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Difference between revisions of "String dump/raw"

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(update 51.05)
 
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  !This program cannot be run in DOS mode.
+
  <pre>
api-ms-win-core-synch-l1-2-0.dll
+
 
SleepConditionVariableCS
+
Strings v2.54 - Search for ANSI and Unicode strings in binary images.
WakeAllConditionVariable
+
Copyright (C) 1999-2021 Mark Russinovich
bad allocation
+
Sysinternals - www.sysinternals.com
Out of memory - aborting
+
.text
Fatal Error
+
 
UTF-16LE
+
cave
Unknown exception
+
 
bad array new length
+
fort
string too long
+
 
TRANS_NAME
+
fortressH
nameless
+
 
FIRST_NAME
+
pads
PRO_POS
+
 
PRO_OBJ
+
jump
PRO_SUB
+
 
PRO_REF
+
artifactH
<structure>
+
 
</local_id>
+
army
<local_id>
+
locationH
<type>counting house</type>
+
 
</name>
+
Sparring
<name>
+
 
</structure>
+
Warm
<type>guildhall</type>
+
Cold
<type>hospital</type>
+
 
<type>tower</type>
+
Noon
<type>mead hall</type>
+
 
<type>keep</type>
+
UntitledH
<type>dark tower</type>
+
 
<type>underworld spire</type>
+
RecenterH
<type>temple</type>
+
 
</worship_hfid>
+
.partialH
<worship_hfid>
+
 
</entity_id>
+
Set nameH
<entity_id>
+
 
<type>library</type>
+
SelectedH
</copied_artifact_id>
+
 
<copied_artifact_id>
+
Max binsH
<type>inn tavern</type>
+
 
<type>market</type>
+
Okay
<type>tomb</type>
+
 
<type>dungeon</type>
+
Deny
<subtype>standard</subtype>
+
 
<subtype>sewers</subtype>
+
Ride
<subtype>catacombs</subtype>
+
 
vector too long
+
Off dutyH
invalid string position
+
rlH
Training Session
+
Edit
Activity
+
Copy
Research
+
 
Activity Event
+
DeceasedH
Worship
+
 
Socialize
+
ambianceH
  empties
+
song
empty
+
 
  picks up
+
q`H
  pick up
+
qpH
  has shared many tales from beyond
+
qxH
  embraces
+
^PH
 +
^XH
 +
^hH
 +
^pH
 +
/neutralH
 +
 
 +
One ShotH
 +
 
 +
D$ Hi
 +
 
 +
AquariumH
 +
 
 +
SuperiorH
 +
High
 +
Very low
 +
Superior
 +
 
 +
east
 +
 
 +
fairnessH
 +
stoicismH
 +
rage
 +
 
 +
PrisonerH
 +
 
 +
outburstH
 +
the Void
 +
 
 +
ADD_COLOH9
 +
 
 +
creatureH
 +
 
 +
TrainingH
 +
 
 +
ChargingH
 +
 
 +
in hoursH
 +
 
 +
Burden: H
 +
 
 +
FIRED_MAH
 +
 
 +
HIGH_PRIA
 +
 
 +
They
 +
Fairness
 +
Love
 +
th=
 +
ArtifactH
 +
TreasureH
 +
the H
 +
the KeepH
 +
the TimeH
 +
the CampH
 +
Evil
 +
Hell
 +
CreatureH
 +
the I
 +
 
 +
prisonerH
 +
 
 +
EngraverH
 +
 
 +
RESERVEDH9
 +
 
 +
LANGUAGEH
 +
TEXT_SETH
 +
BUILDINGH
 +
CREATUREH
 +
REACTIONH
 +
vmH
 +
 
 +
TRANS_NAME
 +
FIRST_NAME
 +
PRO_POS
 +
PRO_OBJ
 +
PRO_SUB
 +
PRO_REF
 +
</local_id>
 +
<local_id>
 +
<type>counting house</type>
 +
</name>
 +
<name>
 +
</structure>
 +
<type>guildhall</type>
 +
<type>hospital</type>
 +
<type>tower</type>
 +
<type>mead hall</type>
 +
<type>keep</type>
 +
<type>dark tower</type>
 +
<type>underworld spire</type>
 +
<type>temple</type>
 +
</worship_hfid>
 +
<worship_hfid>
 +
</entity_id>
 +
<entity_id>
 +
<type>library</type>
 +
</copied_artifact_id>
 +
<copied_artifact_id>
 +
<type>inn tavern</type>
 +
<type>market</type>
 +
<type>tomb</type>
 +
<type>dungeon</type>
 +
<subtype>standard</subtype>
 +
<subtype>sewers</subtype>
 +
<subtype>catacombs</subtype>
 +
Training Session
 +
Activity
 +
Research
 +
Activity Event
 +
Worship
 +
Play
 +
Socialize
 +
Read
 +
  empties  
 +
  picks up  
 +
  pick up  
 +
  has shared many tales from beyond  
 +
  embraces  
 
  has shared a rumor from abroad.
 
  has shared a rumor from abroad.
 
  has shared a few rumors.
 
  has shared a few rumors.
  has discovered
+
  has discovered  
  gives you
+
  gives you  
Ponder
+
Ponder  
  has become a student of
+
  has become a student of  
Learn
+
Learn  
Teach
+
Teach  
Discuss
+
Discuss  
Write about
+
Write
Meditate on
+
Write about  
Go to Combat Training
+
Meditate on  
Pray to
+
Go to Combat Training
Lead Combat Training
+
Pray to  
Organize Combat Training
+
Lead Combat Training
Play Make Believe
+
Organize Combat Training
Wait for Combat Training
+
Play Make Believe
Play with
+
Wait for Combat Training
Promote
+
Play with  
Preach on
+
Promote  
Inveigh Against
+
Preach on  
Family
+
Inveigh Against  
Loyalty
+
Family
Friendship
+
Loyalty
Cunning
+
Friendship
Fairness
+
Cunning
Eloquence
+
Eloquence
Tradition
+
Tradition
Decorum
+
Decorum
Cooperation
+
Cooperation
Artwork
+
Artwork
Stoicism
+
Stoicism
Independence
+
Independence
Self-Control
+
Self-Control
Introspection
+
Introspection
Harmony
+
Harmony
Tranquility
+
Tranquility
Craftsmanship
+
Craftsmanship
Merriment
+
Merriment
Martial Prowess
+
Skill
Sacrifice
+
Martial Prowess
Hard Work
+
Sacrifice
Perseverance
+
Hard Work
Competition
+
Perseverance
Commerce
+
Commerce
Leisure Time
+
Leisure Time
Nature
+
Nature
Romance
+
Romance
Knowledge
+
Peace
Tell Story
+
Tell Story
Listen to Sermon
+
Listen to Sermon
Recite Poetry
+
Recite Poetry
Listen to Story
+
Listen to Story
Simulate
+
Simulate  
Listen to Poetry
+
Listen to Poetry
Perform Music
+
Sing
Perform Dance
+
Play
Listen to Music
+
Perform Music
Go to
+
Chant
Watch Dance
+
Perform Dance
Organize
+
Listen to Music
Demonstration
+
Go to  
Wait for
+
Watch Dance
Serve
+
Organize  
Watch
+
Wait for  
Go to Individual Combat Drill
+
Lead
Serve Customer
+
Serve  
/Resting
+
Watch  
Individual Combat Drill
+
Go to Individual Combat Drill
Go to Sparring Match
+
Serve Customer
Watch Sparring Practice
+
/Resting
Go to Sparring Practice
+
Spar
DOUBLE TAGGED ITEM: By Activity,
+
Go to Sparring Match
Archery Practice
+
Watch Sparring Practice
There are not enough dancers.
+
Go to Sparring Practice
There is not enough room to perform here.
+
DOUBLE TAGGED ITEM: By Activity,  
You cannot perform here.
+
Archery Practice
You could not find a partner.
+
There are not enough dancers.
Some children
+
There is not enough room to perform here.
begins
+
You cannot perform here.
  playing with
+
You could not find a partner.
 +
Some children
 +
begins
 +
  playing with  
 
  playing make believe.
 
  playing make believe.
The performers
+
The performers
the story of
+
a toy
a sermon on
+
a sermon on  
an improvised recital of
+
an improvised recital of  
reciting the poem
+
reciting the poem  
improvised music,
+
improvised music,  
the musical composition
+
the musical composition  
an improvised dance,
+
an improvised dance,  
dancing
+
dancing  
You continue the sermon.
+
You continue the sermon.
  in the middle of
+
  in the middle of  
You continue the story.
+
You continue the story.
The sermon continues.
+
The sermon continues.
You begin
+
You begin
The story continues.
+
The story continues.
The poetry enters
+
The poetry enters
the verse paragraph
+
the verse paragraph
 
  line.
 
  line.
the stanza
+
the stanza
verse paragraph
+
You continue the poem.
You continue the poem.
+
You enter  
stanza
+
The poem continues.
You enter
+
The music enters  
The poem continues.
+
The dance enters a new section with  
The music enters
+
the introduction
The dance enters a new section with
+
a simple passage
the introduction
 
a simple passage
 
 
  of the theme
 
  of the theme
the exposition
+
the exposition
 
  of the second theme
 
  of the second theme
 
  of the first theme
 
  of the first theme
a recapitulation
+
a recapitulation
 
  of the previous passage
 
  of the previous passage
 
  of the two themes
 
  of the two themes
the synthesis
+
the synthesis
a verse
+
a verse
 
  of previous passages
 
  of previous passages
the finale
+
the finale
a chorus
+
a chorus
a bridge-passage
+
a bridge-passage
the coda
+
the coda
second
+
second  
first
+
first  
a series of variations
+
a series of variations
 
  on the first theme
 
  on the first theme
 
  on the theme
 
  on the theme
 
  on the second theme
 
  on the second theme
You continue the dance.
+
You continue the dance.
You continue the music.
+
You continue the music.
The dance continues.
+
The dance continues.
You conclude your performance.
+
You conclude your performance.
The music continues.
+
The music continues.
Some performers finish their act.
+
Some performers finish their act.
The performers are finished.
+
The performers are finished.
 
  concludes a performance.
 
  concludes a performance.
 
  has finished performing.
 
  has finished performing.
You feel like you know the basic rules of
+
You feel like you know the basic rules of  
You've learned
+
You've learned  
 +
lay
 
  forth an awe-inspiring sermon for the ages!
 
  forth an awe-inspiring sermon for the ages!
 
  a lucid and powerful sermon.
 
  a lucid and powerful sermon.
Line 209: Line 329:
 
  weave
 
  weave
 
  the story in vivid detail.
 
  the story in vivid detail.
 +
tell
 
  stumble
 
  stumble
 
  telling the tale quite well.
 
  telling the tale quite well.
 
  bring
 
  bring
 
  over the details.
 
  over the details.
choose
 
 
  the poem to life with this flawless recitation.
 
  the poem to life with this flawless recitation.
 
  recite
 
  recite
Line 219: Line 339:
 
  enunciate
 
  enunciate
 
  the words evocatively.
 
  the words evocatively.
speak
 
 
  crisply.
 
  crisply.
 
  mumble
 
  mumble
well.
 
 
  poorly.
 
  poorly.
, having completely forgotten the words.
+
, having completely forgotten the words.
instrument
+
  delivering a virtuoso performance on the  
and the
 
  delivering a virtuoso performance on the
 
 
  are indistinguishable!
 
  are indistinguishable!
  could nearly pass for the voice of the
+
  could nearly pass for the voice of the  
 
  is absolutely flawless.
 
  is absolutely flawless.
 +
play
 
  with skill.
 
  with skill.
sound
 
 
  beautifully.
 
  beautifully.
  playing the
+
  playing the  
  vaguely like the intended
+
  vaguely like the intended  
singing
+
singing
chanting
+
chanting
  a mockery of the
+
  a mockery of the  
doesn't
 
 
  with a shameworthy performance.
 
  with a shameworthy performance.
  seem to know how to play the
+
  seem to know how to play the  
 
  and even forget
 
  and even forget
 
  sloppily
 
  sloppily
dance
 
 
  some of the words.
 
  some of the words.
 
  dancing exceptionally.
 
  dancing exceptionally.
 
  flawlessly, like someone out of a legend!
 
  flawlessly, like someone out of a legend!
 +
get
 
  dancing well.
 
  dancing well.
 
  tangled up.
 
