None&lt;br /&gt;
| Moderate&lt;br /&gt;
| None&lt;br /&gt;
|-&lt;br /&gt;
| Surrondings&lt;br /&gt;
| Terrifying&lt;br /&gt;
| Terrifying&lt;br /&gt;
| Terrifying&lt;br /&gt;
|-&lt;br /&gt;
| Layers&lt;br /&gt;
| Andesite&lt;br /&gt;
| Yellow Sand&lt;br /&gt;
| Ryolite&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Marble&lt;br /&gt;
| Ryolite&lt;br /&gt;
| Obsidian&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| Granite&lt;br /&gt;
| Obsidian&lt;br /&gt;
| Diorite&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Diorite&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
It's a place in the center of the top left corner of the map. I's close to what people have been looking for: Terrifying, Wood , Water, Sand, Adamantium, Magma, Flux. It's situated between two lakes on a mountain. It should be perfect for those of you who want a challenge with everything.&lt;br /&gt;
&lt;br /&gt;
=== Great Starting Location ===&lt;br /&gt;
&lt;br /&gt;
Seed# 2763371510&lt;br /&gt;
&lt;br /&gt;
This map has only one good starting location that I could find, but it's a great one.  Near the middle of the map, and slightly east there is a volcano right next to a river running north south.  If you put the default map size so that the volcano is centered vertically and a one square east you will start in a fabulous spot.&lt;br /&gt;
&lt;br /&gt;
You get a easily defended canyon with only one entrance (south) from off map, and tall ledges on all sides.  A brook comes in from the south, providing ample water.&lt;br /&gt;
&lt;br /&gt;
Don't trust the report on sparse vegetation and trees.... there is pleanty for a society of stone loving dwarves. :)&lt;br /&gt;
&lt;br /&gt;
There is no aquifer... so dig away!&lt;br /&gt;
&lt;br /&gt;
The map isn't fully explored, so I won't be spoiling anything.&lt;br /&gt;
&lt;br /&gt;
Enjoy!!&lt;br /&gt;
&lt;br /&gt;
== Rejectionless seed for DF v0.27.173.38a ==&lt;br /&gt;
2360775120&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36901</id>
		<title>User:Zaratustra/Mod Salad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36901"/>
		<updated>2008-02-11T21:21:36Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://zarawesome.googlepages.com/mod_salad.zip&lt;br /&gt;
&lt;br /&gt;
The Mod Salad includes the following mods, mixed and butchered:&lt;br /&gt;
&lt;br /&gt;
* Zoo Mod&lt;br /&gt;
* Morlark's Plant Mod&lt;br /&gt;
* Dwarmins Plant Mod&lt;br /&gt;
* Zurai's Prehistoria Mod&lt;br /&gt;
* Teldin's mod (minus animals)&lt;br /&gt;
* Martial Arts mod&lt;br /&gt;
* Ecologist mod&lt;br /&gt;
* Wiles' mod's mythological creatures&lt;br /&gt;
* Minerals mod (minus inobtainium)&lt;br /&gt;
* Zaratustra's Bronze Mod (changes bronze and iron behavior)&lt;br /&gt;
* Nakar's old mod pack ported over to the new version (traps, gnomes and orcs)&lt;br /&gt;
* Zaratustra's Sphinx/jackalope&lt;br /&gt;
* Zaratustra's Candy Mountain creatures and trees&lt;br /&gt;
&lt;br /&gt;
And the Fatpack of forum creatures:&lt;br /&gt;
* Zaratustra's female demons&lt;br /&gt;
* The Hidden's spirit of ice&lt;br /&gt;
* Spelguru's metal men&lt;br /&gt;
* Mayday's giant animals&lt;br /&gt;
* Zurai's giant cave animals&lt;br /&gt;
&lt;br /&gt;
Things were added or removed on the basis of whether they were well-implemented in the current system and suitable to flavor.&lt;br /&gt;
&lt;br /&gt;
All the civilizations had to be reduced in size to avoid mass crashes.&lt;br /&gt;
&lt;br /&gt;
The civilizations are:&lt;br /&gt;
* Humans&lt;br /&gt;
* Dwarves&lt;br /&gt;
* Elves&lt;br /&gt;
* Goblins&lt;br /&gt;
* Kobolds&lt;br /&gt;
* Gnomes&lt;br /&gt;
* Orcs&lt;br /&gt;
* Dark Elves&lt;br /&gt;
* Driders&lt;br /&gt;
* Formics&lt;br /&gt;
* Sidhe&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
Replace the whole raw/objects directory with the contents of this. This will both update old files and introduce new ones. Then delete all the files in the data/objects directory.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36900</id>
		<title>User:Zaratustra/Mod Salad</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Zaratustra/Mod_Salad&amp;diff=36900"/>
		<updated>2008-02-11T21:20:53Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;http://zarawesome.googlepages.com/mod_salad.zip&lt;br /&gt;
&lt;br /&gt;
The Mod Salad includes the following mods, mixed and butchered:&lt;br /&gt;
&lt;br /&gt;
* Zoo Mod&lt;br /&gt;
* Morlark's Plant Mod&lt;br /&gt;
* Dwarmins Plant Mod&lt;br /&gt;
* Zurai's Prehistoria Mod&lt;br /&gt;
* Teldin's mod (minus animals)&lt;br /&gt;
* Martial Arts mod&lt;br /&gt;
* Ecologist mod&lt;br /&gt;
* Wiles' mod's mythological creatures&lt;br /&gt;
* Minerals mod (minus inobtainium)&lt;br /&gt;
* Zaratustra's Bronze Mod (changes bronze and iron behavior)&lt;br /&gt;
* Nakar's old mod pack ported over to the new version (traps, gnomes and orcs)&lt;br /&gt;
* Zaratustra's Sphinx/jackalope&lt;br /&gt;
&lt;br /&gt;
And the Fatpack of forum creatures:&lt;br /&gt;
* Zaratustra's female demons&lt;br /&gt;
* The Hidden's spirit of ice&lt;br /&gt;