  tangled up.
The pages are blank.
+
The pages are blank.
It has no writing.
+
It has no writing.
It has no pages.
+
It has no pages.
  Alias:
+
  of
  Associated Plot:
+
famous hero
  Highest known in organization
+
hero
  Associated Organization:
+
legendary training partner
  We haven't performed for some time.
+
famous training partner
  We are going the wrong way.
+
greatly respected for heroic acts
We should be making better progress.
+
respected for heroic acts
We should have made it there by now.
+
dabbling training partner
We must not abandon
+
noted training partner
The oppressor has been overthrown!
+
rumored brawler
We have arrived at our destination.
+
famous brawler
We must go back.
+
noted brawler
Empty announcement
+
famous trade partner
flying
+
noted trade partner
, but it is deflected by
+
rumored villain
by the
+
legendary trade partner
spinning
+
legendarily polite
, but the attack is deflected by
+
dabbling trade partner
, lightly tapping the target!
+
possibly polite
, but there is no force!
+
notably polite
, but it passes right through!
+
rumored killer
in the
+
noted comrade
 +
rumored murderer
 +
legendary comrade
 +
possible comrade
 +
rumored ally
 +
noted ally
 +
known ally
 +
known enemy
 +
rumored enemy
 +
infamous enemy
 +
noted enemy
 +
noted enemy fighter
 +
known enemy fighter
 +
legendary enemy fighter
 +
infamous enemy fighter
 +
famous fighter
 +
noted fighter
 +
rumored enemy fighter
 +
legendary fighter
 +
legendary bully
 +
infamous bully
 +
known fighter
 +
rumored fighter
 +
rumored bully
 +
noted bully
 +
known bully
 +
rumored brigand
 +
noted loyal soldier
 +
known loyal soldier
 +
legendary loyal soldier
 +
famous loyal soldier
 +
infamous monster
 +
noted monster
 +
rumored loyal soldier
 +
legendary monster
 +
famous storyteller
 +
known monster
 +
rumored monster
 +
rumored storyteller
 +
noted storyteller
 +
known storyteller
 +
known poet
 +
rumored poet
 +
noted poet
 +
noted bard
 +
known bard
 +
noted dancer
 +
rumored bard
 +
infamous quarreler
 +
known dancer
 +
rumored dancer
 +
rumored quarreler
 +
known quarreler
 +
rumored flatterer
 +
famous protector of the weak
 +
noted protector of the weak
 +
rumored hunter
 +
legendary protector of the weak
 +
legendary treasure hunter
 +
famous treasure hunter
 +
known protector of the weak
 +
rumored protector of the weak
 +
rumored treasure hunter
 +
legendary thief
 +
noted treasure hunter
 +
known treasure hunter
 +
known thief
 +
rumored thief
 +
infamous thief
 +
noted thief
 +
noted information source
 +
known information source
 +
legendary information source
 +
infamous information source
 +
famous preserver of knowledge
 +
noted preserver of knowledge
 +
rumored information source
 +
legendary preserver of knowledge
 +
legendary intruder
 +
infamous intruder
 +
known preserver of knowledge
 +
rumored preserver of knowledge
 +
rumored intruder
 +
noted intruder
 +
known intruder
 +
known preacher
 +
rumored preacher
 +
infamous preacher
 +
noted preacher
 +
Unknown
 +
Regions
 +
Actors
 +
Organizations
 +
Artifacts
 +
Intrigue
 +
Centered on last heard
 +
Centered on first heard
 +
Plots
 +
Centered on location
 +
Overthrow Agreement
 +
Guide Agreement
 +
Showing pin,last
 +
  Showing type,date
 +
Adventuring Agreement
 +
Bound Servitude
 +
Aid Rescue Agreement
 +
Residency Agreement
 +
Grant of Citizenship
 +
Entertainment Agreement
 +
World Joining Agreement
 +
Artifact Theft
 +
Promise of Position
 +
Parley Arrangement
 +
Corruption
 +
Sabotage Plot
 +
Infiltration Plot
 +
Assassination Plot
 +
Abduction Plot
 +
Foiled Bribery Conspiracy
 +
Foiled Corruption Conspiracy
 +
Framing Plot
 +
War Starting Plot
 +
Offer Service
 +
Retrieve Artifact
 +
Foiled Embezzlement Conspiracy
 +
Build Structure
 +
in insurrection against
 +
thereby freeing
 +
agreed to join
 +
somebody unknown
 +
in order to be brought safely away from
 +
agreed to guide
 +
wherever the journey might lead
 +
was bound to serve
 +
in order to rescue
 +
agreed to adventure with
 +
throughout the world
 +
Agreement concluded
 +
by invocation of True Name
 +
agreed to entertain people with
 +
asked that
 +
retrieve
 +
requested that
 +
make an offer of service to
 +
Kill
 +
Drive members of
 +
from
 +
Cause trouble for
 +
An order from
 +
Not yet completed
 +
Finish reporting in
 +
Complete: report back
 +
Centered on target
 +
One member
 +
Centered on commander
 +
  Showing important
 +
Showing all
 +
Org:
 +
Site Government
 +
Nomadic Group
 +
Vessel Crew
 +
Migrating Group
 +
Performance Troupe
 +
Merchant Company
 +
Military Organization
 +
Outcast
 +
Enemy
 +
Criminal
 +
Craft Guild
 +
, Dead
 +
Aligned
 +
Prisoner
 +
Devoted
 +
Affiliated
 +
Associated
 +
Former
 +
Mountain
 +
Temperate Saltwater Swamp
 +
Temperate Freshwater Marsh
 +
Temperate Freshwater Swamp
 +
Tropical Saltwater Swamp
 +
Mangrove Swamp
 +
Temperate Saltwater Marsh
 +
Tropical Freshwater Swamp
 +
Taiga
 +
Temperate Coniferous Forest
 +
Tropical Freshwater Marsh
 +
Tropical Saltwater Marsh
 +
Tropical Dry Broadleaf Forest
 +
Tropical Moist Broadleaf Forest
 +
Temperate Broadleaf Forest
 +
Tropical Coniferous Forest
 +
Temperate Shrubland
 +
Tropical Grassland
 +
Temperate Grassland
 +
Temperate Savanna
 +
Badlands
 +
Rocky Wasteland
 +
Tropical Savanna
 +
Tropical Shrubland
 +
Temperate Ocean
 +
Arctic Ocean
 +
Sand Desert
 +
Tropical Ocean
 +
Temperate Saltwater Pool
 +
Tropical Freshwater Pool
 +
Temperate Freshwater Pool
 +
Temperate Brackish Pool
 +
Temperate Freshwater Lake
 +
Temperate Brackish Lake
 +
Tropical Brackish Pool
 +
Tropical Saltwater Pool
 +
Tropical Brackish Lake
 +
Tropical Saltwater Lake
 +
Temperate Saltwater Lake
 +
Tropical Freshwater Lake
 +
Temperate Saltwater River
 +
Tropical Freshwater River
 +
Temperate Freshwater River
 +
Temperate Brackish River
 +
Subterranean Water
 +
Subterranean Chasm
 +
Tropical Brackish River
 +
Tropical Saltwater River
 +
It was last seen
 +
It was last rumored to be
 +
Subterranean Magma
 +
It is traditionally thought to be
 +
Highest known in organization
 +
  and your military commander
 +
alongside you
 +
You have known this person your entire life.
 +
and your military subordinate
 +
You have known each other your entire lives.
 +
You have known this person since
 +
birth.
 +
  You are beloved.
 +
  You are held in high regard.
 +
  You have attracted some positive interest.
 +
  You are held in some esteem.
 +
  You have been favorably noticed.
 +
You have killed
 +
of these creatures.
 +
placement of
 +
in the year
 +
Somebody
 +
The destruction of
 +
an untitled work
 +
to
 +
refusal to give
 +
Your reunion with
 +
gaining of
 +
The death of
 +
The reunion of
 +
Your death
 +
export prohibition violation
 +
disorderly conduct
 +
building destruction
 +
crime of murder
 +
crime of theft
 +
bribery
 +
embezzlement
 +
crime of treason
 +
crime of blood-drinking
 +
crime of robbery
 +
crime of espionage
 +
crime of kidnapping
 +
crime of attempted kidnapping
 +
crime of attempted theft
 +
crime of attempted murder
 +
demand of submission from
 +
self-identification to
 +
refusal to identify to
 +
's presence
 +
escalated attack on
 +
's refusal of
 +
's demand for tribute
 +
's acceptance of
 +
's offer of tribute
 +
's claim
 +
on
 +
's offer of peace
 +
's cessation of tribute to
 +
's flight
 +
's harassment
 +
's withdrawal from
 +
's abandonment
 +
The insurrection
 +
insurrection crushed
 +
by
 +
overthrow
 +
failed insurrection
 +
's march
 +
to reclaim
 +
's reclamation
 +
's foundation
 +
The occupation of
 +
Your abduction
 +
  to found a site in
 +
The presence of
 +
Your possession of
 +
The abduction of
 +
The destruction of
 +
Your lack of possession of
 +
's possession of
 +
The absence of
 +
You have been ordered to drive these forces out.
 +
You have been ordered to clear the forces from this site.
 +
's lack of possession of
 +
You have been ordered to slay this creature.
 +
You have been ordered to cause trouble for these forces.
 +
You last
 +
Writing
 +
You first heard this
 +
Dropped
 +
  Given
 +
Destroyed
 +
you
 +
Denied
 +
Held
 +
Gained
 +
Reunion/
 +
reunited
 +
Death/
 +
Death/You
 +
ProdViol
 +
prohibition
 +
JobViol
 +
ExpViol
 +
SlowLabor
 +
Disorder
 +
Murder
 +
BuildDest
 +
disorderly
 +
Vandalism
 +
Robbery
 +
Treason
 +
Blood-drinking
 +
Sermon/
 +
Performance/
 +
RefusedID/
 +
SelfID/
 +
submission
 +
YieldDemand/
 +
Attack/
 +
Escalation/
 +
Group/
 +
Beast/
 +
NoTribute/
 +
Harass/
 +
NoPeace/
 +
refugees
 +
withdrawal
 +
Leave/
 +
Flee/
 +
Abandon/
 +
overthrow
 +
revolution
 +
Crushed
 +
Failed
 +
founding
 +
Founded/
 +
reclaim
 +
Reclaimed/
 +
Reclaiming/
 +
Founding/
 +
Occupation/
 +
Invasion/
 +
Abduction/You
 +
Abduction/
 +
No Artifact/
 +
Done:
 +
Rescue
 +
Aid rescue with
 +
Insurrection with
 +
Guided by
 +
Entertain people with
 +
Order: Kill
 +
Adventure with
 +
The bound service of
 +
Order: Drive off
 +
Order: Cause trouble for
 +
We are going the wrong way.
 +
We should be making better progress.
 +
We should have made it there by now.
 +
We must not abandon  
 +
The oppressor has been overthrown!
 +
We have arrived at our destination.
 +
We haven't performed for some time.
 +
We must go back.
 +
, but it is deflected by  
 
  from behind
 
  from behind
 +
spinning
 +
flying
 +
, but there is no force!
 +
, but it passes right through!
 +
, but the attack passes right through!
 +
, but it glances away!
 
  from the side
 
  from the side
with
+
, lightly tapping the target!
the part
 
is smashed into the body, an unrecognizable mass!
 
 
  splits in gore!
 
  splits in gore!
 
  collapses!
 
  collapses!
, but the attack passes right through!
+
the injured part
  , but it glances away!
+
  is ripped into loose shreds!
, but the attack glances away!
+
, but the attack glances away!
 
  and the severed part sails off in an arc!
 
  and the severed part sails off in an arc!
  is cloven asunder!
+
the part
explodes into gore!
+
  is smashed into the body, an unrecognizable mass!
 
  collapses into a lump of gore!
 
  collapses into a lump of gore!
 
  is crushed!
 
  is crushed!
the injured part
+
passing through a hole in the  
is ripped into loose shreds!
+
main part
 
  is torn apart!
 
  is torn apart!
 
  and it is mostly cut away from the rest of the torso!
 
  and it is mostly cut away from the rest of the torso!
  out of the wound
+
  is cloven asunder!
through the
+
  explodes into gore!
  tearing
+
jamming the
passing through a hole in the
+
out of the wound
main part
+
  and
jamming the
 
  denting
 
bruising
 
apart
 
 
  tearing apart
 
  tearing apart
 
  shattering
 
  shattering
  chipping
+
breaking away
  fracturing
+
most of
 +
  half of
 +
  tearing
 
  chipping
 
  chipping
 
  fracturing
 
  fracturing
 
  denting
 
  denting
  bruising
+
  and spilling
tearing apart
+
fetid
shattering
+
  a piece of
  tearing
 
 
  the rest of
 
  the rest of
  through a hole in the
+
  through a hole in the  
  through the
+
  through the  
and spilling
+
reeking
breaking away
+
foul
most of
+
The geldables have been torn away!
half of
+
It is a gelding strike!
a piece of
+
decomposing
rancid
+
rancid
stinking
+
stinking
filthy
+
filthy
reeking
+
many nerves
rotten
+
a motor nerve
decomposing
+
a sensory nerve
a major artery
+
It is a gelding blow!
an artery
 
 
  has been opened by the attack
 
  has been opened by the attack
many nerves
+
sprained
The geldables have been torn away!
+
bruised
It is a gelding strike!
+
a tendon
It is a gelding blow!
 
 
  been severed
 
  been severed
a ligament
+
a ligament
  has been
+
  has been  
  a motor nerve
+
  has
  a sensory nerve
+
become enraged!
 +
  has lodged firmly in the wound!
 
  is ripped to shreds!
 
  is ripped to shreds!
 
  breaks!
 
  breaks!
 
  attack is interrupted!
 
  attack is interrupted!
  sprained
+
  are
  bruised
+
  propelled away by the force of the blow!
  a tendon
+
  been knocked unconscious!
  strained
+
  latch on firmly
 
  latches on firmly
 
  latches on firmly
 
  latch on firmly!
 
  latch on firmly!
 
  latches on firmly!
 
  latches on firmly!
  become enraged!
+
  feel
  has lodged firmly in the wound!
+
  looks
  latch on firmly
+
  even more sick!
 
  been stunned again!
 
  been stunned again!
 
  been stunned!
 
  been stunned!
 
  having more trouble breathing!
 
  having more trouble breathing!
 
  having trouble breathing!
 
  having trouble breathing!
propelled away by the force of the blow!
+
  pours over the  
been knocked unconscious!
 
is injected into the
 
crumbles over the
 
splatters over the
 
flows over the
 
looks
 
even more sick!
 
sick!
 
  pours over the
 
 
  is sucked out of the wound!
 
  is sucked out of the wound!
  No team/side
+
  is injected into the
  Independent
+
  crumbles over the
 +
splatters over the
 +
flows over the
 +
General
 +
Nobles
 +
Strange moods
 +
Life changes
 +
Arrivals
 +
Trade
 +
Job failures
 +
Wildlife
 +
Ghosts
 +
Profession changes
 +
Masterpieces
 +
Mental state
 +
Widgets
 +
All
 +
Combat
 +
Curses
 +
sparring.
 +
hunting.
 +
Unit report sheet popup
 +
Date:
 +
Tabs
 +
 
 +
Create
 +
Independent
 
  (Tame)
 
  (Tame)
Equipment
+
Not
Skills
+
Set the weather, temperature, and time.
Conditions
+
Dragonfire
Create
+
Freezing
Side #
+
Hot
Creature
+
Scorching
Scattered cumulus
+
  has returned.
No cumulus clouds
+
Spoils Report:
Cumulonimbus (rain)
+
, a performance troupe, is visiting.
Many cumulus (rain)
+
, the performance troupe, has arrived.
Tame/mountable
 
Set the weather, temperature, and time.
 
No fog
 
Nimbostratus (rain)
 
Thin mist
 
No stratus
 
Cirrus
 
Stratus (rain)
 
Altostratus
 
Scorching
 
Dragonfire
 
Thick fog
 
Absolute zero
 
Deathly cold
 
Morning
 
Subterranean
 
Below freezing
 
Freezing
 
Evening
 
Early evening
 
  Late morning
 
Late afternoon
 
Early afternoon
 
Late night
 
Early morning
 
and others have returned.
 
have returned.
 
, the performance troupe, has arrived.
 
, a performance troupe, is visiting.
 
has arrived.
 
 
  is visiting.
 
  is visiting.
 +
has brought back a rumor from abroad.
 
  has brought back a few rumors.
 
  has brought back a few rumors.
has brought back a rumor from abroad.
+
  has brought back many tales from beyond  
has returned.
 
  has brought back many tales from beyond
 
The dead walk. Hide while you still can!
 
Forms twisted from their nature, legion of the night. What hope remains?
 
Autumn
 
Winter
 
Spring
 
Summer
 
Spoils Report:
 
 
  and others
 
  and others
army is located out of bounds: teleporting
+
overlord
  FORCED_ADMINISTRATOR
+
FORCED_ADMINISTRATOR
The enemy have come and are laying siege to the fortress.
+
army is located out of bounds: teleporting
An army is invading!
+
  looks to your thriving economy for its future prosperity.
An army has come to your lands seeking a parley.
 
A vile force of darkness has arrived!
 
A vile force of darkness has arrived, seeking a parley!
 
The enemy have come and are preparing to lay siege. They seek a parley!
 
 
  has been conquered and now
 
  has been conquered and now
, has been
 
 
  incorporated into your holdings.
 
  incorporated into your holdings.
has been founded
+
, has been
, has been conquered and
+
, has been conquered and
  overlord
+
  has been founded
overlords
+
overlords
looks to your thriving economy for its future prosperity.
+
Biased index vector computation error
vector<bool> too long
+
Empty biased index vector
Empty biased index vector
+
save/current
Biased index vector computation error
+
save/current/
bad cast
+
save/
save/current
+
themselves
themselves
+
prostrating  
prostrating
+
committing a depraved act upon  
torturing
+
.  
before
+
look
devouring
+
[LPAGE:ARTIFACT:
committing a depraved act upon
+
female
  burning
+
[LPAGE:HF:
admiring
+
, the deity of
save/current/art_image-
+
Untitled
save/current/
+
[/LPAGE]
art_image-
+
rotting
raising
+
ghostly
striking down
+
, depicted as a
praying to
+
skeletal
hiding
+
View
cooking
+
In
contemplating
+
Value:
impaled on
+
On
engraving
+
Owner:
surrounded by
+
Link to
shooting
+
Cannot link to
fighting with
+
Crawling around babbling!
massacring
+
Running around babbling!
refusing
+
Possessed by unknown forces!
greeting
+
Stricken by melancholy...
embracing
+
Has the aspect of one fey!
speaking with
+
Peculiarly secretive...
committing a depraved act
+
Has a horrible fell look!
being tortured
+
Brooding darkly...
in a fetal position
+
Stumbling obliviously!
making a submissive gesture
+
Throwing a tantrum!
falling
+
Sunk into depression...
smeared out into a spiral
+
Enraged at all enemies!
laughing
+
In a martial trance!
hanging from
+
Drowning in sadness!
being flayed by
+
Writhing in agony!
being mutilated by
+
  with grief!
weeping
+
herself
praying
+
himself
screaming
+
Experiencing mortal fear!
cringing
+
Beside
  confused
+
In emotional shock!
offended
+
Overwhelmed by horror!
withering away
+
Corrupt Strange Mood:
suffering
+
Overcome by terror!
striking a triumphant pose
+
In a berserk rage!
striking a menacing pose
+
Staring off into space...
traveling
+
Crawling around crazed!
laboring
+
Running around crazed!
making a plaintive gesture
+
Nobility
being shot
+
Holds elected office
burning
+
Does the expelling
melting
+
Pet of
terrified
+
Creator of  
dejected
+
In existential crisis!
[/LPAGE]
+
Emotionally overloaded!
Untitled
+
Truly mortified!
, the deity of
+
Shaken to the core!
[LPAGE:HF:
+
Taken by a fright!
skeletal
+
Wallowing in misery!
, depicted as a
+
Completely dismayed!
ghostly
+
Distressed!
rotting
+
Anguished!
cooking
+
Lost in despair!
contemplating
+
Cancel
unnaturally contorted
+
Expel
engraving
+
Send to
being mutilated
+
Child is nobility
being flayed
+
Child is elected
[LPAGE:ARTIFACT:
+
Child does the expelling
female
+
Child is not present
the deity of
+
Spouse is nobility
will be installed at target
+
Spouse is elected
will be installed at
+
Spouse does the expelling
Weight:
+
Spouse is not present
Owner:
+
Tough
Click a building to link to
+
High stamina
Cannot link to
+
Strong
Link to
+
Agile
Sunk into depression...
+
Child:
  Throwing a tantrum!
+
  pets
Corrupt Soldier Mood:
+
Lover:  
  Stumbling obliviously!
+
  Old
Specify image
+
Relations
In a martial trance!
+
Good memory
Enraged at all enemies!
+
Good with language
View stockpile
+
Good intuition
Engraving
+
High willpower
Value:
+
Creative
Overcome by terror!
+
Good analytical ability
Corrupt Strange Mood:
+
Good focus
Overwhelmed by horror!
+
Recovers slowly
In emotional shock!
+
Sickly
Running around crazed!
+
Frail
Crawling around crazed!
+
Low stamina
Staring off into space...
+
Weak
In a berserk rage!
+
Clumsy
Stricken by melancholy...
+
Recovers quickly
Possessed by unknown forces!
+
Resists sickness
Running around babbling!
+
Not musical
Crawling around babbling!
+
Poor kinesthetic sense
Brooding darkly...
+
Bad with words
Has a horrible fell look!
+
Poor spatial sense
Peculiarly secretive...
+
Impatient
Has the aspect of one fey!
+
Poor memory
Wallowing in misery!
+
Not creative
Taken by a fright!
+
Poor intuition
Shaken to the core!
+
Poor focus
Truly mortified!
+
Low willpower
Lost in despair!
+
High social awareness
Anguished!
+
Poor analytical ability
Distressed!
+
High kinesthetic sense
Completely dismayed!
+
Developed empathy
with grief!
+
Good spatial sense
itself
+
Musical
Writhing in agony!
+
Stubborn
Drowning in sadness!
+
Wasteful
Beside
+
Brawler
Experiencing mortal fear!
+
Easily stressed
himself
+
Anxious
herself
+
Depression-prone
Child does the expelling
+
Anger-prone
Spouse is elected
+
Envious
Child is nobility
+
Cheerful
Child is not present
+
Quick to love
Spouse does the expelling
+
Hateful
Holds elected office
+
Poor empathy
Spouse is nobility
+
Poor social awareness
Spouse is not present
+
Single-minded
Cannot expel or send away:
+
Hopeful
Creator of
+
Gracious
Nobility
+
Disdains advice
Does the expelling
+
Prone to discord
Emotionally overloaded!
+
Trusting
In existential crisis!
+
Emotional obsessive
Somebody
+
Obstinate
Pet of
+
Tolerant
Thoughts
+
Temperate
Military
+
Avoid fights
Personality
+
Resilient
Groups
+
Not greedy
Relations
+
Not anxious
Overview
+
Not lustful
Cancel
+
Not easily depressed
Health
+
Slow to anger
Child is elected
+
Not envious
Send away
+
Cheerless
Send to
+
Slow to love
Resists sickness
+
Slow to hate
Clumsy
+
Artistically inclined
Recovers quickly
+
Thrill-seeker
High stamina
+
Low self esteem
Child:
+
Merciful
children
+
Humorless
Strong
+
Not vengeful
Spouse:
+
Ungrateful
Lover:
+
Austere
lovers
+
Not vain
High kinesthetic sense
+
Not ambitious
Musical
+
Fearful
High social awareness
+
Pusillanimous
Developed empathy
+
Rude
Good memory
+
Overreliant on advice
Patient
+
Seeks harmony
Good spatial sense
+
Quarreler
Good with language
+
Quick to give up
High willpower
+
Not wasteful
Good focus
+
Distrustful
Good intuition
+
Loner
Creative
+
Overcautious
Recovers slowly
+
Sloppy
Low stamina
+
Not altruistic
Good analytical ability
+
Not dutiful
Sickly
+
Emotionally distant
Quick to love
+
Unswayed by emotions
Poor social awareness
+
Acquiescing
Envious
+
Intolerant
Hateful
+
Overshares
Not musical
+
Inattentive
Poor spatial sense
+
Incurious
Poor empathy
+
Shameless
Poor kinesthetic sense
+
Scatterbrained
Impatient
+
Quick to despair
Poor intuition
+
Values fairness
Bad with words
+
Values decorum
Poor memory
+
Values cunning
Poor focus
+
Values eloquence
Poor analytical ability
+
Values power
Not creative
+
Values truth
Low willpower
+
Values family
Polite
+
Values friendship
Flatterer
+
Values law
Fearless
+
Values loyalty
Disdains advice
+
Not inclined to abstract
Stubborn
+
Not inclined to create art
Brawler
+
Avoids excitement
Prone to discord
+
Fact-oriented
Wasteful
+
Unassertive
Easily stressed
+
Leisurely
Lustful
+
Values sacrifice
Intemperate
+
Values competition
Greedy
+
Values skill
Depression-prone
+
Values hard work
Cheerful
+
Values craftwork
Anxious
+
Values martial prowess
Anger-prone
+
Values harmony
Private
+
Values merriment
Bashful
+
Values self-control
Obstinate
+
Values tranquility
Perfectionist
+
Values stoicism
Single-minded
+
Values introspection
Curious
+
Values cooperation
Hopeful
+
Values independence
Extravagant
+
Values tradition
Vengeful
+
Values artwork
Overconfident
+
Disdains eloquence
Gracious
+
Disdains fairness
Ambitious
+
Disdains truth
Inclined to abstract
+
Disdains cunning
Flights of fancy
+
Disdains friendship
Slow to love
+
Disdains power
Artistically inclined
+
Disdains loyalty
Overbearing
+
Disdains family
Gregarious
+
Values knowledge
Thrill-seeker
+
Disdains law
Frenetic
+
Values nature
Thoughtless
+
Values peace
Dutiful
+
Values commerce
Trusting
+
Values romance
Orderly
+
Values perseverance
Emotional obsessive
+
Values leisure time
Tolerant
+
Disdains hard work
Altruistic
+
Disdains sacrifice
Swayed by emotions
+
Disdains martial prowess
Seeks harmony
+
Disdains skill
Not wasteful
+
Disdains merriment
Quarreler
+
Disdains craftwork
Temperate
+
Disdains tranquility
Not greedy
+
Disdains harmony
Quick to give up
+
Disdains introspection
Avoid fights
+
Disdains self-control
Not anxious
+
Disdains independence
Slow to anger
+
Disdains stoicism
Resilient
+
Disdains artwork
Not lustful
+
Disdains cooperation
Not envious
+
Disdains decorum
Slow to hate
+
Disdains tradition
Not easily depressed
+
Stressed
Cheerless
+
Harrowed
Incurious
+
Haggard
Quick to despair
+
Disdains peace
Overshares
+
Disdains knowledge
Shameless
+
Disdains romance
Low self esteem
+
Disdains nature
Not vengeful
+
Disdains leisure time
Scatterbrained
+
Disdains commerce
Merciful
+
Disdains competition
Ungrateful
+
Disdains perseverance
Not ambitious
+
Drowning
Humorless
+
Unconscious
Austere
+
Very thirsty
Fearful
+
Needs
Overreliant on advice
+
No official position
Not vain
+
Injured
Pusillanimous
+
Healthy
Avoids excitement
+
Partially webbed
Leisurely
+
Seriously injured
Not inclined to abstract
+
Bleeding
Fact-oriented
+
Fever
Distrustful
+
Pain
Sloppy
+
Numb
  Unassertive
+
Nauseous
Not altruistic
+
Stay occupied
  Unswayed by emotions
+
Be creative
Overcautious
+
Pray
Not dutiful
+
Unmet need:
Acquiescing
+
Drink alcohol
Inattentive
+
Distracted
Emotionally distant
+
No unmet needs
Intolerant
+
Focused
Values cooperation
+
Distracted!
Values artwork
+
  (Rusty)
Values stoicism
+
Focused!
Values independence
+
  (V Rusty)
Values fairness
+
Haul:
Values eloquence
+
Squad:
Values tradition
+
See animal
Values decorum
+
See great beast
Values power
+
Take it easy
Values friendship
+
Make romance
Values cunning
+
Martial training
Values truth
+
Practice skill
Values law
+
Make merry
Not inclined to create art
+
Craft object
Values family
+
Uphold tradition
Values loyalty
+
Self-examination
Values commerce
+
Be with friends
Values leisure time
+
Hear eloquence
Values nature
+
Learn something
Values romance
+
Be with family
Values sacrifice
+
Admire art
Values hard work
+
Excitement
Values perseverance
+
Description
Values competition
+
Think abstractly
Values craftwork
+
Assume Control
Values merriment
+
Help somebody
Values skill
+
Argue
Values martial prowess
+
Be extravagant
Values self-control
+
Fight
Values introspection
+
Cause trouble
Values harmony
+
Acquire object
Values tranquility
+
Eat good meal
Disdains artwork
+
Chronicle
Disdains tradition
+
Short story
Disdains independence
+
Manual
Disdains cooperation
+
Guide
Disdains eloquence
+
Musical form
Disdains cunning
+
Dance form
Disdains decorum
+
Poetic form
Disdains fairness
+
Geography
Disdains friendship
+
Natural history
Disdains family
+
Chemistry
Disdains truth
+
Mathematics
Disdains power
+
Astronomy
Values knowledge
+
Philosophy
Values peace
+
Cultural comparison
Disdains loyalty
+
Alternate history
Disdains law
+
Encyclopedia
Disdains leisure time
+
Cultural history
Disdains perseverance
+
Biographical dictionary
Disdains romance
+
Genealogy
Disdains commerce
+
Choreography
Disdains hard work
+
Comparative biography
Disdains skill
+
Dialog
Disdains competition
+
Musical composition
Disdains sacrifice
+
Letter
Disdains merriment
+
Essay
Disdains harmony
+
Autobiography
Disdains martial prowess
+
Novel
Disdains craftwork
+
Biography
Disdains introspection
+
No dedicated workshop assignments
Disdains stoicism
+
No location assignments
Disdains tranquility
+
Cannot assign work details
Disdains self-control
+
No work details
Paralyzed
+
Will only do assigned tasks
Unconscious
+
Will do available tasks anywhere
Sluggish
+
Workshops
Partially paralyzed
+
No assigned rooms
Thirsty
+
Star chart
Dehydrated
+
Star catalogue
Drowsy
+
Treatise on technological evolution
Very drowsy
+
Dictionary
Stressed
+
Pet owner
Haggard
+
Spouse
Hungry
+
No relationships
Starving
+
Cannot assign work animals
Disdains peace
+
No assigned or assignable work animals
Disdains nature
+
Surgeon
Harrowed
+
Bone doctor
Disdains knowledge
+
Diagnostician
Bleeding
+
Mercenary
Heavy bleeding
+
Monster slayer
Extreme pain
+
Scholar
Drowning
+
Scribe
Nauseous
+
Tavern keeper
Winded
+
Performer
Stunned
+
Athletic rival
Over-exerted
+
Business rival
Exhausted
+
Close friend
Focused
+
Friend
Focused!
+
Fellow athlete
Distracted
+
Kindred spirit
Distracted!
+
Fellow scholar
Squad:
+
Fellow artist
(Rusty)
+
War buddy
(V Rusty)
+
Bonded
Needs
+
Lover
Healthy
+
Mother
Haul:
+
Father
No official position
+
Considers monster
Partially webbed
+
Considers brigand
Webbed
+
Hero
Injured
+
Intruder
Seriously injured
+
Long-term acquaintance
Uphold tradition
+
Passing acquaintance
Hear eloquence
+
Object of worship
Make merry
+
Hated
Self-examination
+
Disliked
Learn something
+
Supernatural vengeance
Excitement
+
Pure hate
Be with friends
+
Grudge
Be with family
+
Jealous grudge
Stay occupied
+
Persecutor
Meditate
+
Religious persecutor
Admire art
+
Member of hated group
Be creative
+
Enemy fighter
Unmet need:
+
Comrade
No unmet needs
+
Member of respected group
Drink alcohol
+
Considers killer
Wander
+
Considers murderer
Be extravagant
+
Good for business
Think abstractly
+
Friendly terms
Help somebody
+
Considers violent
Eat good meal
+
Considers psychotic
Cause trouble
+
Considers bard
See animal
+
Considers dancer
Make romance
+
Considers storyteller
Acquire object
+
Considers poet
See great beast
+
Considers bully
Martial training
+
Considers preacher
Craft object
+
No groups
Take it easy
+
Site government
Practice skill
+
Treasure hunter
Geography
+
Protector of the weak
Chemistry
+
Preserver of knowledge
Engineering
+
Considers flatterer
Medicine
+
Former apprentice
Mathematics
+
Considers quarreler
Philosophy
+
Former master
Natural history
+
Apprentice
Astronomy
+
Friendly fighter
Combat
+
Loyal soldier
Description
+
Noted intruder according
Other skills
+
Certainly considered an intruder
Social
+
Legendary intruder
Wounds
+
Infamous intruder
Status
+
Greatly respected for heroic acts
History
+
Respected for heroic acts
Treatment
+
Legendary hero
Dialog
+
Famous hero
Choreography
+
Performance troupe
Musical composition
+
Merchant company
Autobiography
+
Nomadic group
Biography
+
Military organization
Letter
+
Vessel crew
Chronicle
+
Migrating group
Short story
+
Certainly considered a bully
Musical form
+
Considered a bully
Poetic form
+
Infamous bully
Manual
+
Noted bully
Dance form
+
Feared as a brigand
Work details
+
Legendary bully
No assigned rooms
+
Noted brigand
Locations
+
Certainly feared as a brigand
Workshops
+
Legendary brigand
Star chart
+
Infamous brigand
Dictionary
+
Certainly feared as a monster
Star catalogue
+
Feared as a monster
Cultural comparison
+
Infamous monster
Cultural history
+
Noted monster
Treatise on technological evolution
+
Considered an intruder
Alternate history
+
Legendary monster
Biographical dictionary
+
Respected as a hunter
Comparative biography
+
Legendary killer
Encyclopedia
+
Talented hunter
Genealogy
+
Skilled hunter
Doctor
+
Legendary hunter
Monster slayer
+
Great hunter
Surgeon
+
Greatly feared as a villain
Diagnostician
+
Feared as a villain
Scholar
+
Infamous villain
Performer
+
Noted villain
Mercenary
+
Considered a brawler
Scribe
+
Legendary villain
No dedicated workshop assignments
+
Moted brawler
No work details
+
Certainly considered a brawler
Tavern keeper
+
Legendary brawler
No location assignments
+
Famous brawler
Will only do assigned tasks
+
Legendary fighter
Work animals
+
Famous fighter
Cannot assign work details
+
Greatly feared for violent oppositoin
Will do available tasks anywhere
+
Feared for violent opposition
War buddy
+
Infamous enemy fighter
Childhood friend
+
Noted enemy fighter
Fellow scholar
+
Feared as a murderer
Obsession
+
Legendary enemy fighter
Father
+
Noted murderer
Bonded
+
Greatly feared as a murderer
Pet owner
+
Legendary murderer
Mother
+
Infamous murderer
Spouse
+
Greatly feared as a killer
Cannot assign work animals
+
Feared as a killer
Bone doctor
+
Infamous killer
No relationships
+
Noted killer
No assigned or assignable work animals
+
Famous preserver of the knowledge
Pure hate
+
Noted preserver of the knowledge
Disliked
+
Respected for protecting the weak
Grudge
+
Legendary preserver of the knowledge
Religious persecutor
+
Noted protector of the weak
Supernatural vengeance
+
Greatly respected for protecting the weak
Jealous grudge
+
Legendary protector of the weak
Athletic rival
+
Famous protector of the weak
Friend
+
Greatly respected for loyalty
Persecutor
+
Respected for loyalty
Business rival
+
Famous loyal soldier
Fellow athlete
+
Noted loyal soldier
Fellow artist
+
Respected for fighter
Close friend
+
Legendary loyal soldier
Kindred spirit
+
Noted fighter
Considers violent
+
Greatly respected for fighter
Considers dancer
+
Member
Good for business
+
Former member
Considers psychotic
+
Former mercenary
Considers storyteller
+
Citizen
Considers preacher
+
Certainly considered a thief
Considers bard
+
Considered a thief
Considers poet
+
Infamous thief
Considers monster
+
Noted thief
Intruder
+
Respected for hunting treasure
Considers bully
+
Legendary thief
Considers brigand
+
Noted treasure hunter
Long-term acquaintance
+
Greatly respected for hunting treasure
Object of worship
+
Legendary treasure hunter
Passing acquaintance
+
Famous treasure hunter
Former apprentice
+
Greatly respected for preserving the knowledge
Former master
+
Respected for preserving the knowledge
Considers flatterer
+
Values
Considers quarreler
+
No squad assigned
Master
+
No orders
Loyal soldier
+
Former worker
Companion
+
Former prisoner
Apprentice
+
Former slave
  Member of hated group
+
Construction suspended.
  Member of respected group
+
Construction inactive.
  Friendly fighter
+
Partially constructed.
Enemy fighter
+
Construction nearly done.
Considers killer
+
Waiting for construction...
Friendly terms
+
Construction initiated.
Comrade
+
Trap Occupied:
Considers murderer
+
Removal suspended.
Outcast
+
Removal inactive.
Military organization
+
mutters
Merchant company
+
screams
Performance troupe
+
"I must have
Migrating group
+
things... certain things
Vessel crew
+
"Yes. I need
Religion
+
"Leave me. I need...
Nomadic group
+
works with menacing fury!
No groups
+
broods
Site government
+
works secretly...
Civilization
+
works, darkly brooding...
Protector of the weak
+
works furiously!
Hunter
 
Treasure hunter
 
Preserver of knowledge
 
Noted monster
 
Infamous monster
 
Feared as a monster
 
Certainly feared as a monster
 
Certainly considered an intruder
 
Noted intruder according
 
Legendary monster
 
Considered an intruder
 
Respected for heroic acts
 
Greatly respected for heroic acts
 
Infamous intruder
 
Legendary intruder
 
guild
 
Famous her
 
Legendary hero
 
Certainly considered a brawler
 
Moted brawler
 
Legendary villain
 
Considered a brawler
 
Considered a bully
 
Certainly considered a bully
 
Famous brawler
 
Legendary brawler
 
Legendary bully
 
Feared as a brigand
 
Noted bully
 
Infamous bully
 
Infamous brigand
 
Legendary brigand
 
Certainly feared as a brigand
 
Noted brigand
 
Feared as a killer
 
Greatly feared as a killer
 
Infamous murderer
 
Legendary murderer
 
Legendary killer
 
Respected as a hunter
 
Noted killer
 
Infamous killer
 
Great hunter
 
Legendary hunter
 
Skilled hunter
 
Talented hunter
 
Noted villain
 
Infamous villain
 
Feared as a villain
 
Greatly feared as a villain
 
Legendary loyal soldier
 
Respected for fighter
 
Noted loyal soldier
 
Famous loyal soldier
 
Famous fighter
 
Legendary fighter
 
Greatly respected for fighter
 
Noted fighter
 
Noted enemy fighter
 
Infamous enemy fighter
 
Feared for violent opposition
 
Greatly feared for violent oppositoin
 
Greatly feared as a murderer
 
Noted murderer
 
Legendary enemy fighter
 
Feared as a murderer
 
Famous treasure hunter
 
Legendary treasure hunter
 
Greatly respected for hunting treasure
 
Noted treasure hunter
 
Noted preserver of the knowledge
 
Famous preserver of the knowledge
 
Respected for preserving the knowledge
 
Greatly respected for preserving the knowledge
 
Greatly respected for protecting the weak
 
Noted protector of the weak
 
Legendary preserver of the knowledge
 
Respected for protecting the weak
 
Respected for loyalty
 
Greatly respected for loyalty
 
Famous protector of the weak
 
Legendary protector of the weak
 
Former member
 
Prisoner
 
Former slave
 
Criminal
 
Member
 
Citizen
 
Considered a thief
 
Certainly considered a thief
 
Former mercenary
 
Former
 
Legendary thief
 
Respected for hunting treasure
 
Noted thief
 
Infamous thief
 
Preferences
 
Slated for removal
 
*** Forbidden ***
 
Memories
 
Recent thoughts
 
Values
 
Traits
 
Uniform
 
No orders
 
No squad assigned
 
Worker
 
Former prisoner
 
Former worker
 
Remove building
 
Cancel construction
 
been claimed by
 
This building has
 
Construction inactive.
 