* Spelguru's metal men&lt;br /&gt;
* Mayday's giant animals&lt;br /&gt;
* Zurai's giant cave animals&lt;br /&gt;
&lt;br /&gt;
Things were added or removed on the basis of whether they were well-implemented in the current system and suitable to flavor.&lt;br /&gt;
&lt;br /&gt;
All the civilizations had to be reduced in size to avoid mass crashes.&lt;br /&gt;
&lt;br /&gt;
The civilizations are:&lt;br /&gt;
* Humans&lt;br /&gt;
* Dwarves&lt;br /&gt;
* Elves&lt;br /&gt;
* Goblins&lt;br /&gt;
* Kobolds&lt;br /&gt;
* Gnomes&lt;br /&gt;
* Orcs&lt;br /&gt;
* Dark Elves&lt;br /&gt;
* Driders&lt;br /&gt;
* Formics&lt;br /&gt;
* Sidhe&lt;br /&gt;
&lt;br /&gt;
== How to use ==&lt;br /&gt;
&lt;br /&gt;
Replace the whole raw/objects directory with the contents of this. This will both update old files and introduce new ones. Then delete all the files in the data/objects directory.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35049</id>
		<title>40d Talk:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d_Talk:List_of_mods&amp;diff=35049"/>
		<updated>2008-02-11T19:16:45Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: Talk:List of Mods moved to Talk:List of mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
edit: we need more information here about what is removed. Good mod, but more specifics would be nice. It will also help us make more informed suggestions. I chose a roman principe as my adventurer class and started with only a single pilum (a throwing weapon) and no spatha/gladius. Maybe change the description or name of the principe.&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_Mods&amp;diff=37123</id>
		<title>40d:List of Mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_Mods&amp;diff=37123"/>
		<updated>2008-02-11T19:16:44Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: List of Mods moved to List of mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[List of mods]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30465</id>
		<title>40d:List of mods</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:List_of_mods&amp;diff=30465"/>
		<updated>2008-02-11T19:16:44Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: List of Mods moved to List of mods&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Modding]]&lt;br /&gt;
&lt;br /&gt;
= List of Mods =&lt;br /&gt;
&lt;br /&gt;
== Goblin Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds Goblins as a playable civilization, along with some goblin specific animals. (Including dwarven slaves).&lt;br /&gt;
&lt;br /&gt;
But beware, Dwarves WILL siege you and elves will steal your babies 0:&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/88232854/Goblinsmod4.zip.html Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000303 Forum Post]&lt;br /&gt;
&lt;br /&gt;
== Zoo Mod ==&lt;br /&gt;
&lt;br /&gt;
The Zoo Mod adds over 80 diverse domestic and wild animals from the real world, to add a little more realism to your fortress.&lt;br /&gt;
&lt;br /&gt;
Created by Chariot, you can find more details on his [[User:Chariot|user page]]&lt;br /&gt;
&lt;br /&gt;
== Teldinmod 2: Judgment Day ==&lt;br /&gt;
&lt;br /&gt;
Adds plants, food, animals, playable races, instruments, and many more things.&lt;br /&gt;
&lt;br /&gt;
Examples include chickens, orcs in fortress mode, spiders in adventure mode, tubas, edible mushrooms and more!&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/teldin%27s+mod.zip Download!]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000092 Forum Post] with more info.&lt;br /&gt;
&lt;br /&gt;
== Dwarvus Romanus: Rome Fortress ==&lt;br /&gt;
&lt;br /&gt;
A full-scale DF conversion, changing it to a Roman-style fortress game. Many game aspects (civs, weapons, plants, etc) are changed, see the readme for details.&lt;br /&gt;
&lt;br /&gt;
[http://teldin.wikispaces.com/space/showimage/rome+fortress.zip Download!]&lt;br /&gt;
&lt;br /&gt;
== Morlark's Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
This mod adds ten new plants, six outdoor ones and four cave ones.&lt;br /&gt;
&lt;br /&gt;
Five of these can be planted, and the remaining five can only be gathered from the wild.&lt;br /&gt;
&lt;br /&gt;
[http://morlark.uwcs.co.uk/misc/df/matgloss_plant_morlark.txt Download!]&lt;br /&gt;
&lt;br /&gt;
== Botany Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds several new indoor plans and numerous new outdoor plants.&lt;br /&gt;
&lt;br /&gt;
[[User:Chariot#Botany_Mod|Botany Mod]]&lt;br /&gt;
&lt;br /&gt;
== Dwarmins Plant Mod ==&lt;br /&gt;
&lt;br /&gt;
Adds eight imaginative new plant breeds that can be made into cloth and alcohol, to clothe all those naked dwarves you have.&lt;br /&gt;
&lt;br /&gt;
Well you can't clothe them with alcohol.&lt;br /&gt;
&lt;br /&gt;
Only clothes.&lt;br /&gt;
&lt;br /&gt;
No matter how hard they dream...&lt;br /&gt;
&lt;br /&gt;
[http://rapidshare.com/files/71696334/matgloss_plant_dwarmod.txt.html Download!]&lt;br /&gt;
&lt;br /&gt;
== Dire Animals Mod ==&lt;br /&gt;
&lt;br /&gt;
Bored with the current deadly animals?&lt;br /&gt;
&lt;br /&gt;