Construction suspended.
 
Suspend construction
 
Resume construction
 
Construction initiated.
 
Waiting for construction...
 
Construction nearly done.
 
Partially constructed.
 
Removal inactive.
 
Removal suspended.
 
Trap Occupied:
 
Cancel removal
 
" I must have
 
needs
 
mutters
 
things... certain things
 
Leave me. I need..."
 
screams
 
works with menacing fury!
 
works, darkly brooding...
 
" Yes. I need
 
broods
 
 
keeps muttering
 
keeps muttering
works furiously!
+
This building has
works secretly...
+
been claimed by
 
cloth... thread
 
cloth... thread
 +
..."
 +
blocks... bricks...
 
leather... skin
 
leather... skin
sketches
 
 
bars... metal
 
bars... metal
 +
gems... shining
 +
rough... color
 
stone... rock
 
stone... rock
blocks... bricks...
 
gems... shining
 
 
raw... clear
 
raw... clear
 +
raw... crystal
 +
tree... life
 
raw... green
 
raw... green
rough... color
 
raw... crystal
 
 
a shell
 
a shell
bones... yes
 
tree... life
 
 
a corpse
 
a corpse
 +
bones...  yes
 +
stacked leather
 +
stacked cloth
 +
cut gems
 
square blocks
 
square blocks
cut gems
+
shining bars
stacked cloth
+
of metal
stacked leather
+
rough gems
 
a quarry
 
a quarry
rough gems
+
glass and burning wood
of metal
+
rough gems and glass
shining bars
 
 
a forest
 
a forest
rough gems and glass
 
glass and burning wood
 
 
skeletons
 
skeletons
 +
sketches
 
pictures of  
 
pictures of  
shells
+
Work orders cannot be assigned to this building.
 +
A manager is required to add work orders to the shop.
 +
will only do assigned tasks
 
will do available tasks anywhere
 
will do available tasks anywhere
will only do assigned tasks
+
This workshop is free for anybody to use.
A manager is required to add work orders to the shop.
+
Only one master may be assigned to each workshop.
Work orders cannot be assigned to this building.
+
Add new task
 
Workers cannot be assigned to this building.
 
Workers cannot be assigned to this building.
Add new task
+
Pull lever
Only one master may be assigned to each workshop.
+
Link plate
This workshop is free for anybody to use.
+
Need accessible mechanisms.
 
Link lever
 
Link lever
Need accessible mechanisms.
 
Link plate
 
Pull lever
 
 
Workers
 
Workers
Work orders
+
Stop Pumping Manually
 +
Start Pump Manually
 +
Stable Foundation
 
Hanging
 
Hanging
Stable Foundation
+
Total Power:
Start Pump Manually
+
Total Power Needed:
Stop Pumping Manually
+
Active
 
Inactive
 
Inactive
Active
+
Frozen Here
Total Power Needed:
+
Frozen Elsewhere
Total Power:
+
The well is operational.
 
The well is dry.
 
The well is dry.
The well is operational.
+
There is no bucket.
Frozen Elsewhere
+
The bucket is full.
Frozen Here
+
Work orders can be added specifically for this shop.
 
General work orders allowed:  
 
General work orders allowed:  
Work orders can be added specifically for this shop.
+
  * Requires a jug
The bucket is full.
+
Do not gather products
There is no bucket.
 
* Destroys colony
 
 
Gather any products
 
Gather any products
Do not gather products
+
  * Destroys colony
* Requires a jug
+
  * Existing hive
* Requires wild colony or
+
Do not install colony
 
Install colony when ready
 
Install colony when ready
Do not install colony
+
  * Requires wild colony or
* Existing hive
+
Assigned
 +
Assign new display items
 +
This is a memorial to
 
On display
 
On display
This is a memorial to
+
Pumps from the south
Assign new display items
+
Pumps from the west
Assigned
+
Pumps from the north
 
Pumps from the east
 
Pumps from the east
Pumps from the north
+
be used for imprisonment.
Pumps from the west
+
This furniture is a part of multiple rooms.
Pumps from the south
+
You must designate a dungeon
 
before this restraint will
 
before this restraint will
You must designate a dungeon
+
Terrarium
This furniture is a part of multiple rooms.
+
Aquarium
be used for imprisonment.
+
Occupant
 
Unassigned occupant
 
Unassigned occupant
Occupant
+
* No output
Aquarium
+
* Output restricted
Terrarium
+
Not ready to be split
 
Too many hives
 
Too many hives
Not ready to be split
+
No outdoor access
* Output restricted
+
Ready to be split
* No output
+
  * Saves colony for split
 
Outdoor access
 
Outdoor access
* Saves colony for split
+
Unnamed plant gathering area
Ready to be split
+
Unnamed bedroom
No outdoor access
+
Unnamed clay collection area
 
Unnamed animal training area
 
Unnamed animal training area
Unnamed clay collection area
+
Unnamed meeting hall
Unnamed bedroom
+
Unnamed pen/pasture
Unnamed plant gathering area
+
Unnamed zoo
 
Unnamed museum
 
Unnamed museum
Unnamed zoo
+
Unnamed memorial hall
Unnamed pen/pasture
+
Unnamed sculpture garden
Unnamed meeting hall
 
Unnamed pit/pond
 
 
Unnamed fishing area
 
Unnamed fishing area
Unnamed sculpture garden
+
Unnamed pit/pond
Unnamed memorial hall
+
Unnamed dump
 +
Unnamed sand collection area
 +
This furniture is a part of
 
Unnamed water source
 
Unnamed water source
This furniture is a part of
+
Operated by Mechanisms
Unnamed sand collection area
+
Forbidden
Unnamed dump
+
Not in Use
 
Orientation
 
Orientation
Not in Use
+
Fire at Will
Forbidden
+
Prepare to Fire
Operated by Mechanisms
+
Assigned and chained
 
Chained
 
Chained
Assigned and chained
+
Unnamed tomb
Prepare to Fire
+
Unnamed zone
Fire at Will
+
Unnamed dormitory
 
Unnamed dining hall
 
Unnamed dining hall
Unnamed dormitory
+
Unnamed barracks
Unnamed zone
+
Unnamed dungeon
Unnamed tomb
 
Unnamed archery range
 
 
Unnamed office
 
Unnamed office
Unnamed dungeon
+
Unnamed archery range
Unnamed barracks
+
Nest box unclaimed
 +
Move goods to/from depot
 +
Deceased
 
Nest box claimed by
 
Nest box claimed by
Deceased
+
be used for burial.
Move goods to/from depot
+
This is the resting place of
Nest box unclaimed
+
You must designate a tomb
 
before this coffin will
 
before this coffin will
You must designate a tomb
+
Retake hatch to forbid it.
This is the resting place of
+
HATCH USED BY INTRUDER
be used for burial.
+
Open
 
HATCH TAKEN BY INVADERS
 
HATCH TAKEN BY INVADERS
HATCH USED BY INTRUDER
+
Retake door to forbid it.
Retake hatch to forbid it.
+
DOOR USED BY INTRUDER
 +
Passable
 
DOOR TAKEN BY INVADERS
 
DOOR TAKEN BY INVADERS
Passable
+
Large gem
DOOR USED BY INTRUDER
+
Trap Baited:
Retake door to forbid it.
+
Meat
 +
Desired bait:
 
Nothing
 
Nothing
Large gem
 
 
Broker cannot access depot
 
Broker cannot access depot
Broker can access depot
 
Desired bait:
 
 
You do not have a broker.
 
You do not have a broker.
 +
Broker:
 +
Broker can access depot
 
Anyone requested at depot
 
Anyone requested at depot
 +
No trader needed at depot
 +
There are no merchants trading right now.
 
Broker requested at depot
 
Broker requested at depot
Broker:
 
No trader needed at depot
 
items
 
 
Awaiting  
 
Awaiting  
There are no merchants trading right now.
+
Show items
 +
This visitor is ready to leave.
 
Disengaged
 
Disengaged
 +
(Cavern soil
 
is best)
 
is best)
Show items
 
Show linked buildings
 
 
Poor soil
 
Poor soil
 +
Fertilize
 
every season
 
every season
(Cavern soil
 
 
Set to fertilize
 
Set to fertilize
Not set to fertilize
 
Fertilize
 
 
Current amount:  
 
Current amount:  
Trap Baited:
 
 
No seeds
 
No seeds
 +
Not set to fertilize
 +
(now)
 
Leave fallow
 
Leave fallow
 +
heard this was a good place to search for monsters.
 +
heard this was the place for those seeking danger.
 +
seeking sanctuary
 
asking questions
 
asking questions
heard this was a good place to search for monsters.
 
 
seeking work as a scholar
 
seeking work as a scholar
 +
for diplomacy
 +
seeking work as a performer
 
seeking work as a mercenary
 
seeking work as a mercenary
seeking sanctuary
 
for diplomacy
 
 
to perform
 
to perform
to relax
 
seeking work as a performer
 
 
to slay beasts
 
to slay beasts
 
This visitor has come  
 
This visitor has come  
This visitor is ready to leave.
+
would be a safe place to stay.
to study
+
is seeking information
to pray
 
 
  was the place to look for long-term work.
 
  was the place to look for long-term work.
 +
believes
 +
was the place for long-term scholarship.
 
  would make a good base for a mercenary.
 
  would make a good base for a mercenary.
would be a safe place to stay.
 
believes
 
 
  was the place to entertain people.
 
  was the place to entertain people.
 +
was the place to perform research.
 +
was the place to admire fine architecture.
 
  was the place to enjoy oneself.
 
  was the place to enjoy oneself.
was the place for long-term scholarship.
 
was the place to perform research.
 
 
was curious about  
 
was curious about  
 +
was the place for a good drink.
 +
was the place for prayer.
 
went on this journey out of curiosity.
 
went on this journey out of curiosity.
was the place to admire fine architecture.
 
was the place for a good drink.
 
 
heard  
 
heard  
heard this was the place for those seeking danger.
+
[C:3:0:1]
was the place for prayer.
 
 
[C:6:0:0]
 
[C:6:0:0]
 +
[C:2:0:1]
 +
didn't feel
 
doesn't feel  
 
doesn't feel  
[C:3:0:1]
+
felt
[C:2:0:1]
 
was in
 
 
feels  
 
feels  
didn't feel
+
was
is in
 
[C:7:0:1]
 
 
  about the location of  
 
  about the location of  
is seeking information
 
[C:7:0:0]
 
 
You can learn more about this visitor after they chat with a local.
 
You can learn more about this visitor after they chat with a local.
grim satisfaction
 
horrified
 
 
grieves
 
grieves
 
grieved
 
grieved
 +
shocked
 +
horrified
 
suspicious
 
suspicious
fondness
 
shocked
 
 
alarmed
 
alarmed
satisfied
 
annoyed
 
 
grumpy
 
grumpy
 
grouchy
 
grouchy
 +
[C:1:0:1]
 
[C:4:0:1]
 
[C:4:0:1]
[C:5:0:1]
 
[C:1:0:1]
 
[C:6:0:1]
 
affection
 
adoration
 
 
aggravated
 
aggravated
agitated
 
vengeful
 
admiration
 
 
accepting
 
accepting
gaiety
 
 
blissful
 
blissful
triumph
 
excited
 
 
bitter
 
bitter
caring
 
aroused
 
apathetic
 
aversion
 
 
astonished
 
astonished
 
amused
 
amused
anxious
 
anguish
 
alienated
 
ambivalent
 
 
amazed
 
amazed
 +
embarrassed
 +
eager
 
distressed
 
distressed
embarrassed
 
elated
 
dislike
 
disillusioned
 
displeasure
 
 
dismayed
 
dismayed
despair
 
delighted
 
 
disgusted
 
disgusted
 +
disillusioned
 
disappointed
 
disappointed
 +
delighted
 
contemptuous
 
contemptuous
confused
+
gloomy
dejected
+
glum
content
 
gratitude
 
guilty
 
 
frustrated
 
frustrated
 +
gleeful
 +
free
 
frightened
 
frightened
gloomy
 
gleeful
 
afraid
 
 
exhilarated
 
exhilarated
ferocity
 
empathy
 
exasperated
 
enjoyment
 
lustful
 
lonely
 
 
mortified
 
mortified
 
miserable
 
miserable
 +
lonely
 
jovial
 
jovial
loathing
 
 
jubilant
 
jubilant
 +
isolated
 +
jolly
 
interested
 
interested
 +
humiliated
 
insulted
 
insulted
isolated
+
hope
irritated
+
repentant
hateful
+
resentful
humiliated
 
hopeless
 
 
regretful
 
regretful
 +
remorseful
 
relieved
 
relieved
repentant
 
remorseful
 
pleasure
 
rejected
 
enraptured
 
 
panics
 
panics
 +
outraged
 
panicked
 
panicked
passionate
 
patient
 
 
nostalgic
 
nostalgic
nervous
 
outraged
 
 
optimistic
 
optimistic
wonder
 
unhappy
 
 
wrathful
 
wrathful
 +
zealous
 
worried
 
worried
terrified
 
tenderness
 
 
uneasy
 
uneasy
thrilled
 
shaken
 
servile
 
sympathy
 
 
ashamed
 
ashamed
 
restless
 
restless
resentful
 
self-pity
 
 
indignant
 
indignant
 +
[C:7:0:1]
 +
, [C:5:0:0]
 
remembering  
 
remembering  
dwelling upon
 
[C:7:0:1]
 
 
  [C:7:0:0]
 
  [C:7:0:0]
[C:5:0:0]
 
anything
 
 
reliving  
 
reliving  
[C:5:0:1]
+
dwelling upon
 +
euphoric
 
enthusiastic
 
enthusiastic
euphoric
 
 
pessimistic
 
pessimistic
existential crisis
 
zealous
 
expectant
 
defeated
 
Cleaning
 
 
Making weapons
 
Making weapons
 +
Making anvils
 
Making armor
 
Making armor
 +
Fuel
 
Making projectiles
 
Making projectiles
 +
Making furniture
 
  intellectual values
 
  intellectual values
Building
 
Making furniture
 
 
  intellectual values and changed  
 
  intellectual values and changed  
 +
personal tendencies
 +
allowed
 
  to rethink  
 
  to rethink  
changed
 
personal tendencies
 
 
, [C:5:0:1]
 