This mod adds more dangerous versions of many existing creatures.&lt;br /&gt;
&lt;br /&gt;
''They can smell your fear.''&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/creature+direrar/;91686 Download!]&lt;br /&gt;
&lt;br /&gt;
== Prehistoria ==&lt;br /&gt;
&lt;br /&gt;
Adds a bunch of dinosaurs and other prehistoric creatures. Does not overwrite any DF files.&lt;br /&gt;
&lt;br /&gt;
[http://files.filefront.com/prehistoria+005azip/;9304321;/fileinfo.html Version 0.05a]&lt;br /&gt;
&lt;br /&gt;
[http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000004 Forum post with more info]&lt;br /&gt;
&lt;br /&gt;
== Mega Toy Mod ==&lt;br /&gt;
For a little spice adds almost 300 toys to DF. All reasonably within period so it wont throw off your game. Enjoy!-Berent&lt;br /&gt;
&lt;br /&gt;
http://www.savefile.com/files/1246546  V 0.3&lt;br /&gt;
&lt;br /&gt;
Contribute to the project(forum link)&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000052&amp;amp;p=1&lt;br /&gt;
&lt;br /&gt;
== Bronze Mod ==&lt;br /&gt;
Fixes the assumptions DF makes about the relative strengths of bronze and iron. Adds a couple of new alloys.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000064&lt;br /&gt;
&lt;br /&gt;
== Martial Arts Mod ==&lt;br /&gt;
Intended as a mod to make different natural (unarmed) attacks for most creatures, this project evolved into more of a creature expansion. Adds several new megabeasts and controllable civs, some new weapons, and the martial arts themselves, too.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000260  v1.2 conforms to .38a standarts.&lt;br /&gt;
&lt;br /&gt;
== Minerals Mod ==&lt;br /&gt;
Rebalances the placement of many minerals and gems in the game. Adds several new metals/alloys, and two more sources of coal. Also includes the Manual Stone Selection hack that turns all stone in the game into economic stone.&lt;br /&gt;
&lt;br /&gt;
http://www.bay12games.com/cgi-local/ultimatebb.cgi?ubb=get_topic&amp;amp;f=13&amp;amp;t=000066&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=User:Chariot&amp;diff=13048</id>
		<title>User:Chariot</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=User:Chariot&amp;diff=13048"/>
		<updated>2008-02-11T19:16:18Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* What do you suggest for zm4? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Zoo Mod 3=&lt;br /&gt;
Zoo Mod 3 for DF 3d:&lt;br /&gt;
&lt;br /&gt;
[http://chariot.nickersonm.com/dwfortress/Zoo_Mod_3.zip Mod Download]&lt;br /&gt;
&lt;br /&gt;
to install, unzip into your raw folder&lt;br /&gt;
&lt;br /&gt;
to use, you must generate a new world&lt;br /&gt;
&lt;br /&gt;
==What zm3 Adds==&lt;br /&gt;
*Chicken [http://en.wikipedia.org/wiki/Chicken]&lt;br /&gt;
*Goose [http://en.wikipedia.org/wiki/Goose]&lt;br /&gt;
*Goat [http://en.wikipedia.org/wiki/Goat]&lt;br /&gt;
*Donkey [http://en.wikipedia.org/wiki/Donkey] (removed due to overlap with new version, but graphics still work)&lt;br /&gt;
*Sheep [http://en.wikipedia.org/wiki/Sheep]&lt;br /&gt;
*Pig [http://en.wikipedia.org/wiki/Pig]&lt;br /&gt;
*Ox [http://en.wikipedia.org/wiki/Ox]&lt;br /&gt;
*Llama [http://en.wikipedia.org/wiki/Llama]&lt;br /&gt;
*Dromedary Camel [http://en.wikipedia.org/wiki/Dromedary_Camel] (see donkey)&lt;br /&gt;
*Bactrian Camel [http://en.wikipedia.org/wiki/Bactrian_Camel] (see donkey)&lt;br /&gt;
*Alpaca [http://en.wikipedia.org/wiki/Alpaca]&lt;br /&gt;
*Yak [http://en.wikipedia.org/wiki/Yak]&lt;br /&gt;
*Pony [http://en.wikipedia.org/wiki/Pony]&lt;br /&gt;
*Gaur [http://en.wikipedia.org/wiki/Gaur]&lt;br /&gt;
*Coyote [http://en.wikipedia.org/wiki/Coyote]&lt;br /&gt;
*Javelina [http://en.wikipedia.org/wiki/Javelina]&lt;br /&gt;
*Wild Boar [http://en.wikipedia.org/wiki/Wild_Boar]&lt;br /&gt;
*Moose [http://en.wikipedia.org/wiki/Moose]&lt;br /&gt;
*Duck [http://en.wikipedia.org/wiki/Duck]&lt;br /&gt;
*Wild Turkey [http://en.wikipedia.org/wiki/Wild_Turkey]&lt;br /&gt;
*Buffalo [http://en.wikipedia.org/wiki/Buffalo]&lt;br /&gt;
*Armadillo [http://en.wikipedia.org/wiki/Armadillo]&lt;br /&gt;
*Porcupine [http://en.wikipedia.org/wiki/Porcupine]&lt;br /&gt;
*Rabbit [http://en.wikipedia.org/wiki/Rabbit]&lt;br /&gt;
*Hare [http://en.wikipedia.org/wiki/Hare]&lt;br /&gt;
*Skunk [http://en.wikipedia.org/wiki/Skunk]&lt;br /&gt;
*Beaver [http://en.wikipedia.org/wiki/Beaver]&lt;br /&gt;
*Prairie Dog [http://en.wikipedia.org/wiki/Prairie_Dog]&lt;br /&gt;
*Mountain Goat [http://en.wikipedia.org/wiki/Mountain_Goat] (see donkey)&lt;br /&gt;
*Florida Panther [http://en.wikipedia.org/wiki/Florida_Panther]&lt;br /&gt;
*Bobcat [http://en.wikipedia.org/wiki/Bobcat]&lt;br /&gt;
*Black Caiman [http://en.wikipedia.org/wiki/Black_Caiman]&lt;br /&gt;
*Badger [http://en.wikipedia.org/wiki/Badger]&lt;br /&gt;
*Otter [http://en.wikipedia.org/wiki/Otter]&lt;br /&gt;
*Pronghorn [http://en.wikipedia.org/wiki/Pronghorn]&lt;br /&gt;
*Bighorn Sheep [http://en.wikipedia.org/wiki/Bighorn_Sheep]&lt;br /&gt;
*Heron [http://en.wikipedia.org/wiki/Heron]&lt;br /&gt;
*Flamingo [http://en.wikipedia.org/wiki/Flamingo]&lt;br /&gt;