, [C:5:0:1]
, [C:5:0:0]
 
allowed
 
 
and mulling over the recurring memory  
 
and mulling over the recurring memory  
 +
essay
 +
dialog
 
letter
 
letter
 +
autobiography
 +
novel
 +
chronicle
 
short story
 
short story
autobiography
 
biography
 
 
manual
 
manual
 
This is an untitled
 
This is an untitled
chronicle
+
, authored by
Making anvils
+
It is an example of
 
star catalogue
 
star catalogue
 
star chart
 
star chart
, authored by
 
 
alternate history
 
alternate history
 +
treatise on technological evolution
 
cultural comparison
 
cultural comparison
dictionary
+
comparative biography
treatise on technological evolution
 
genealogy
 
 
biographical dictionary
 
biographical dictionary
cultural history
 
encyclopedia
 
 
musical composition
 
musical composition
dialog
+
A half day's travel
comparative biography
+
Nearly a day's travel
choreography
+
A day's travel
It is an example of
+
More than a day's travel
Squad Order
+
days' travel
Population: ~3000
+
Population: ~400
Population: ~2000
+
Population: ~500
 +
Population: ~600
 +
Population: ~750
 +
Population: ~1000
 +
Population: ~2000
 +
Population: ~3000
 +
Population: ~4000
 
Population: ~5000
 
Population: ~5000
Population: ~4000
+
Population: ~6000
 
Population: ~7500
 
Population: ~7500
Population: ~6000
+
Population: ~10000
 
Population: >10000
 
Population: >10000
Population: ~10000
+
Your location
 
Inaccessible from your location
 
Inaccessible from your location
Your location
 
A half day's travel
 
 
A short trip
 
A short trip
A day's travel
+
They accept
Nearly a day's travel
+
They offer
days' travel
+
Civilization:
More than a day's travel
+
Site government:
 +
No civilized population
 +
Population: <10
 
Population: ~10
 
Population: ~10
Population: <10
+
Population: ~20
 
Population: ~30
 
Population: ~30
Population: ~20
+
Population: ~40
 
Population: ~50
 
Population: ~50
Population: ~40
+
Population: ~60
 
Population: ~75
 
Population: ~75
Population: ~60
+
Population: ~100
 
Population: ~200
 
Population: ~200
Population: ~100
 
Population: ~400
 
 
Population: ~300
 
Population: ~300
Population: ~600
+
Cannot order mission without leader
Population: ~500
+
Inaccessible mission location
Population: ~1000
+
Click to request workers
Population: ~750
+
No workers available
 +
Cannot make request without leader
 +
Cannot raid your civilization
 
Artifacts (Rumored)
 
Artifacts (Rumored)
Cannot raid your civilization
 
 
Economically linked to you
 
Economically linked to you
Prisoners
+
Skirmishing
 
They accept tribute
 
They accept tribute
Skirmishing
+
They offer tribute
 
No contact
 
No contact
They offer tribute
+
You accept their tribute every
Alliance
+
a broker with appraisal skill.
They accept
+
You can look at trade information once you have
tribute
+
Vengeance
Civilization:
+
Offerings from
They offer
+
Imports from
No civilized population
 
Site government:
 
 
Terror
 
Terror
Imports from
+
Petty Annoyance
 
Exports to  
 
Exports to  
Petty Annoyance
 
 
Accepting tribute
 
Accepting tribute
Your site government
+
Unnamed
civilization
 
Offering tribute
 
 
Click to raid this site (creates new mission)
 
Click to raid this site (creates new mission)
Unnamed
 
Cannot order mission without leader
 
 
Click to explore this site (creates new mission)
 
Click to explore this site (creates new mission)
Click to request workers
 
Inaccessible mission location
 
Cannot make request without leader
 
No workers available
 
Pillage
 
Demand Tribute from
 
Make Request of
 
Explore
 
You have no agreements with this land.
 
This land has no important leaders.
 
Agreed in year
 
Pending
 
Trade Agreement (Exports to
 
Requests (Imports from
 
a broker with appraisal skill.
 
You accept their tribute every
 
Vengeance
 
You can look at trade information once you have
 
Offerings from
 
and more...
 
Click for assignments and details
 
commander
 
Messenger (unfilled)
 
traveling
 
No commanders
 
messenger
 
 
No messengers
 
No messengers
 
Recover  
 
Recover  
Rescue
+
Raid
 
Seize  
 
Seize  
 
Take Over  
 
Take Over  
Demand surrender and occupy
+
Raze
WARNING: If successful, your soldiers will join the
+
Demand Tribute from
Demand ongoing tribute
+
Pillage
Conquer and occupy
+
Explore
Raze (openly attack and destroy site)
+
Make Request of
Demand one-time tribute
+
This land has no important leaders.
Raid (squads will try to avoid detection)
+
You have no agreements with this land.
Pillage (openly attack)
 
 
Loot other items
 
Loot other items
Steal livestock
+
Take important treasures
 
Release other prisoners
 
Release other prisoners
Take important treasures
+
Free captives belonging to your civilization
 
No notable skills
 
No notable skills
Free captives belonging to your civilization
 
 
This mission cannot be altered now.
 
This mission cannot be altered now.
Remove
+
Click for assignments and details
Location unknown
+
and more...
Click to rescue (creates new mission)
+
Messenger (unfilled)
Last in
+
No commanders
Last known to be traveling
+
messenger
No reports available
 
 
Click to view all news and rumors
 
Click to view all news and rumors
 +
No squads available
 
No messengers available
 
No messengers available
No squads available
 
On this mission
 
 
No specific orders
 
No specific orders
occupation and not return. Your new holdings will
 
 
be manageable from this screen.
 
be manageable from this screen.
  marched on
+
occupation and not return. Your new holdings will
  claimed
+
WARNING: If successful, your soldiers will join the
the army of
+
Demand surrender and occupy
Artifacts
+
Conquer and occupy
Reports
+
Demand ongoing tribute
Civilizations
+
Demand one-time tribute
Missing citizens
+
Raze (openly attack and destroy site)
Missions
+
Pillage (openly attack)
News and rumors
+
Raid (squads will try to avoid detection)
Click to recover (creates new mission)
+
Steal livestock
Center on fort
+
Claimed by local family
 
Claimed by local  
 
Claimed by local  
Claimed by local family
 
Last held by
 
 
Claimed by your local government
 
Claimed by your local government
founded
+
Location unknown
after a long journey from the lands of
+
Last known to be traveling
reclaimed
+
Last in
on behalf of
+
No reports available
 +
a group calling itself
 
crushed an insurrection
 
crushed an insurrection
a group calling itself
 
was overthrown after an insurrection
 
 
waited out an insurrection
 
waited out an insurrection
 +
began in
 
an insurrection against  
 
an insurrection against  
began in
 
 
  was known to be
 
  was known to be
 
, replacing  
 
, replacing  
 +
became
 
  in the name of  
 
  in the name of  
  became
+
  claimed
 +
marched on
 +
the army of
 
Unknown creature
 
Unknown creature
(not possible)
 
elevation
 
 
, position  
 
, position  
 
Unnamed recenter location
 
Unnamed recenter location
Recenter to
 
 
was kidnapped
 
was kidnapped
from
 
led by
 
 
  descended upon  
 
  descended upon  
 +
fled from the area just before an army
 
refugees calling themselves  
 
refugees calling themselves  
  fled from the area just before an army
+
  gave up on their occupation of
 
  moved on in search of a better future after the horrible mismanagement of  
 
  moved on in search of a better future after the horrible mismanagement of  
gave up on their occupation of
 
 
  was conquered
 
  was conquered
 +
after a long journey from the lands of
 +
on behalf of
 
Saving items...
 
Saving items...
Saving units...
+
Allocating space...
 
Characterizing raw data...
 
Characterizing raw data...
Allocating space...
+
Opening file...
 
Offloading art...
 
Offloading art...
Opening file...
+
Offloading units...  
 
Preliminary cleaning...
 
Preliminary cleaning...
Offloading units...  
+
Checking directory structure...
 
Initializing...
 
Initializing...
Checking directory structure...
 
Add new recenter location
 
Saving game
 
Not yet asssigned
 
 
Hotkey:  
 
Hotkey:  
Unknown item
 
 
  (hidden)
 
  (hidden)
 +
(not possible)
 
Saving squads...
 
Saving squads...
Saving formations...
+
Saving coin information...
 
Saving world events...
 
Saving world events...
Saving coin information...
+
Saving work quotas...
 
Saving mandates...
 
Saving mandates...
Saving work quotas...
+
Saving events...
 
Saving local animal populations...
 
Saving local animal populations...
Saving events...
+
Saving entities...
 
Saving effects...
 
Saving effects...
Saving entities...
+
Saving flow guides...
 
Saving machines...
 
Saving machines...
Saving flow guides...
+
Saving buildings...
 
Saving projectiles...
 
Saving projectiles...
Saving buildings...
+
Saving schedules...
 
Saving jobs...
 
Saving jobs...
Saving schedules...
+
Saving units...
 
Saving belief systems...
 
Saving belief systems...
Saving image sets...
+
Saving occupations...
 
Saving art forms...
 
Saving art forms...
Saving occupations...
+
Saving agreement...
 
Saving cultural identities...
 
Saving cultural identities...
Saving agreement...
+
Saving tracking information...
 
Saving army controllers...
 
Saving army controllers...
Saving tracking information...
+
Saving armies...
 
Saving vehicles...
 
Saving vehicles...
Saving armies...
+
Saving crimes...
 
Saving incidents...
 
Saving incidents...
Saving crimes...
+
Saving identities...
 
Saving written content...
 
Saving written content...
Saving identities...
+
Saving interactions...
 
Saving activities...
 
Saving activities...
Saving interactions...
+
Saving formations...
 
Woodcutting
 
Woodcutting
Information sheets
+
Stockpiles
 
Mining
 
Mining
Stockpiles
 
Interactive tutorial
 
 
Camera controls
 
Camera controls
 +
Finishing...
 
Closing file...
 
Closing file...
Finishing...
+
Saving general information...
 
Saving adventure data...
 
Saving adventure data...
Saving general information...
+
Saving active historical figures...
 
Saving artifacts...
 
Saving artifacts...
Saving active historical figures...
+
Saving world information...
 
Saving fortress information...
 
Saving fortress information...
Saving world information...
+
Saving announcements...
 
Saving divination sets...
 
Saving divination sets...
Saving announcements...
+
Saving image sets...
Meeting areas and locations
 
Ramps and channels
 
 
Handling light aquifers
 
Handling light aquifers
Clothing
+
Wells
 
Traps and levers
 
Traps and levers
 +
Ore and smelting
 
Offices and administrative work
 
Offices and administrative work
Ore and smelting
+
Bins, bags, and barrels
 
Other food sources
 
Other food sources
Bins, bags, and barrels
 
Survival
 
 
Planting
 
Planting
[Completed]
+
Menu overview
Information and guides
+
Movement
 +
Preparing for the caravan
 
Alerts
 
Alerts
Preparing for the caravan
+
Information sheets
[Viewed]
 
There is a folder with this name already.
 
 
Popup: The world
 
Popup: The world
Popup: Work orders
 
Popup: Justice
 
Popup: Squads
 
 
Popup: Work details
 
Popup: Work details
Popup: Nobles
+
Goals
Popup: Hauling
 
Popup: Stocks
 
Popup: Zones
 
Popup: Burrows
 
 
Happiness and stress
 
Happiness and stress
 +
Dig deeper
 
Refuse and dumping
 
Refuse and dumping
Dig deeper
+
Ramps and channels
 +
Meeting areas and locations
 +
The party and followers
 +
Popup: Sleep and rest
 +
Popup: Shoot and throw
 +
Popup: Abilities
 +
Popup: Butcher and craft
 +
Popup: Hold and climb
 +
Popup: Movement options
 +
Popup: Inventory
 +
Popup: Adventurer's log
 +
Popup: Companions
 +
Popup: Work orders
 +
Save
 +
[Viewed]
 +
Retirement
 +
Fortress mode
 +
Quests and reputation
 +
Trading
 +
Conversations
 +
Abandon
 +
you will need to reclaim the fort to play
 +
Really quit?  The fort will be saved but
 +
Quit
 +
save will be lost.
 +
All of your progress since the last
 +
Really quit without saving?
 +
this character to play them again.
 +
you will need to unretire or recruit
 +
Retire
 
here again.
 
here again.
Retire
+
Really retire? The world will be saved but
Really retire? The world will be saved but
+
autosave 3
you will need to unretire the fort to play
 
 
autosave 2
 
autosave 2
autosave 3
 
current
 
 
autosave 1
 
autosave 1
save? It will never be overwritten,
 
but you can delete it while loading.
 
title screen, with their own active save.
 
What would you like to name this manual
 
What would you like to name this timeline?
 
Saves starting here will be grouped on the
 
Would you like to overwrite it?
 
 
Return to game
 
Return to game
Save world and return to title menu
+
Settings
 +
(holding another's goods)
 +
Give in to Starvation
 +
Finish Game
 +
Give in to the Night
 +
Retire at this location (or rest a while)
 
Succumb to the invasion
 
Succumb to the invasion
Settings
+
Quit without saving
 
Abandon the fortress to ruin
 
Abandon the fortress to ruin
Quit without saving
+
Retire the fortress (for the time being)
 
Save and continue playing
 
Save and continue playing
Retire the fortress (for the time being)
 
Abandon
 
 
Save and return to title menu
 
Save and return to title menu
Really quit? The fort will be saved but
+
available to play.
you will need to reclaim the fort to play
+
through their legend but will not be
save will be lost.
+
Really quit? The character will live on
Really quit without saving?
 
All of your progress since the last
 
 
Death Spiral
 
Death Spiral
 +
Expansive Cavern
 
Koganusan
 
Koganusan
Expansive Cavern
 
Dwarf Fortress
 
 
Dabu & Simon Swerwer
 
Dabu & Simon Swerwer
 +
May interfere with existing saves.
 
Do this if you want to keep the old save.
 
Do this if you want to keep the old save.
May interfere with existing saves.
+
Multiple copies of the timeline found.
 
Recommended!
 
Recommended!
Multiple copies of the timeline found.
+
Save to new folder (same timeline)
 
Save to new timeline
 
Save to new timeline
Save to new folder (same timeline)
+
Save to timeline folder:
 
Save to this timeline
 
Save to this timeline
Save to timeline folder:
+
Continue
 
Return to title menu
 
Return to title menu
Continue
+
Save world and return to title menu
 
Classic DF Main Theme
 
Classic DF Main Theme
Track playing:
+
Tarn Adams
 
Classic DF Title Theme
 
Classic DF Title Theme
Tarn Adams
 
 
Dabu & Agueda Macias
 
Dabu & Agueda Macias
Mountainhome
+
Craftsdwarfship
 
Winter Entombs You
 
Winter Entombs You
Craftsdwarfship
+
Strange Moods
 
Strike the Earth!
 
Strike the Earth!
Strange Moods
+
Another Year
 
First Year
 
First Year
Another Year
+
Vile Force of Darkness
 
Drink & Industry
 
Drink & Industry
Vile Force of Darkness
+
Forgotten Beast
 
Hill Dwarf
 
Hill Dwarf
Forgotten Beast
+
Dabu
 +
Last track:
 +
Track playing:
 +
Losing is Fun
 +
Two Coins
 +
Pony Rider
 +
Cannibal
 +
Sisters of War
 +
Dabu & rcab
 +
Into The Pits
 +
Night Creature
 +
Hamlet Memoirs
 +
Beyond The Gates
 +
Life of Adventure
 +
Bruising The Fat
 +
The Capital
 +
Strike It Again
 +
Haunted Lands
 +
Toady Six
 
Toady Five
 
Toady Five
Toady Six
+
Obsidian
 
Toady Four
 
Toady Four
Obsidian
+
Suite Espagnole Part III
 
Suite Espagnole Part II
 
Suite Espagnole Part II
Suite Espagnole Part III
+
Suite Espagnole Part I
 
Dolomite
 
Dolomite
Suite Espagnole Part I
+
Roldeth
 
Toady Three
 
Toady Three
Roldeth
+
Toady Two
 
Toady One
 
Toady One
Toady Two
+
The Tavern Part II
 
The Tavern Part I
 
The Tavern Part I
The Tavern Part II
+
-
Last track:  
+
SoW
 +
stia
 +
df15
 +
df9
 +
Last interlude:  
 +
Interlude playing:
 +
Cages & Chains
 
Your strength has been broken.
 
Your strength has been broken.
Withered
+
Conquered
 
Your settlement has been abandoned.
 
Your settlement has been abandoned.
Conquered
+
Abandoned
 
Your fortress has settled into the rhythm of day-to-day living, beyond your meticulous concern.
 
Your fortress has settled into the rhythm of day-to-day living, beyond your meticulous concern.
Abandoned
+
Retired
 +
Dwarf Fortress Adventure
 
And remember: [C:2:0:1]Losing is fun![C:7:0:0]
 
And remember: [C:2:0:1]Losing is fun![C:7:0:0]
Retired
 
The game is open-ended and you can do whatever you choose. If you'd like a goal, try to become a barony, then a Mountainhome.
 
 
More likely, your dwarves will starve, unless you read the first few guides here!  
 