*Wisent [http://en.wikipedia.org/wiki/Wisent]&lt;br /&gt;
*Roadrunner [http://en.wikipedia.org/wiki/Roadrunner]&lt;br /&gt;
*Swan [http://en.wikipedia.org/wiki/Swan]&lt;br /&gt;
*Peccary [http://en.wikipedia.org/wiki/Peccary]&lt;br /&gt;
*Tapir [http://en.wikipedia.org/wiki/Tapir]&lt;br /&gt;
*Zebra [http://en.wikipedia.org/wiki/Zebra]&lt;br /&gt;
*Giraffe [http://en.wikipedia.org/wiki/Giraffe]&lt;br /&gt;
*Wildebeast [http://en.wikipedia.org/wiki/Wildebeast]&lt;br /&gt;
*Anteater [http://en.wikipedia.org/wiki/Anteater]&lt;br /&gt;
*Capybara [http://en.wikipedia.org/wiki/Capybara]&lt;br /&gt;
*Muskrat [http://en.wikipedia.org/wiki/Muskrat]&lt;br /&gt;
*Guinea Pig [http://en.wikipedia.org/wiki/Guinea Pig]&lt;br /&gt;
*Aardvark [http://en.wikipedia.org/wiki/Aardvark]&lt;br /&gt;
*Red Kangaroo [http://en.wikipedia.org/wiki/Red_Kangaroo]&lt;br /&gt;
*Dingo [http://en.wikipedia.org/wiki/Dingo]&lt;br /&gt;
*Ostrich [http://en.wikipedia.org/wiki/Ostrich]&lt;br /&gt;
*Giant Panda [http://en.wikipedia.org/wiki/Giant_Panda]&lt;br /&gt;
*Rhinoceros [http://en.wikipedia.org/wiki/Rhinoceros]&lt;br /&gt;
*Orangutan [http://en.wikipedia.org/wiki/Orangutan] (see donkey)&lt;br /&gt;
*Baboon [http://en.wikipedia.org/wiki/Baboon]&lt;br /&gt;
*Caracal [http://en.wikipedia.org/wiki/Caracal]&lt;br /&gt;
*Komodo Dragon [http://en.wikipedia.org/wiki/Komodo_Dragon]&lt;br /&gt;
*Clouded Leopard [http://en.wikipedia.org/wiki/Clouded_Leopard]&lt;br /&gt;
*White Tiger [http://en.wikipedia.org/wiki/White_Tiger]&lt;br /&gt;
*Gharial [http://en.wikipedia.org/wiki/Gharial]&lt;br /&gt;
*Maned Wolf [http://en.wikipedia.org/wiki/Maned Wolf]&lt;br /&gt;
*Jackal [http://en.wikipedia.org/wiki/Jackal]&lt;br /&gt;
*African Wild Dog [http://en.wikipedia.org/wiki/African_Wild_Dog]&lt;br /&gt;
*Dhole [http://en.wikipedia.org/wiki/Dhole]&lt;br /&gt;
*Hyena [http://en.wikipedia.org/wiki/Hyena]&lt;br /&gt;
*Water Buffalo [http://en.wikipedia.org/wiki/Water_Buffalo]&lt;br /&gt;
*Cape Buffalo [http://en.wikipedia.org/wiki/Cape_Buffalo]&lt;br /&gt;
*Oryx [http://en.wikipedia.org/wiki/Oryx]&lt;br /&gt;
*Kudu [http://en.wikipedia.org/wiki/Kudu]&lt;br /&gt;
*Addax [http://en.wikipedia.org/wiki/Addax]&lt;br /&gt;
*Impala [http://en.wikipedia.org/wiki/Impala]&lt;br /&gt;
*Sable Antelope [http://en.wikipedia.org/wiki/Sable_Antelope]&lt;br /&gt;
*Okapi [http://en.wikipedia.org/wiki/Okapi]&lt;br /&gt;
*Peacock [http://en.wikipedia.org/wiki/Peacock]&lt;br /&gt;
*Gambian Rat [http://en.wikipedia.org/wiki/Gambian_Rat]&lt;br /&gt;
*Cassowary [http://en.wikipedia.org/wiki/Cassowary]&lt;br /&gt;
*Wolverine [http://en.wikipedia.org/wiki/Wolverine]&lt;br /&gt;
*Woolly Mammoth [http://en.wikipedia.org/wiki/Woolly_Mammoth]&lt;br /&gt;
*Ermine [http://en.wikipedia.org/wiki/Ermine]&lt;br /&gt;
*Lynx [http://en.wikipedia.org/wiki/Lynx]&lt;br /&gt;
*Kodiak Bear [http://en.wikipedia.org/wiki/Kodiak_Bear]&lt;br /&gt;
*Snow Leopard [http://en.wikipedia.org/wiki/Snow_Leopard]&lt;br /&gt;
*Emperor Penguin [http://en.wikipedia.org/wiki/Emperor_Penguin]&lt;br /&gt;
*Reindeer [http://en.wikipedia.org/wiki/Reindeer]&lt;br /&gt;
*Arctic Fox [http://en.wikipedia.org/wiki/Arctic_Fox]&lt;br /&gt;
*Arctic Hare [http://en.wikipedia.org/wiki/Arctic_Hare]&lt;br /&gt;
&lt;br /&gt;
roughly half have graphics, and those that do all have both adult and child pics, with most also having skeletal and some having zombie&lt;br /&gt;
&lt;br /&gt;
[[Image:Zoo_mod_all.PNG]]&lt;br /&gt;
&lt;br /&gt;
also in it:&lt;br /&gt;
&lt;br /&gt;
*cave bee vermin&lt;br /&gt;
*cave beehive &amp;quot;plant&amp;quot; - brewed into dwarven mead, extracted(barrel) into dwarven honey&lt;br /&gt;
&lt;br /&gt;
which should probably be moved over to botany mod at some point&lt;br /&gt;
&lt;br /&gt;
==What might go in zm4?==&lt;br /&gt;
*Wombat&lt;br /&gt;
*Kiwi&lt;br /&gt;
*Gila Monster&lt;br /&gt;
*Bushmaster&lt;br /&gt;
*King Cobra&lt;br /&gt;
*Black Mamba&lt;br /&gt;
*Diamondback Rattlesnake&lt;br /&gt;
*Green Anaconda&lt;br /&gt;
*Burmese Python&lt;br /&gt;
*Reticulated Python&lt;br /&gt;
*Desert Tortoise&lt;br /&gt;
*Alligator Snapping Turtle&lt;br /&gt;
*Manatee&lt;br /&gt;
*Dolphin&lt;br /&gt;
*Porpoise&lt;br /&gt;
*Killer Whale&lt;br /&gt;
*Elephant Seal&lt;br /&gt;
*Leopard Seal&lt;br /&gt;
*Harbor Seal&lt;br /&gt;
*Fur Seal&lt;br /&gt;
*Sea Lion&lt;br /&gt;
*Leatherback Turtle&lt;br /&gt;
*Green Sea Turtle&lt;br /&gt;
*Goliath Frog&lt;br /&gt;
*Bullfrog&lt;br /&gt;
*Hellbender&lt;br /&gt;
*Asian Giant Salamander&lt;br /&gt;
*Pacific Giant Salamander&lt;br /&gt;
*Greater Siren&lt;br /&gt;
*Spider Crab&lt;br /&gt;
*Red King Crab&lt;br /&gt;
*Blue King Crab&lt;br /&gt;
*Coconut Crab&lt;br /&gt;
*Red Crab&lt;br /&gt;
*American Lobster&lt;br /&gt;
*European Lobster&lt;br /&gt;
*Aldabra Giant Tortoise&lt;br /&gt;
*Galápagos Giant Tortoise&lt;br /&gt;
*Emu&lt;br /&gt;
*Rhea&lt;br /&gt;
*Somali Ostrich&lt;br /&gt;
*Saiga&lt;br /&gt;
*Nilgai&lt;br /&gt;
*Sambar&lt;br /&gt;
*Sloth Bear&lt;br /&gt;
*Takin&lt;br /&gt;
*Anoa&lt;br /&gt;
*Banteng&lt;br /&gt;
*Zebu&lt;br /&gt;
*Dall Sheep&lt;br /&gt;
*Gerenuk&lt;br /&gt;
*Dik-Dik&lt;br /&gt;
*Pink River Dolphin&lt;br /&gt;
*Amazonian Manatee&lt;br /&gt;
*Dugong&lt;br /&gt;
*Steller's Sea Cow&lt;br /&gt;
*Cuvieronius&lt;br /&gt;
*Narwhal&lt;br /&gt;
*Arctic Wolf&lt;br /&gt;
*Pelican&lt;br /&gt;
*Perentie&lt;br /&gt;
*Water Monitor&lt;br /&gt;
*Crocodile Monitor&lt;br /&gt;
*Lace Monitor&lt;br /&gt;
*Thylacine&lt;br /&gt;
*Bongo&lt;br /&gt;
*Giant Forest Hog&lt;br /&gt;
*Hartebeest&lt;br /&gt;
*Nyala&lt;br /&gt;
*Quagga&lt;br /&gt;
*Eland&lt;br /&gt;
*Pygmy Hippopotamus&lt;br /&gt;
*Beluga Sturgeon&lt;br /&gt;
*Nutria&lt;br /&gt;
*Ocelot&lt;br /&gt;
*Civet&lt;br /&gt;
*Jaguarundi&lt;br /&gt;
*Serval&lt;br /&gt;
*Asian Golden Cat&lt;br /&gt;
*Aardwolf&lt;br /&gt;
*Kermode Bear&lt;br /&gt;
*Sun Bear&lt;br /&gt;
*Spectacled Bear&lt;br /&gt;
*Red Panda&lt;br /&gt;
*Coati&lt;br /&gt;
*Bush Dog&lt;br /&gt;
*Gray Fox&lt;br /&gt;
*Singing Dog&lt;br /&gt;
*Topi&lt;br /&gt;
*Springbok&lt;br /&gt;
*Water Chevrotain&lt;br /&gt;
*Red Deer&lt;br /&gt;
*Hirola&lt;br /&gt;
*Kob&lt;br /&gt;
*Puku&lt;br /&gt;
*Lechwe&lt;br /&gt;
*Waterbuck&lt;br /&gt;
*Blackbuck&lt;br /&gt;
*Barbary Sheep&lt;br /&gt;
*Ibex&lt;br /&gt;
*Tur&lt;br /&gt;
*Serow&lt;br /&gt;
*Goral&lt;br /&gt;
*Argali&lt;br /&gt;
*Mouflon&lt;br /&gt;
*Urial&lt;br /&gt;
*Bharal&lt;br /&gt;
*Chamois&lt;br /&gt;
*Giant Catfish&lt;br /&gt;
*Arapaima&lt;br /&gt;
*Sailfish&lt;br /&gt;
*White Sturgeon&lt;br /&gt;
*Red Junglefowl&lt;br /&gt;
*Guineafowl&lt;br /&gt;
*Malleefowl&lt;br /&gt;
*Brush-Turkey&lt;br /&gt;
*Loon&lt;br /&gt;
*Albatross&lt;br /&gt;
*Condor&lt;br /&gt;
*Blue-Footed Booby&lt;br /&gt;
*Gannet&lt;br /&gt;
*Cormorant&lt;br /&gt;
*Stork&lt;br /&gt;
*Egret&lt;br /&gt;
*Ibis&lt;br /&gt;
*Black Vulture&lt;br /&gt;
*Golden Eagle&lt;br /&gt;
*Griffon Vulture&lt;br /&gt;
*Steller's Sea Eagle&lt;br /&gt;
*Bald Eagle&lt;br /&gt;
*Crane&lt;br /&gt;
*Bustard&lt;br /&gt;
*Great Black-Backed Gull&lt;br /&gt;
*Puffin&lt;br /&gt;
*Eagle Owl&lt;br /&gt;
*Great Horned Owl&lt;br /&gt;
*Markhor&lt;br /&gt;
*Geleda&lt;br /&gt;
*Guanaco&lt;br /&gt;
*Vicuna&lt;br /&gt;
*Onager&lt;br /&gt;
*Spoonbill&lt;br /&gt;
*Crab-Eating Macaque&lt;br /&gt;
*Haast's Eagle&lt;br /&gt;
*Moa&lt;br /&gt;
*Woolly Rhinoceros&lt;br /&gt;
*Irish Elk&lt;br /&gt;
*Cave Lion (Chasm)&lt;br /&gt;
*Cave Bear (Chasm)&lt;br /&gt;
*Cave Hyena (Chasm)&lt;br /&gt;
&lt;br /&gt;
*Giant Mantis&lt;br /&gt;
*Giant Fiddler Crab&lt;br /&gt;
*Giant Cougar&lt;br /&gt;
*Giant Hoary Marmot&lt;br /&gt;
*Giant Tarantula&lt;br /&gt;
*Giant Rattlesnake&lt;br /&gt;
*Giant White Tiger&lt;br /&gt;
*Giant Centipede&lt;br /&gt;
*Giant Wolf&lt;br /&gt;
&lt;br /&gt;
==What do you suggest for zm4?==&lt;br /&gt;
*&lt;br /&gt;
*   More &amp;quot;Man&amp;quot; creatures, alligator men, shark men, etc.  --[[User:Thehunterunseen|Thehunterunseen]] 01:51, 4 November 2007 (EDT)&lt;br /&gt;
*   The people demand more platypi.  -[[User:EarthquakeDamage|EarthquakeDamage]] 03:55, 4 November 2007 (EST)&lt;br /&gt;
*   Gnolls.  As a new type of thief.--[[User:Neatoburrito|Neatoburrito]] 16:39, 15 November 2007 (EST)&lt;br /&gt;
*   More Rare Mythical creatures... Jackalopes, Wolpertingers etc. --[[User:Tuv|Tuv]] 17:21, 1 December 2007 (EST)&lt;br /&gt;
* Hamster &amp;amp; chinchilla. -- [[User:Zaratustra|Zaratustra]] 14:16, 11 February 2008 (EST)&lt;br /&gt;
&lt;br /&gt;
=Botany Mod=&lt;br /&gt;
[http://chariot.nickersonm.com/dwfortress/matgloss_botany_mod.txt Botany Mod Download]&lt;br /&gt;
&lt;br /&gt;
What it adds:&lt;br /&gt;
&lt;br /&gt;
*cave grape - Brewed into dwarven white wine, extracted(barrel) to make dwarven vinegar, edible when raw&lt;br /&gt;
*cave oats - Brewed into dwarven whiskey, milled into dwarven oat flour, edible when cooked&lt;br /&gt;
*cave lettuce - can be processed for leaves, edible when cooked&lt;br /&gt;
*cave carrot - Brewed into dwarven carrot juice, edible when raw&lt;br /&gt;
*cave cucumber - Brewed into dwarven pickle juice''(i know, poor dwarves)'', edible when raw&lt;br /&gt;
*cave coffee bush - Brewed into dwarven coffee''(dwarves like their coffee strong)''&lt;br /&gt;
&lt;br /&gt;
*wild grape - Brewed into red wine, edible when raw&lt;br /&gt;
*wild watermelon - Brewed into watermelon brandy, edible when raw&lt;br /&gt;
*crab apple - Brewed into apple cider, extracted(barrel) to make applesauce, edible when raw&lt;br /&gt;
*wild peach - Brewed into peach schnapps, edible when raw&lt;br /&gt;
*wild plum - Brewed into plum brandy, extracted(barrel) to make plum jelly, edible when raw&lt;br /&gt;
*wild raspberry - Brewed into raspberry wine, extracted(barrel) to make raspberry jam, edible when raw&lt;br /&gt;
*wild blackberry - Brewed into blackberry wine, extracted(barrel) to make blackberry jam, edible when raw&lt;br /&gt;
*wild blueberry - Extracted(barrel) to make blueberry jam, edible when raw&lt;br /&gt;
*banana - Edible when raw&lt;br /&gt;
*truffle - Edible when raw&lt;br /&gt;
*sunflower - Extracted(barrel) to make margarine, edible when raw&lt;br /&gt;
*wild garlic - Milled into garlic spice, extracted(vial) to make vampire ward(trade item)&lt;br /&gt;