More likely, your dwarves will starve, unless you read the first few guides here!  
save/*.*
+
The game is open-ended and you can do whatever you choose.  If you'd like a goal, try to become a barony, then a Mountainhome.
 +
And remember: [C:2:0:1]Losing is fun, and now it's personal![C:7:0:0]
 +
The guides here will suggest other possible avenues of play.  
 
save/current/world.sav
 
save/current/world.sav
Interlude playing:  
+
Combat music:  
Last interlude:
+
Unpause
Haunted Lands
 
Cages & Chains
 
of 20)
 
Open stockpile mode
 
Finish mining
 
Room completed (
 
 
End stairway
 
End stairway
Unpause
+
Start stairway
 
Open mining mode
 
Open mining mode
Start stairway
+
Zoom out
 
Zoom in
 
Zoom in
oom out
+
Move the camera down
 
Move the camera up
 
Move the camera up
Move the camera down
 
Skip tutorial
 
 
Move the camera
 
Move the camera
 
Your settlement has crumbled to its end.
 
Your settlement has crumbled to its end.
Start tutorial
+
Withered
Dismiss the large red alert
+
Place a bed
Click the help button
 
Click a citizen or creature
 
Close the information sheet
 
 
Make the bed
 
Make the bed
Place a bed
+
Add a "Make bed" task
 
Click workshop
 
Click workshop
Add a Make bed"" task"
+
Construct workshop
Place carpenter's workshop
+
Place carpenter's workshop
Construct workshop
+
Open building mode
Stockpile wood
+
Stockpile wood
Open building mode
+
Chop down tree
Designate tree
+
Designate tree
Chop down tree
+
Open tree-felling mode
Place All stockpile
+
Place All stockpile
Open tree-felling mode
+
Open stockpile mode
  After you embark, help is available by pressing the help button in the top right corner, including all of the tutorials.
+
  of 20)
(1 of 8)
+
Room completed (
If this is your first time playing, please heed the embark warnings about aquifers, saltwater, and other hazards.
+
Finish mining
Some locations are challenging even for experienced players, and it will be a very short game indeed if you don't know how to deal with them!
+
Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial?  
Non-interactive help will be available whatever you decide.
+
Quick start and short tutorial?
On your own!
+
Deal with challenges as they arise, and you might one day find that your humble settlement has grown to become a Mountainhome, the center of your civilization.
Quick start and short tutorial?
+
As you dig deeper and more citizens take up residence in your outpost, your doings will attract attention, both wanted and unwanted.  
Would you like your fortress located in a forested mineral-rich region of this world where you can play through a short tutorial?
+
Once this process is complete, you can prepare a group and send them out to seek wealth deep in the mountains.  
As you dig deeper and more citizens take up residence in your outpost, your doings will attract attention, both wanted and unwanted.
+
You'll begin by creating your world and watching the region's history unfold.
Deal with challenges as they arise, and you might one day find that your humble settlement has grown to become a Mountainhome, the center of your civilization.
+
Prepare to guide your stout charges to fortune in a world fraught with many perils.  
You'll begin by creating your world and watching the region's history unfold.
+
Welcome to Dwarf Fortress
Once this process is complete, you can prepare a group and send them out to seek wealth deep in the mountains.
+
Right click to move
Welcome to Dwarf Fortress
+
Left click to move
Prepare to guide your stout charges to fortune in a world fraught with many perils.
+
Don't show again
Don't show again
+
Click the help button
  There may be plenty of hillside to dig into, but you'll want to seek wealth below the surface.
+
Dismiss the large red alert
  Mining tasks are designated on the play area. Begin by clicking the highlighted [C:5:0:1]Mining[C:7:0:0] button.
+
Close the information sheet
 +
Click a citizen or creature
 +
] hotkey will recenter on your wagon.
 +
The view will be dark underground until you begin mining.  You can move the camera to the surface with the surface button (highlighted.) The
 +
When your view is in the air above other tiles, you can see them below, but you can only interact with objects in your current elevation.
 +
] or [C:2:0:1]roll the mouse wheel[C:7:0:0].  Hold shift to move faster.
 +
] and
 +
To change the camera's elevation, press
 +
] or hold the middle mouse button and drag the view.
 +
[KEY:
 +
Your view is focused on one elevation at a time.  To move the camera around, press
 +
(1 of 8)
 +
After you embark, help is available by pressing the help button in the top right corner, including all of the tutorials.
 +
Some locations are challenging even for experienced players, and it will be a very short game indeed if you don't know how to deal with them!
 +
If this is your first time playing, please heed the embark warnings about aquifers, saltwater, and other hazards.
 +
On your own!
 +
Non-interactive help will be available whatever you decide.
 +
Later you can consider making a [C:3:0:0]Meeting Area[C:7:0:0]
 +
but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material.
 +
Consider that most [C:6:0:0]Workshops[C:7:0:0] are 3x3 squares.  Mining through the stone layers further down may take longer,
 +
Dig a rectangle underground big enough for a large [C:6:0:0]Stockpile[C:7:0:0] and some [C:6:0:0]Workshops[C:7:0:0]. 
 +
Let's make a safe place to work.  Select [C:5:0:1]Regular Mining[C:7:0:0] mode, to the left of [C:5:0:1]Stair Mining[C:7:0:0] mode.
 +
to unpause or use the highlighted controls at the top of the screen.  You should pause regularly starting out.
 +
Now we'll unpause the game and let the miner finish the task.  Press
 +
order also works.
 +
the next.  [C:2:0:1]Click[C:7:0:0] the surface, [C:2:0:1]move the camera down one level[C:7:0:0], and [C:2:0:1]click[C:7:0:0] the underground. Reversing the
 +
There are several ways to mine. Stairwells (selected) start at one elevation and are completed at
 +
Mining tasks are designated on the play area. Begin by clicking the highlighted [C:5:0:1]Mining[C:7:0:0] button.
 +
There may be plenty of hillside to dig into, but you'll want to seek wealth below the surface.
 +
It's time to get to work!  Let's start by digging a stairwell into the ground. 
 
  (2 of 8)
 
  (2 of 8)
It's time to get to work! Let's start by digging a stairwell into the ground.
+
], [C:2:0:1]Ctrl+mouse wheel[C:7:0:0], or the indicated buttons.
You can zoom in and out of the play area using
+
You can zoom in and out of the play area using
], [C:2:0:1]Ctrl+mouse wheel[C:7:0:0], or the indicated buttons.
+
(4 of 8)
The view will be dark underground until you begin mining. You can move the camera to the surface with the surface button (highlighted.) The
+
always be used to close most menus, as well as
] hotkey will recenter on your wagon.
+
If the [C:5:0:1]Stockpile[C:7:0:0] menu is still open, you can close it now by right-clicking.  Right-clicking can  
] or [C:2:0:1]roll the mouse wheel[C:7:0:0]. Hold shift to move faster.
+
good idea to keep your fortress clean.
When your view is in the air above other tiles, you can see them below, but you can only interact with objects in your current elevation.
+
button to forbid certain categories, like [C:5:0:1]Refuse[C:7:0:0] for exampleA separate [C:6:0:0]Refuse Stockpile[C:7:0:0] is a  
To change the camera's elevation, press
+
Later you may want to customize your [C:6:0:0]Stockpiles[C:7:0:0] by clicking on them and pressing the [C:5:0:1]Custom[C:7:0:0]
] and
+
If unpaused, your workers should start unloading the wagon into the [C:6:0:0]Stockpile[C:7:0:0].
] or hold the middle mouse button and drag the view.
+
Once the pile is placed, click [C:5:0:1]Accept[C:7:0:0] and select the [C:5:0:1]All[C:7:0:0] option.
  Your view is focused on one elevation at a time. To move the camera around, press
+
to place your pile. [C:6:0:0]Stockpiles[C:7:0:0] can be placed both on the surface and underground.
supplies around your fortress where they are needed.
+
Click the add button, and click two corners of a rectangle somewhere safe
[C:6:0:0]Stockpiles[C:7:0:0] are placed with the [C:5:0:1]Stockpile[C:7:0:0] button (highlighted.) Click it now.
+
[C:6:0:0]Stockpiles[C:7:0:0] are placed with the [C:5:0:1]Stockpile[C:7:0:0] button (highlighted.)  Click it now.
The supplies on the wagon are in danger of being carried off by wild creatures!
+
supplies around your fortress where they are needed.
  It's time to build a [C:6:0:0]Stockpile[C:7:0:0] underground to unload them. [C:6:0:0]Stockpiles[C:7:0:0] are crucial to moving
+
It's time to build a [C:6:0:0]Stockpile[C:7:0:0] underground to unload them. [C:6:0:0]Stockpiles[C:7:0:0] are crucial to moving
from the [C:5:0:1]Zones[C:7:0:0] menu. Otherwise your citizens will continue to gather by the [C:6:0:0]Wagon[C:7:0:0] outside.
+
The supplies on the wagon are in danger of being carried off by wild creatures! 
 
  (3 of 8)
 
  (3 of 8)
but it leaves [C:6:0:1]Boulders[C:7:0:0] which are an essential building material.
+
from the [C:5:0:1]Zones[C:7:0:0] menu. Otherwise your citizens will continue to gather by the [C:6:0:0]Wagon[C:7:0:0] outside.
Later you can consider making a [C:3:0:0]Meeting Area[C:7:0:0]
+
Click [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Carpenter[C:7:0:0] and place the shop in an empty area on the surface or underground.
Dig a rectangle underground big enough for a large [C:6:0:0]Stockpile[C:7:0:0] and some [C:6:0:0]Workshops[C:7:0:0].
+
If you have some [C:6:0:1]Wood[C:7:0:0] stockpiled, you'll be able to place a [C:6:0:0]Carpenter's Workshop[C:7:0:0].   
Consider that most [C:6:0:0]Workshops[C:7:0:0] are 3x3 squares. Mining through the stone layers further down may take longer,
+
Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].   
to unpause or use the highlighted controls at the top of the screen. You should pause regularly starting out.
+
[C:6:0:0]Workshops[C:7:0:0] are one of many buildings you can place with the highlighted [C:5:0:1]Build[C:7:0:0] button. Click it now.
Let's make a safe place to work. Select [C:5:0:1]Regular Mining[C:7:0:0] mode, to the left of [C:5:0:1]Stair Mining[C:7:0:0] mode.
+
Now that you have the building materials it's time to start building.
order also works.
 
Now we'll unpause the game and let the miner finish the task. Press
 
There are several ways to mine. Stairwells (selected) start at one elevation and are completed at
 
the next. [C:2:0:1]Click[C:7:0:0] the surface, [C:2:0:1]move the camera down one level[C:7:0:0], and [C:2:0:1]click[C:7:0:0] the underground. Reversing the
 
When you are ready, open the [C:5:0:1]Woodcutting[C:7:0:0] menu and designate the trunk of a tree on the surface.
 
Make sure your woodcutter can walk to the designated location.
 
Before you start chopping down trees you may want to create a dedicated [C:6:0:0]Wood Stockpile[C:7:0:0].
 
[C:2:0:0]Haulers[C:7:0:0] will also drop [C:6:0:1]Wood[C:7:0:0] in your [C:6:0:0]All Stockpile[C:7:0:0] unless you turn it off in the [C:5:0:1]Custom Stockpile Menu[C:7:0:0].
 
With shelter ready underground, it's time to build.
 
First you need building materials, like [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].
 
always be used to close most menus, as well as
 
(4 of 8)
 
good idea to keep your fortress clean.
 
If the [C:5:0:1]Stockpile[C:7:0:0] menu is still open, you can close it now by right-clicking. Right-clicking can
 
Later you may want to customize your [C:6:0:0]Stockpiles[C:7:0:0] by clicking on them and pressing the [C:5:0:1]Custom[C:7:0:0]
 
button to forbid certain categories, like [C:5:0:1]Refuse[C:7:0:0] for example. A separate [C:6:0:0]Refuse Stockpile[C:7:0:0] is a
 
Once the pile is placed, click [C:5:0:1]Accept[C:7:0:0] and select the [C:5:0:1]All[C:7:0:0] option.
 
If unpaused, your workers should start unloading the wagon into the [C:6:0:0]Stockpile[C:7:0:0].
 
Click the add button, and click two corners of a rectangle somewhere safe
 
to place your pile. [C:6:0:0]Stockpiles[C:7:0:0] can be placed both on the surface and underground.
 
[C:6:0:1]Furniture[C:7:0:0] created at the [C:6:0:0]Carpenter's Workshop[C:7:0:0] usually takes one [C:6:0:1]Wood[C:7:0:0] to build. Add a task and make a [C:6:0:1]Bed[C:7:0:0].
 
  Chop down more trees if necessary. Unpause and wait for the [C:6:0:1]Bed[C:7:0:0] to be completed.
 
Your industrious citizens will perform any task added to the [C:6:0:0]Workshop[C:7:0:0].
 
Most objects that are placed, like [C:6:0:1]Doors[C:7:0:0] and [C:6:0:1]Furniture[C:7:0:0], must first be built in a [C:6:0:0]Workshop[C:7:0:0].
 
When unpaused, a worker should now build the [C:6:0:0]Workshop[C:7:0:0].
 
Once the worker is done, click on the building to select it.
 
If you have some [C:6:0:1]Wood[C:7:0:0] stockpiled, you'll be able to place a [C:6:0:0]Carpenter's Workshop[C:7:0:0].
 
  Click [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Carpenter[C:7:0:0] and place the shop in an empty area on the surface or underground.
 
[C:6:0:0]Workshops[C:7:0:0] are one of many buildings you can place with the highlighted [C:5:0:1]Build[C:7:0:0] button. Click it now.
 
Most [C:6:0:0]Workshops[C:7:0:0] require building material, such as [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0].
 
 
  (5 of 8)
 
  (5 of 8)
Now that you have the building materials it's time to start building.
+
If all of your [C:6:0:0]Stockpiles[C:7:0:0] are full, go ahead and place another one.
You can right click to close [C:5:0:1]Woodcutting[C:7:0:0] mode. Right clicking closes most menus.
+
You can right click to close [C:5:0:1]Woodcutting[C:7:0:0] mode. Right clicking closes most menus.
If all of your [C:6:0:0]Stockpiles[C:7:0:0] are full, go ahead and place another one.
+
If the fallen logs are accessible, everyone will help store them in the [C:6:0:0]Stockpile[C:7:0:0].
Now we just need to wait for the woodcutter to chop down the tree.
+
Now we just need to wait for the woodcutter to chop down the tree.
If the fallen logs are accessible, everyone will help store them in the [C:6:0:0]Stockpile[C:7:0:0].
+
Make sure your woodcutter can walk to the designated location.
Important and sometimes urgent information is given as alerts on the left side of the screen.
+
When you are ready, open the [C:5:0:1]Woodcutting[C:7:0:0] menu and designate the trunk of a tree on the surface.   
  There have been several already!
+
[C:2:0:0]Haulers[C:7:0:0] will also drop [C:6:0:1]Wood[C:7:0:0] in your [C:6:0:0]All Stockpile[C:7:0:0] unless you turn it off in the [C:5:0:1]Custom Stockpile Menu[C:7:0:0].
(7 of 8)
+
Before you start chopping down trees you may want to create a dedicated [C:6:0:0]Wood Stockpile[C:7:0:0].  
This is an example urgent alert! These are very important. Ignore them at your peril.
+
First you need building materials, like [C:6:0:1]Wood[C:7:0:0] or [C:6:0:1]Boulders[C:7:0:0]
Feel free to pause and check out the information.
+
With shelter ready underground, it's time to build. 
Right click to dismiss the information sheet.
+
You can also access information from the [C:5:0:1]Citizens[C:7:0:0] button.
Click on a [C:2:0:0]Resident[C:7:0:0] to see their needs, inventory, thoughts, relations, and more.
+
Click on a [C:2:0:0]Resident[C:7:0:0] to see their needs, inventory, thoughts, relations, and more.  
You can also access information from the [C:5:0:1]Citizens[C:7:0:0] button.
+
You can click on [C:2:0:0]Creatures[C:7:0:0] and [C:6:0:1]Items[C:7:0:0] just as you can click on [C:6:0:0]Buildings[C:7:0:0] to get more information about them.
  The rest of the interface is now enabled.
+
The rest of the interface is now enabled.
You can click on [C:2:0:0]Creatures[C:7:0:0] and [C:6:0:1]Items[C:7:0:0] just as you can click on [C:6:0:0]Buildings[C:7:0:0] to get more information about them.
 
room with a [C:6:0:0]Door[C:7:0:0] and use the [C:5:0:1]Zones[C:7:0:0] menu to assign an official [C:3:0:0]Bedroom[C:7:0:0] for each resident.
 