*wild onion - Milled into onion spice, edible when cooked&lt;br /&gt;
*wild ginger - Brewed into ginger beer, milled into ginger spice&lt;br /&gt;
*wild eggplant - Edible when cooked&lt;br /&gt;
*wild cantaloupe - Brewed into cantaloupe wine, edible when raw&lt;br /&gt;
*wild peanut - Extracted(barrel) to make peanut butter, edible when raw&lt;br /&gt;
*wild pineapple - Brewed into pineapple wine, edible when raw&lt;br /&gt;
*wild peppercorn - Milled into black pepper&lt;br /&gt;
*wild passion fruit - Brewed into passion fruit juice, extracted(vial) to make love potion(trade item), edible when raw&lt;br /&gt;
*wild cranberry - Brewed into cranberry schnapps, extracted(barrel) to make cranberry sauce, edible when raw&lt;br /&gt;
*tumbleweed - Brewed into stumble grog&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Platinum&amp;diff=14108</id>
		<title>40d:Platinum</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Platinum&amp;diff=14108"/>
		<updated>2008-02-11T17:32:49Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Metal|name=Platinum|color=#FFF|bgcolor=#CCC&lt;br /&gt;
|uses=&lt;br /&gt;
* [[Metalsmith's forge|Metal crafting]]&lt;br /&gt;
|ore=&lt;br /&gt;
* [[Platinum nuggets]]&lt;br /&gt;
|properties=&lt;br /&gt;
* [[Material value]] 40&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Platinum is an extremely valuable metal, second to [[adamantine]] and tied with [[aluminum]], though aluminum weighs less.&lt;br /&gt;
&lt;br /&gt;
Platinum is quite common in alluvial grounds, unlike real life.&lt;br /&gt;
&lt;br /&gt;
[[category:metals]]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36957</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36957"/>
		<updated>2008-02-09T22:55:51Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game&lt;br /&gt;
 [FOREST_SETTLEMENTS] these tokens are kinda lonely now that all of their work was subletted to other tokens&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] they are sad and cold&lt;br /&gt;
 [PLAINS_SETTLEMENTS] wont you give them a home&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the skellingtons&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you &lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff&lt;br /&gt;
 [TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down&lt;br /&gt;
 [CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use &lt;br /&gt;
 [SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has those guardies&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] obviously we must invade&lt;br /&gt;
 [SKULKING] This makes the severity of attacks depend on the extent of item/baby thievery rather than the passage of time&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] katamari diplomacy&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36956</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36956"/>
		<updated>2008-02-09T22:52:37Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Behavior */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game&lt;br /&gt;
 [FOREST_SETTLEMENTS] these tokens are kinda lonely now that all of their work was subletted to other tokens&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] they are sad and cold&lt;br /&gt;
 [PLAINS_SETTLEMENTS] wont you give them a home&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the skellingtons&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you &lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff&lt;br /&gt;
 [TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down&lt;br /&gt;
 [CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use &lt;br /&gt;
 [SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES] heads on pikes or something i think&lt;br /&gt;
 [ACTIVE_SEASON:season] which season they'll come talk to you and/or piss you off&lt;br /&gt;
 [AMBUSHER] if pissed at you sneaks around and shoots at straggling members of your society&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER] steals babies no i don't know why this doesn't have an underscore chalk it up to lack of a design document&lt;br /&gt;
 [DIPLOMAT] diplomat comes talk to you&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS] diplomat has those guardies&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF] steals items&lt;br /&gt;
 [MERCHANT_BODYGUARDS] merchant has bodyguards&lt;br /&gt;
 [MERCHANT_NOBILITY] civ has a merchant prince or whatever&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER] obviously we must invade&lt;br /&gt;
 [SKULKING] precioussss&lt;br /&gt;
 [TREE_CAP_DIPLOMACY] katamari diplomacy&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36955</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36955"/>
		<updated>2008-02-09T22:50:08Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Placement */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*] ditto; for colonizing or whatever&lt;br /&gt;
 [TOLERATES_SITE:*] tritto; for migrants&lt;br /&gt;
 [START_BIOME:biome token] birth of civilization can be performed on this biome&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game&lt;br /&gt;
 [FOREST_SETTLEMENTS] these tokens are kinda lonely now that all of their work was subletted to other tokens&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS] they are sad and cold&lt;br /&gt;
 [PLAINS_SETTLEMENTS] wont you give them a home&lt;br /&gt;
 [UNDEAD_CANDIDATE] entity can be used to make the skellingtons&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you &lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff&lt;br /&gt;
 [TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down&lt;br /&gt;
 [CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use &lt;br /&gt;
 [SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES]&lt;br /&gt;
 [ACTIVE_SEASON:season]&lt;br /&gt;
 [AMBUSHER]&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER]&lt;br /&gt;
 [DIPLOMAT]&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF]&lt;br /&gt;
 [MERCHANT_BODYGUARDS]&lt;br /&gt;
 [MERCHANT_NOBILITY]&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER]&lt;br /&gt;
 [SKULKING]&lt;br /&gt;
 [TREE_CAP_DIPLOMACY]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36954</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36954"/>
		<updated>2008-02-09T22:48:06Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Flavor */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*]&lt;br /&gt;
 [TOLERATES_SITE:*]&lt;br /&gt;
 [START_BIOME:biome token]&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game&lt;br /&gt;
 [FOREST_SETTLEMENTS]&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
 [PLAINS_SETTLEMENTS]&lt;br /&gt;
 [UNDEAD_CANDIDATE]&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value] what kind of metals the civ uses for coin minting&lt;br /&gt;
 [CURRENCY_BY_YEAR] adds the year to each coin made because the name of the item is not larger than the game window yet&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*] scale goes from 0 to 25600 where 256 is the default see I told you &lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*] they just can't decide on a standardised scale for stuff&lt;br /&gt;
 [TRANSLATION:*] I mean jesus fahrenheit plus 10000 for temperatures you don't even write stuff down&lt;br /&gt;
 [CULL_SYMBOL:*:*] in fahrenheit in the comments you use celsius throughout why would you use &lt;br /&gt;
 [SELECT_SYMBOL:*:*] fahrenheit it is a bad scale that only keeps being used because americans are&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*] the color of friendly units in... i have no idea where they are this color&lt;br /&gt;
 [METAL_PREF] creatures of this entity like certain metals&lt;br /&gt;
 [STONE_PREF] creatures of this entity like certain stones&lt;br /&gt;
 [WOOD_PREF] creatures of this entity like certain woods&lt;br /&gt;
 [GEM_PREF] creatures of this entity like certain gems&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES]&lt;br /&gt;
 [ACTIVE_SEASON:season]&lt;br /&gt;
 [AMBUSHER]&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER]&lt;br /&gt;
 [DIPLOMAT]&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF]&lt;br /&gt;
 [MERCHANT_BODYGUARDS]&lt;br /&gt;
 [MERCHANT_NOBILITY]&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER]&lt;br /&gt;
 [SKULKING]&lt;br /&gt;
 [TREE_CAP_DIPLOMACY]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36953</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36953"/>
		<updated>2008-02-09T22:44:02Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Religion */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*]&lt;br /&gt;
 [TOLERATES_SITE:*]&lt;br /&gt;
 [START_BIOME:biome token]&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game&lt;br /&gt;
 [FOREST_SETTLEMENTS]&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
 [PLAINS_SETTLEMENTS]&lt;br /&gt;
 [UNDEAD_CANDIDATE]&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value]&lt;br /&gt;
 [CURRENCY_BY_YEAR]&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*]&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*]&lt;br /&gt;
 [TRANSLATION:*]&lt;br /&gt;
 [CULL_SYMBOL:*:*]&lt;br /&gt;
 [SELECT_SYMBOL:*:*]&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*]&lt;br /&gt;
 [METAL_PREF]&lt;br /&gt;
 [STONE_PREF]&lt;br /&gt;
 [WOOD_PREF]&lt;br /&gt;
 [GEM_PREF]&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*] REGIONAL_FORCE, PANTHEON or ANY_AVAILABLE_POWER&lt;br /&gt;
 [RELIGION_SPHERE:*] entities will pick powers that either match their GOOD/EVIL alignment or their spheres &lt;br /&gt;
 I guess you can make a specific creature to rule a specific entity but you have to match spheres pretty well and it's iffy&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES]&lt;br /&gt;
 [ACTIVE_SEASON:season]&lt;br /&gt;
 [AMBUSHER]&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER]&lt;br /&gt;
 [DIPLOMAT]&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF]&lt;br /&gt;
 [MERCHANT_BODYGUARDS]&lt;br /&gt;
 [MERCHANT_NOBILITY]&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER]&lt;br /&gt;
 [SKULKING]&lt;br /&gt;