 
  (6 of 8)
 
  (6 of 8)
[C:5:0:1]Beds[C:7:0:0] are found in the [C:5:0:1]Furniture[C:7:0:0] category. Unlike [C:6:0:0]Workshops[C:7:0:0], [C:6:0:0]Beds[C:7:0:0] must be placed underground.
+
room with a [C:6:0:0]Door[C:7:0:0] and use the [C:5:0:1]Zones[C:7:0:0] menu to assign an official [C:3:0:0]Bedroom[C:7:0:0] for each resident.
  With a [C:6:0:0]Bed[C:7:0:0] placed, your workers will have somewhere to sleep. Later you can create a
+
With a [C:6:0:0]Bed[C:7:0:0] placed, your workers will have somewhere to sleep.  Later you can create a
Now that you have a [C:6:0:1]Bed[C:7:0:0] you can place in it the fortress.
+
[C:5:0:1]Beds[C:7:0:0] are found in the [C:5:0:1]Furniture[C:7:0:0] categoryUnlike [C:6:0:0]Workshops[C:7:0:0], [C:6:0:0]Beds[C:7:0:0] must be placed underground.
Use the [C:5:0:1]Build[C:7:0:0] menu to place it in a room underground, just like the [C:6:0:0]Workshop[C:7:0:0]. Dig a new room first if you like.
+
Use the [C:5:0:1]Build[C:7:0:0] menu to place it in a room underground, just like the [C:6:0:0]Workshop[C:7:0:0]. Dig a new room first if you like.
  [C:6:0:1]Gems[C:7:0:0] can be [C:3:0:1]Cut[C:7:0:0] at the [C:6:0:0]Jeweler's Workshop[C:7:0:0]. [C:3:0:1]Encrust[C:7:0:0] them on [C:6:0:1]Crafts[C:7:0:0] and other items to add even more value.
+
Now that you have a [C:6:0:1]Bed[C:7:0:0] you can place in it the fortress. 
  Just the beginning
+
Chop down more trees if necessary. Unpause and wait for the [C:6:0:1]Bed[C:7:0:0] to be completed.
If you dig down enough layers you will find a near infinite amount of [C:6:0:1]Boulders[C:7:0:0] of various
+
[C:6:0:1]Furniture[C:7:0:0] created at the [C:6:0:0]Carpenter's Workshop[C:7:0:0] usually takes one [C:6:0:1]Wood[C:7:0:0] to build.  Add a task and make a [C:6:0:1]Bed[C:7:0:0].   
kinds as well as some [C:6:0:1]Rough Gems[C:7:0:0] if you are lucky.
+
Most objects that are placed, like [C:6:0:1]Doors[C:7:0:0] and [C:6:0:1]Furniture[C:7:0:0], must first be built in a [C:6:0:0]Workshop[C:7:0:0]
Make the appropriate workshop with [C:5:0:1]Workshops[C:7:0:0] -> [C:5:0:1]Crafts[C:7:0:0].
+
Your industrious citizens will perform any task added to the [C:6:0:0]Workshop[C:7:0:0].
An obvious material to use to make the crafts is rock.
+
Once the worker is done, click on the building to select it.
You need something of value to trade.
+
When unpaused, a worker should now build the [C:6:0:0]Workshop[C:7:0:0].
[C:6:0:1]Crafts[C:7:0:0] are an easy way to make a lot of trade goods quickly.
+
[C:6:0:1]Crafts[C:7:0:0] are an easy way to make a lot of trade goods quickly.  
You may need supplies before the coming of winter.
+
You need something of value to trade.  
To trade with the autumn caravan, you must build a [C:6:0:0]Trade Depot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu.
+
To trade with the autumn caravan, you must build a [C:6:0:0]Trade Depot[C:7:0:0] from the [C:5:0:1]Build[C:7:0:0] menu.
Preparing for the Caravan
+
You may need supplies before the coming of winter.
 
  (8 of 8)
 
  (8 of 8)
Hover over an alert icon to see the information.
+
Preparing for the Caravan
Left click on an alert for recentering options, and right click to dismiss an alert.
+
Left click on an alert for recentering options, and right click to dismiss an alert.
There have been a few already!
+
Hover over an alert icon to see the information.
There has been one already!
+
There has been one already!
[C:7:0:0], [C:2:0:0]
+
There have been a few already!
Woodcutter
+
There have been several already!
Click here and make sure you have a [C:2:0:0]
+
Important and sometimes urgent information is given as alerts on the left side of the screen.
[C:7:0:1]Labor[C:7:0:0]
+
This is an example urgent alert!  These are very important.  Ignore them at your peril.
Some essential tasks must be assigned from the [C:5:0:1]Labor[C:7:0:0] menu.
+
(7 of 8)
To make sure they spend their free time down there you will need to use the [C:5:0:1]Zones[C:7:0:0] menu to create a [C:3:0:0]Meeting Area[C:7:0:0].
+
Right click to dismiss the information sheet.
Later you may try the [C:5:0:1]Burrows[C:7:0:0] menu to create a safe place for your civilians to hide when real trouble comes.
+
Feel free to pause and check out the information.
[C:7:0:1]Shelter[C:7:0:0]
+
Later you may try the [C:5:0:1]Burrows[C:7:0:0] menu to create a safe place for your civilians to hide when real trouble comes.
By now you should have a room underground where your residents can hide from the creatures above.
+
To make sure they spend their free time down there you will need to use the [C:5:0:1]Zones[C:7:0:0] menu to create a [C:3:0:0]Meeting Area[C:7:0:0].
In order to keep your citizens alive in the unforgiving wilderness they will need shelter, drink, and food.
+
By now you should have a room underground where your residents can hide from the creatures above.
 +
[C:7:0:1]Shelter[C:7:0:0]
 +
Use the arrow at the top of this window to minimize the tutorial when it obscures your view.
 +
In order to keep your citizens alive in the unforgiving wilderness they will need shelter, drink, and food.
 +
Click it now, and this tutorial will be concluded.
 +
The [C:5:0:1]Help[C:7:0:0] button at the top of the screen contains more guides.
 +
As you enter new menus, there will be information and tips.
 +
There's a lot more to learn!
 +
Just the beginning
 +
[C:6:0:1]Gems[C:7:0:0] can be [C:3:0:1]Cut[C:7:0:0] at the [C:6:0:0]Jeweler's Workshop[C:7:0:0].  [C:3:0:1]Encrust[C:7:0:0] them on [C:6:0:1]Crafts[C:7:0:0] and other items to add even more value.
 +
kinds as well as
 
  weeping
 
  weeping
  praying
+
  cringing
  looks terrified
+
  screaming
looks dejected
 
burning
 
melting
 
making a plaintive gesture
 
being shot
 
laughing
 
falling
 
smeared out into a spiral
 
in a fetal position
 
making a submissive gesture
 
committing a depraved act
 
 
  being tortured
 
  being tortured
  screaming
+
  committing a depraved act
  cringing
+
  making a submissive gesture
  torturing
+
  in a fetal position
  prostrating itself before
+
  smeared out into a spiral
 +
fighting with
 +
greeting
 +
refusing
 +
speaking with
 +
embracing
 +
striking down
 +
raising
 +
hiding
 +
contemplating
 +
cooking
 +
engraving
 +
impaled on
 +
being flayed by
 +
hanging from
 +
being mutilated by
 +
contemplating
 +
unnaturally contorted
 +
being flayed
 
  being mutilated
 
  being mutilated
  being flayed
+
  prostrating itself before
  unnaturally contorted
+
  torturing
  engraving
+
  committing a depraved act upon
  cooking
+
  devouring
  contemplating
+
  admiring
  laboring
+
  burning
  striking a triumphant pose
+
  shooting
  striking a menacing pose
+
  surrounded by
  withering away
+
  massacring
suffering
+
Clear
looks confused
+
You have bestowed the name
looks offended
+
Random
praying to
+
Given name
  hiding
+
Allow artist to choose
raising
+
Group symbol
striking down
+
Group commission
embracing
+
Civilization symbol
speaking with
+
Civ commission
refusing
+
Name
greeting
+
. How do you like the sound of that?
fighting with
+
The symbol of
massacring
+
Image information for
surrounded by
+
Image information for engraving
shooting
+
Image information
burning
+
vessel
admiring
+
military organization
devouring
+
yarn
committing a depraved act upon
+
silk
Front Compound
+
bone
Given name
+
Number:
Random
+
(0 for unnumbered plural)
Name the symbol
+
Choose X:
Name the squad
+
Choose Y:
Name the location
+
This is a  
Name the image
+
These are
Name your group
+
migrating
Name your settlement
+
nomadic
being mutilated by
+
outcast
hanging from
+
merchant company
being flayed by
+
pearl
impaled on
+
[AMBIENCE_VOLUME_ADV:
engraving
+
[MUSIC_VOLUME_ADV:
cooking
+
[WINDOWED:
contemplating
+
[SFX_VOLUME_ADV:
Present Participle
+
NO_EXCLUSIVE
Past Participle
+
PROMPT
Preterite
+
[WINDOWEDY:
Present (3rd)
+
[WINDOWEDX:
Present (1st)
+
[FULLSCREENX:
  Prefix
+
[RESIZABLE:
Adjective
+
[INTERFACE_SCALING_TO_DESIRED_GRID:
Plural Noun
+
[FULLSCREENY:
Singular Noun
+
[INTERFACE_SCALING_DESIRED_GRID_HEIGHT:
Hyphen Compound
+
[INTERFACE_SCALING_DESIRED_GRID_WIDTH:
Second Adjective
+
[MAXIMUM_INTERFACE_PERCENTAGE:
First Adjective
+
[INTERFACE_SCALING_PERCENTAGE:
Rear Compound
+
Grand guild unit count
Existing image
+
Guild unit count
Related to civilization or other group
+
Demand period (more = fewer)
Related to site
+
Mandate period (more = fewer)
Related to historical figure
+
Failed to open
Leave editor and discard data
+
  for writing
Any image data you've changed will be lost.
+
[SOUND:
Keep working
+
[MASTER_VOLUME:
Don't perform action
+
YES
You won't perform your action if you leave.
+
[AMBIENCE_VOLUME:
Warning!
+
[MUSIC_VOLUME:
Image information
+
[AVERAGE_TIME_BETWEEN_SONGS:
Image information for engraving
+
[SFX_VOLUME:
Image information for
+
NEAREST
The symbol of
+
LANCZOS
Delete element
+
prefs/d_init.txt
Action or relationship
+
AUTO
Artifact
+
SEASONAL
Object
+
[AUTOSAVE:
Historical figure
+
YEARLY
Civ commission
+
SEMIANNUAL
Civilization symbol
+
[AUTOSAVE_PAUSE:
Group commission
+
[PAUSE_ON_LOAD:
Group symbol
+
[INITIAL_SAVE:
Allow artist to choose
+
[POST_PREPARE_EMBARK_CONFIRMATION:
Let your mind wander
+
[EMBARK_WARNING_ALWAYS:
Specify a new image
+
IF_POINTS_REMAIN
performance troupe
+
[FPS_CAP:
merchant company
+
[FPS:
civilization
+
[KEY_HOLD_MS:
outcast
+
[G_FPS_CAP:
local
+
[KEY_REPEAT_ACCEL_LIMIT:
nomadic
+
[KEY_REPEAT_MS:
migrating
+
[MACRO_MS:
These are
+
[KEY_REPEAT_ACCEL_START:
This is a
+
[COMPRESSED_SAVES:
Choose Y:
+
[RECENTER_INTERFACE_SHUTDOWN_MS:
Choose X:
+
[PRINT_MODE:
Untitled/unnamed
+
[USE_CLASSIC_ASCII:
(0 for unnumbered plural)
+
SOFTWARE
Number:
+
[TEXTURE_PARAM:
thread
+
[STORE_DIST_BUCKET_COMBINE:
leather
+
[STORE_DIST_SEED_COMBINE:
Specify type
+
[STORE_DIST_BIN_COMBINE:
military organization
+
[STORE_DIST_BARREL_COMBINE:
religion
+
[STRICT_POPULATION_CAP:
vessel
+
[POPULATION_CAP:
government
+
[VISITOR_CAP:
Setting material
+
[BABY_CHILD_CAP:
Spikes
+
[SPECIFIC_SEED_CAP:
Hanging rings
+
[CULL_DEAD_UNITS_AT:
Covered
+
[ENGRAVINGS_START_OBSCURED:
Setting type
+
[FORTRESS_SEED_CAP:
Specify size
+
[SHOW_FLOW_AMOUNTS:
material
+
[SHOW_IMP_QUALITY:
map/set too long
+
[NUMBER_OF_LOWER_ELEVATIONS_SHOWN:
Music Volume:
+
[SHOW_RAMP_ARROWS:
Master Volume:
+
FINDER
Change it to [SOUND:YES] for audio.
+
[SHOW_EMBARK_TUNNEL:
Check data/init/init_default.txt and prefs/init.txt for [SOUND:NO] or similar.
+
[WEATHER:
Audio has been manually disabled.
+
[TEMPERATURE:
Range:
+
[ARTIFACTS:
No fullscreen resolutions detected.
+
[CAVEINS:
  Detect
+
[WALKING_SPREADS_SPATTER_DWF:
  Resolution:
+
[TESTING_ARENA:
  Fullscreen
+
[KEYBOARD_CURSOR:
Windowed
+
[WALKING_SPREADS_SPATTER_ADV:
  drops
+
[MULTITHREADING:
  drinks
+
[LOG_MAP_REJECTS:
straps
+
[EMBARK_RECTANGLE:
draws
+
[STORE_DIST_ITEM_DECREASE:
  to load a macro.
+
[PATH_COST:
 +
A_D:
 +
UCR:
 +
D_D:
 +
ALERT:
 +
UCR_A:
 +
prefs
 +
[NICKNAME_DWARF:
 +
[SHOW_ALL_HISTORY_IN_FORT_MODE:
 +
CENTRALIZE
 +
REPLACE_FIRST
 +
[NICKNAME_ADVENTURE:
 +
REPLACE_ALL
 +
[GRAZE_COEFFICIENT:
 +
[NICKNAME_LEGENDS:
 +
[DISPLAY_CLOTHING_WITH_DYES_IN_FORT_MODE:
 +
[MAXIMUM_EMBARK_DIM:
 +
[CLASSIC_VARIED_GROUND_TILES:
 +
[DISPLAY_CLOTHING_WITH_DYES_IN_ADV_MODE:
 +
prefs/announcements.txt
 +
BOX:
 +
Check data/init/init_default.txt and prefs/init.txt for [SOUND:NO] or similar.
 +
Audio has been manually disabled.
 +
Master Volume:  
 +
Change it to [SOUND:YES] for audio.
 +
Ambience Volume (Fortress):
 +
Music Volume (Fortress):
 +
Average Seconds Between Tracks/Interludes (Fortress):
 +
Sound Effects Volume (Fortress):
 +
Ambience Volume (Adventure):
 +
Music Volume (Adventure):
 +
Fortress
 +
Sound Effects Volume (Adventure):
 +
Macros
 +
Text entry
 +
Don't repeat
 +
  draws
 +
  drinks
 +
  straps
 +
Windowed
 +
  drops  
 +
Resolution:
 +
Fullscreen
 +
  x
 +
Detect
 +
Range:
 +
No fullscreen resolutions detected.
 +
prefs/interface.txt
 +
data/init/interface.txt
 +
Pause
 +
Popup
 +
Adv
 +
Recenter
 +
Report
 +
Alert
 +
Report (Active)
 +
Yes
 +
Audio
 +
Video
 +
Keybindings
 +
Fast repeat
 +
Delayed repeat
 +
  to record/stop recording a macro.
 +
Use
 
  to save a macro to a file.
 
  to save a macro to a file.
 
  to play back a recorded macro.
 
  to play back a recorded macro.
  to record/stop recording a macro.
+
No macros created.
Fast repeat
+
  to load a macro.
Delayed repeat
+
Custom settings
Don't repeat
+
Restore defaults
Macros
+
Off
Text entry
+
Enemies:
Fortress
+
Hard
General
+
Normal
Average Seconds Between Tracks/Interludes:
+
Economy:
Sound Effects Volume:
+
(Custom)
Ambience Volume:
+
Lanczos
Difficulty
+
Nearest-neighbor
Keybindings
+
Mouse:  
prefs/interface.txt
+
Mwheel
data/init/interface.txt
+
Yearly
Economy:
+
Autosave frequency
(Custom)
+
Seasonal
Normal
+
Semiannual
Enemies:
+
Pause after every autosave
Custom settings
+
Autosave the game after embark
Restore defaults
+
Confirmation window for all embarks
No macros created.
+
Pause after loading
Lanczos
+
Never
Nearest-neighbor
+
Prepare carefully embark confirmation
Automatic
+
Announcements
Scaling mode
+
Difficulty
Use Classic ASCII glyphs
+
Other
Graphical FPS cap (default 50)
+
  Desired grid width for scaling (default = 170)
Maximum interface percentage (not counting minimap/elevation)
 
Window is resizable (takes effect on restart)
 
Initial window height (if windowed)
 
  Initial window width (if windowed)
 
 
  Interface scaling percentage if not fitting width
 
  Interface scaling percentage if not fitting width
 
  Desired grid height for scaling (default = 64)
 