 [TREE_CAP_DIPLOMACY]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
	<entry>
		<id>https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36952</id>
		<title>40d:Entity token</title>
		<link rel="alternate" type="text/html" href="https://dwarffortresswiki.org/index.php?title=40d:Entity_token&amp;diff=36952"/>
		<updated>2008-02-09T22:41:57Z</updated>

		<summary type="html">&lt;p&gt;Zaratustra: /* Leadership */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;These tokens define entities, or [[civilizations]], in entity_*.txt files.&lt;br /&gt;
&lt;br /&gt;
== Items and Animals Used ==&lt;br /&gt;
 [AMMO:item token]&lt;br /&gt;
 [ARMOR:item token:rarity]&lt;br /&gt;
 [ARMOR:item token]&lt;br /&gt;
 [DIGGER:item token]&lt;br /&gt;
 [GLOVES:item token:rarity]&lt;br /&gt;
 [HELM:item token:rarity]&lt;br /&gt;
 [INSTRUMENT:item token]&lt;br /&gt;
 [PANTS:item token:rarity]&lt;br /&gt;
 [SHIELD:item token]&lt;br /&gt;
 [SHOES:item token:rarity]&lt;br /&gt;
 [SIEGEAMMO:item token]&lt;br /&gt;
 [TOY:item token]&lt;br /&gt;
 [TRAPCOMP:item token]&lt;br /&gt;
 [WEAPON:item token]&lt;br /&gt;
&lt;br /&gt;
 [USE_ANIMAL_PRODUCTS]&lt;br /&gt;
 [USE_ANY_PET_RACE]&lt;br /&gt;
 [USE_CAVE_ANIMALS]&lt;br /&gt;
 [USE_EVIL_ANIMALS]&lt;br /&gt;
 [USE_EVIL_PLANTS]&lt;br /&gt;
 [USE_EVIL_WOOD]&lt;br /&gt;
 [USE_GOOD_ANIMALS]&lt;br /&gt;
 [USE_GOOD_PLANTS]&lt;br /&gt;
 [USE_GOOD_WOOD]&lt;br /&gt;
 [USE_MISC_PROCESSED_WOOD_PRODUCTS]&lt;br /&gt;
 [COMMON_DOMESTIC_MOUNT]&lt;br /&gt;
 [COMMON_DOMESTIC_PACK]&lt;br /&gt;
 [COMMON_DOMESTIC_PET]&lt;br /&gt;
 [COMMON_DOMESTIC_PULL]&lt;br /&gt;
 [RIVER_PRODUCTS]&lt;br /&gt;
 [OCEAN_PRODUCTS]&lt;br /&gt;
 [INDOOR_FARMING]&lt;br /&gt;
 [OUTDOOR_FARMING]&lt;br /&gt;
 [CLOTHING]&lt;br /&gt;
 [SUBTERRANEAN_CLOTHING]&lt;br /&gt;
 [EQUIPMENT_IMPROVEMENTS]&lt;br /&gt;
 [ITEM_IMPROVEMENT_MODIFIER:*:*]&lt;br /&gt;
 [IMPROVED_BOWS]&lt;br /&gt;
 [MINOR_METAL]&lt;br /&gt;
 [LOW_SKILL]&lt;br /&gt;
&lt;br /&gt;
== Gameplay ==&lt;br /&gt;
 [ADVENTURE_TIER:number] defines where this will appear on the list of races to pick on adventure mode no I have no idea why this exists&lt;br /&gt;
 [INDIV_CONTROLLABLE] adventure mode&lt;br /&gt;
 [CIV_CONTROLLABLE] dorf fortress mode&lt;br /&gt;
&lt;br /&gt;
== Placement ==&lt;br /&gt;
 [CREATURE:*] entity will pick one of this at random to populate when generated&lt;br /&gt;
 [START_GROUP_NUMBER:*] number of breeding couples to start with per entity&lt;br /&gt;
 [MAX_POP_NUMBER:number] max population *per entity*, multiply this by max starting civ to get the total population of the species&lt;br /&gt;
 [MAX_SITE_POP_NUMBER:number] max population per individual site&lt;br /&gt;
 [MAX_STARTING_CIV_NUMBER:number] max number of entities to spawn at worldgen&lt;br /&gt;
 [DEFAULT_SITE_TYPE:*] CITY, TREE_CITY, DARK_FORTRESS, CAVE, CAVE_DETAILED, RUIN&lt;br /&gt;
 [LIKES_SITE:*]&lt;br /&gt;
 [TOLERATES_SITE:*]&lt;br /&gt;
 [START_BIOME:biome token]&lt;br /&gt;
 [BIOME_SUPPORT:biome token:number] number goes from 0 to 10, unlike every other fricking scale in this game&lt;br /&gt;
 [FOREST_SETTLEMENTS]&lt;br /&gt;
 [MOUNTAIN_SETTLEMENTS]&lt;br /&gt;
 [PLAINS_SETTLEMENTS]&lt;br /&gt;
 [UNDEAD_CANDIDATE]&lt;br /&gt;
&lt;br /&gt;
== Flavor ==&lt;br /&gt;
 [CURRENCY:metal token:value]&lt;br /&gt;
 [CURRENCY_BY_YEAR]&lt;br /&gt;
 [ART_FACET_MODIFIER:*:*]&lt;br /&gt;
 [ART_IMAGE_ELEMENT_MODIFIER:*:*]&lt;br /&gt;
 [TRANSLATION:*]&lt;br /&gt;
 [CULL_SYMBOL:*:*]&lt;br /&gt;
 [SELECT_SYMBOL:*:*]&lt;br /&gt;
 [FRIENDLY_COLOR:*:*:*]&lt;br /&gt;
 [METAL_PREF]&lt;br /&gt;
 [STONE_PREF]&lt;br /&gt;
 [WOOD_PREF]&lt;br /&gt;
 [GEM_PREF]&lt;br /&gt;
&lt;br /&gt;
== Religion ==&lt;br /&gt;
 [RELIGION:*]&lt;br /&gt;
 [RELIGION_SPHERE:*]&lt;br /&gt;
 [SPHERE_ALIGNMENT:*:*]&lt;br /&gt;
&lt;br /&gt;
== Leadership ==&lt;br /&gt;
 [CAN_HAVE_MILITARY_LEADER] i can has military leader?&lt;br /&gt;
 [CAN_HAVE_MILITARY_SITE_LEADER] i can has military site leader?&lt;br /&gt;
 [LEADER_TYPE:profession token] king, bookkeeper, drunk, whateva&lt;br /&gt;
 [SITE_LEADER_TYPE:profession token]&lt;br /&gt;
 [MAYOR]&lt;br /&gt;
&lt;br /&gt;
== Behavior ==&lt;br /&gt;
 [ABUSE_BODIES]&lt;br /&gt;
 [ACTIVE_SEASON:season]&lt;br /&gt;
 [AMBUSHER]&lt;br /&gt;
 [AT_PEACE_WITH_WILDLIFE] what do you think&lt;br /&gt;
 [BABYSNATCHER]&lt;br /&gt;
 [DIPLOMAT]&lt;br /&gt;
 [DIPLOMAT_BODYGUARDS]&lt;br /&gt;
 [ENTITY_GROUPING:*] GOOD EVIL or NUISANCE&lt;br /&gt;
 [INVADERS_IGNORE_NEUTRALS] invaders ignore neutrals&lt;br /&gt;
 [ITEM_THIEF]&lt;br /&gt;
 [MERCHANT_BODYGUARDS]&lt;br /&gt;
 [MERCHANT_NOBILITY]&lt;br /&gt;
 [PROGRESS_TRIGGER_POPULATION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_PRODUCTION:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [PROGRESS_TRIGGER_TRADE:number] 0 to 5, civ will come talk to you once youve reached that size&lt;br /&gt;
 [RESPECT_ANIMALS] wont buy animal stuff&lt;br /&gt;
 [RESPECT_TREES] wont buy wood stuff&lt;br /&gt;
 [SIEGER]&lt;br /&gt;
 [SKULKING]&lt;br /&gt;
 [TREE_CAP_DIPLOMACY]&lt;/div&gt;</summary>
		<author><name>Zaratustra</name></author>
	</entry>
</feed>