  Desired grid height for scaling (default = 64)
Desired grid width for scaling (default = 170)
+
Initial window height (if windowed)
Scale interface to fit grid height/width
+
Initial window width (if windowed)
Always
+
Maximum interface percentage (not counting minimap/elevation)
If points remain
+
Window is resizable (takes effect on restart)
Prepare carefully embark confirmation
+
Use Classic ASCII glyphs
Confirmation window for all embarks
+
Graphical FPS cap (default 50)
Pause after loading
+
Automatic
Pause after every autosave
+
Scaling mode
Autosave the game after embark
+
Default high traffic path cost
Seasonal
+
Default embark height
Semiannual
+
Default low traffic path cost
Yearly
+
Default normal traffic path cost
Autosave frequency
+
Storage path decrease (# of contained item cap)
Mwheel
+
Default restricted traffic path cost
Mouse:
+
Storage path decrease (bucket combine)
Default low traffic path cost
+
Storage path decrease (seed bag combine)
Default normal traffic path cost
+
Storage path decrease (bin combine)
Default high traffic path cost
+
Storage path decrease (barrel combine)
Default embark height
+
Strict population cap (includes births)
Default embark width
+
Population cap
Enable multithreading (experimental!)
+
Baby+child cap (percentage of total)
Log world generation map rejects
+
Baby+child cap
Keyboard cursor enabled
+
Cull dead units at
Walking spreads spatter
+
Visitor cap
Enable testing arena (on next title)
+
Always
Enable artifact moods
+
If points remain
Enable caveins
+
In site finder
Enable weather
+
Show tunnels on world map
Enable temperature
+
Enable weather
In site finder
+
Enable temperature
Show tunnels on world map
+
Enable artifact moods
Show improvement quality in item names
+
Enable caveins
Engravings start obscured
+
Walking spreads spatter
Total seed cap
+
Enable testing arena (on next title)
Seed cap (per species)
+
Walking spreads spatter (adv mode)
Cull dead units at
+
Log world generation map rejects
Visitor cap
+
Keyboard cursor enabled
Baby+child cap (percentage of total)
+
Default embark width
Baby+child cap
+
Enable multithreading (experimental!)
Strict population cap (includes births)
+
Key hold milliseconds before repeat
Population cap
+
Game frames-per-second cap (default 100)
Storage path decrease (bin combine)
+
Number of key repeats before accelerating
Storage path decrease (barrel combine)
+
Milliseconds for each key repeat
Storage path decrease (bucket combine)
+
Maximum key repeat acceleration multiplier
Storage path decrease (seed bag combine)
+
Disabled
Storage path decrease (# of contained item cap)
+
Milliseconds between macro instructions
Default restricted traffic path cost
+
Milliseconds interface shutdown after recenter
Disabled
+
Maximum embark dimension
Number of key repeats before accelerating
+
Compressed saves (recommended!)
Milliseconds for each key repeat
+
Display worn clothing dyes (adv mode)
Key hold milliseconds before repeat
+
Display worn clothing dyes (fort mode)
Game frames-per-second cap (default 100)
+
Civilizations can attack
Show frames-per-second
+
Classic varied ground tiles
Grazing coefficient (higher = less grass)
+
Werebeasts can attack
Nickname position (legends mode)
+
Megabeasts can attack
Replace all
+
Total seed cap
Centralize
+
Seed cap (per species)
Replace first
+
Show improvement quality in item names
Nickname position (fort mode)
+
Engravings start obscured
Show all historical events in engravings etc.
+
Show up/down arrows on ramps at current elevation
Number of lower elevation layers to show
+
Show numeric liquid levels
Show up/down arrows on ramps at current elevation
+
Show all historical events in engravings etc.
Show numeric liquid levels
+
Number of lower elevation layers to show
Enemy production trigger 1
+
Replace first
Enemy population trigger 5
+
Nickname position (fort mode)
Enemy population trigger 4
+
Replace all
Enemy population trigger 3
+
Centralize
Enemy population trigger 2
+
Nickname position (legends mode)
Enemy population trigger 1
+
Nickname position (adv mode)
Curious wilderness creatures can come to cause trouble
+
Show frames-per-second
Werebeasts can attack
+
Grazing coefficient (higher = less grass)
Megabeasts can attack
+
Megabeast attack period (seasons)
Civilizations can attack
+
Enemy trade trigger 5
Maximum embark dimension
+
Forgotten beast irritation minimum (less = sooner)
Compressed saves (recommended!)
+
Forgotten beast sensitivity (less = sooner)
Milliseconds between macro instructions
+
Wilderness sensitivity (less = sooner)
Milliseconds interface shutdown after recenter
+
Forgotten beast wealth divisor (more = safer)
Maximum key repeat acceleration multiplier
+
Wilderness irritation decay (more = safer)
Wilderness irritation decay (more = safer)
+
Wilderness irritation minimum (less = sooner)
Wilderness irritation minimum (less = sooner)
+
Vampire migrant fraction (more = safer)
Wilderness sensitivity (less = sooner)
+
Werebeast attack period (seasons)
Forgotten beast wealth divisor (more = safer)
+
Invasion cap (monsters, attack one)
Forgotten beast irritation minimum (less = sooner)
+
Invasion cap (regulars, attack one)
Forgotten beast sensitivity (less = sooner)
+
Invasion cap (monsters, attack two)
Megabeast attack period (seasons)
+
Invasion cap (regulars, attack two)
Enemy trade trigger 5
+
Invasion cap (monsters, attack three+)
Enemy trade trigger 4
+
Invasion cap (regulars, attack three+)
Enemy trade trigger 3
+
Enemy population trigger 1
Enemy trade trigger 2
+
Curious wilderness creatures can come to cause trouble
Enemy trade trigger 1
+
Enemy population trigger 3
Enemy production trigger 5
+
Enemy population trigger 2
Enemy production trigger 4
+
Enemy population trigger 5
Enemy production trigger 3
+
Enemy population trigger 4
Enemy production trigger 2
+
Enemy production trigger 1
Economy population trigger 1
+
Enemy production trigger 3
Diplomacy tree-fell count (untamed wilds)
+
Enemy production trigger 2
Diplomacy tree-fell count
+
Enemy production trigger 5
Cavern dweller maximum attackers
+
Enemy production trigger 4
Cavern dweller scale (increase per attack)
+
Enemy trade trigger 2
Siege frequency (percentage, otherwise raid)
+
Enemy trade trigger 1
Minimum raids between sieges (per civ)
+
Enemy trade trigger 4
Minimum raids before first siege (per civ)
+
Enemy trade trigger 3
Invasion cap (monsters, attack three+)
+
Economy trade trigger 1
Invasion cap (regulars, attack three+)
+
Economy production trigger 5
Invasion cap (monsters, attack two)
+
Economy trade trigger 3
Invasion cap (regulars, attack two)
+
Economy trade trigger 2
Invasion cap (monsters, attack one)
+
Economy trade trigger 5
Invasion cap (regulars, attack one)
+
Economy trade trigger 4
Vampire migrant fraction (more = safer)
 
Werebeast attack period (seasons)
 
 
  (mods)
 
  (mods)
Land holder population trigger
+
Land holder population trigger  
Economy trade trigger 5
+
Land holder trade trigger  
Economy trade trigger 4
+
Land holder production trigger  
Economy trade trigger 3
+
Value of temple complex
Economy trade trigger 2
+
Value of temple
Economy trade trigger 1
+
High priesthood unit count
Economy production trigger 5
+
Priesthood unit count
Economy production trigger 4
+
Value of grand guildhall
Economy production trigger 3
+
Value of guildhall
Economy production trigger 2
+
Minimum raids between sieges (per civ)
Economy production trigger 1
+
Minimum raids before first siege (per civ)
Economy population trigger 5
+
Cavern dweller scale (increase per attack)
Economy population trigger 4
+
Siege frequency (percentage, otherwise raid)
Economy population trigger 3
+
Diplomacy tree-fell count
Economy population trigger 2
+
Cavern dweller maximum attackers
Failed to open
+
Economy population trigger 1
for writing
+
Diplomacy tree-fell count (untamed wilds)
prefs/init.txt
+
Economy population trigger 3
Demand period (more = fewer)
+
Economy population trigger 2
Mandate period (more = fewer)
+
Economy population trigger 5
Grand guild unit count
+
Economy population trigger 4
Guild unit count
+
Economy production trigger 2
Value of grand guildhall
+
Economy production trigger 1
Value of guildhall
+
Economy production trigger 4
High priesthood unit count
+
Economy production trigger 3
Priesthood unit count
+
Dynamism
Value of temple complex
+
Mettle
Value of temple
+
Determination
Land holder trade trigger
+
Resourcefulness
Land holder production trigger
+
Tenacity
[FULLSCREENY:
+
Exertion
[FULLSCREENX:
+
Diligence
[RESIZABLE:
+
Toil
[WINDOWEDY:
+
Unnamed mod
[WINDOWEDX:
+
Unknown author
NO_EXCLUSIVE
+
Copyright (C) 2002-2025 by Tarn Adams
PROMPT
+
51.05
[WINDOWED:
+
Jealousy
[AVERAGE_TIME_BETWEEN_SONGS:
+
Avarice
[SFX_VOLUME:
+
Greed
[AMBIENCE_VOLUME:
+
Enterprise
[MUSIC_VOLUME:
+
Gluttony
[MASTER_VOLUME:
+
Cupidity
[SOUND:
+
Sound...
[USE_CLASSIC_ASCII:
+
Music...
[COMPRESSED_SAVES:
+
Text...
[RECENTER_INTERFACE_SHUTDOWN_MS:
+
Languages...
[MACRO_MS:
+
Material templates...
[KEY_REPEAT_ACCEL_START:
+
Patterns...
[KEY_REPEAT_ACCEL_LIMIT:
+
Colors...
[KEY_REPEAT_MS:
+
Shapes...
[KEY_HOLD_MS:
+
Items...
[G_FPS_CAP:
+
Tissue templates...
[FPS_CAP:
+
Plants...
[MAXIMUM_INTERFACE_PERCENTAGE:
+
Inorganics...
[INTERFACE_SCALING_PERCENTAGE:
+
Creature variations...
[INTERFACE_SCALING_DESIRED_GRID_HEIGHT:
+
Creature bodies...
[INTERFACE_SCALING_DESIRED_GRID_WIDTH:
+
Body detail plans...
[INTERFACE_SCALING_TO_DESIRED_GRID:
+
Buildings...
[INITIAL_SAVE:
+
Earliest compatible version:  
[AUTOSAVE_PAUSE:
+
Loading object files...
YEARLY
+
  Dwarf Fortress: Arena
SEMIANNUAL
+
Description:
SEASONAL
+
Preparing text objects...
[AUTOSAVE:
+
Preparing material data...
prefs/d_init.txt
+
Finalizing interactions...
NEAREST
+
Finalizing reactions...
LANCZOS
+
Preparing Arena...
[TEXTURE_PARAM:
+
Preparing screen...
STANDARD
+
Preparing arena...
SOFTWARE
+
Preparing graphics...
[PRINT_MODE:
+
Dwarf Fortress uses FMOD by Firelight Technologies
[LOG_MAP_REJECTS:
+
A Bay 12 Games Production
[KEYBOARD_CURSOR:
+
Importing world...
[WALKING_SPREADS_SPATTER_ADV:
+
Reclaim Fortress
[WALKING_SPREADS_SPATTER_DWF:
+
Delete
[TESTING_ARENA:
+
(only this inactive copy will be deleted)
[ARTIFACTS:
+
Are you sure you want to delete this world?
[CAVEINS:
+
Interactions...
[WEATHER:
+
Reactions...
[TEMPERATURE:
+
Entities...
FINDER
+
Creatures...
[SHOW_EMBARK_TUNNEL:
+
Finalizing inorganics...
IF_POINTS_REMAIN
+
Finalizing material templates...
ALWAYS
+
Finalizing descriptors...
[POST_PREPARE_EMBARK_CONFIRMATION:
+
Finalizing languages...
[EMBARK_WARNING_ALWAYS:
+
Finalizing buildings...
[PAUSE_ON_LOAD:
+
Finalizing items...
[FORTRESS_SEED_CAP:
+
Finalizing tissue templates...
[SPECIFIC_SEED_CAP:
+
Finalizing plants...
[CULL_DEAD_UNITS_AT:
+
Finalizing entities...
[VISITOR_CAP:
+
Finalizing creatures...
[BABY_CHILD_CAP:
+
Finalizing creature variations...
[STRICT_POPULATION_CAP:
+
Finalizing body detail plans...
[POPULATION_CAP:
+
See the SDL folder for license information.
[STORE_DIST_BIN_COMBINE:
+
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
[STORE_DIST_BARREL_COMBINE:
+
This version of DF uses SDL: Simple DirectMedia Layer,
[STORE_DIST_BUCKET_COMBINE:
+
Copyright(C)1994-2023 Firelight Technologies Pty, Ltd.
[STORE_DIST_SEED_COMBINE:
+
Timeline:  
[STORE_DIST_ITEM_DECREASE:
+
World:
[PATH_COST:
+
Folder
[EMBARK_RECTANGLE:
+
World name
[MULTITHREADING:
+
Autosave
[MAXIMUM_EMBARK_DIM:
+
Folder:  
[GRAZE_COEFFICIENT:
 
[NICKNAME_LEGENDS:
 
[NICKNAME_ADVENTURE:
 
REPLACE_ALL
 
CENTRALIZE
 
REPLACE_FIRST
 
[NICKNAME_DWARF:
 
[SHOW_ALL_HISTORY_IN_DWARF_MODE:
 
[NUMBER_OF_LOWER_ELEVATIONS_SHOWN:
 
[SHOW_RAMP_ARROWS:
 
[SHOW_FLOW_AMOUNTS:
 
[SHOW_IMP_QUALITY:
 
[ENGRAVINGS_START_OBSCURED:
 
deque<T> too long
 
r;HCx;X
 
)8>-^<>
 
l>Wvq>v
 
*?'i.?
 
d2?-w6?
 
>?>@C?l
 
t?,Iz?
 
r;HCx;X
 
)8>-^<>
 
l>Wvq>v
 
*?'i.?
 
d2?-w6?
 
>?>@C?l
 
t?,Iz?
 
? unzip 1.01 Copyright 1998-2004 Gilles Vollant - http://www.winimage.com/zLibDll
 
Qkkbal
 
[-&LMb#{'
 
w+OQvr
 
)\ZEo^m/
 
H*0"ZOW
 
mj>zjZ
 
IiGM>nw
 
ewh/?y
 
OZw3(?
 
V_:X1:
 
#+3;CScs
 
Fail to schedule the chore!
 
broken promise
 
This function cannot be called on a default constructed task
 
promise already satisfied
 
future already retrieved
 
future
 
no state
 
Histories of
 
Jealousy
 
Avarice
 
Gluttony
 
Cupidity
 
Enterprise
 
Industry
 
Determination
 
Resourcefulness
 
Dynamism
 
Mettle
 
Diligence
 
Tenacity
 
Exertion
 
Copyright (C) 2002-2023 by Tarn Adams
 
Sound...
 
Music...
 
Colors...
 
Shapes...
 
Material templates...
 
Patterns...
 
Plants...
 
Inorganics...
 
Items...
 
Tissue templates...
 
Body detail plans...
 
Buildings...
 
Creature variations...
 
Creature bodies...
 
Entities...
 
Creatures...
 
Installed
 
Mods install automatically when chosen during world creation.
 
Author:
 
Unnamed mod
 
Version:
 
Unknown author
 
Description:
 
Earliest compatible version:
 
Must be before
 
Must be after
 
Conflicts with
 
Requires
 
Loading object files...
 
Dwarf Fortress: Arena
 
Text...
 
Languages...
 
Preparing text objects...
 
Preparing material data...
 
Preparing arena...
 
Preparing graphics...
 
Preparing Arena...
 
Preparing screen...
 
A Bay 12 Games Production
 
Importing world...
 
Dwarf Fortress uses FMOD by Firelight Technologies
 
(only this inactive copy will be deleted)
 
Are you sure you want to delete this world?
 
Reclaim Fortress
 
Delete
 
Testing Arena
 
Adventurer
 
Interactions...
 
Reactions...
 
Finalizing descriptors...
 
Finalizing languages...
 
Finalizing inorganics...
 
Finalizing material templates...
 
Finalizing tissue templates...
 
Finalizing plants...
 
Finalizing buildings...
 
Finalizing items...
 
Finalizing creature variations...
 
Finalizing body detail plans...
 
Finalizing entities...
 
Finalizing creatures...
 
Finalizing interactions...
 
Finalizing reactions...
 
See the SDL folder for license information.
 
SDL_Image, SDL_ttf, Copyright(C)1997-2006 Sam Lantinga
 
Timeline:
 
World:
 
 
  saves
 
  saves
Autosave
+
adventurer
Folder:
+
Manual save
Manual save
+
Active save
Active save
+
Unknown Type Error
adventurer
+
Testing Arena (Adventurer)
Start new game in existing world
+
Testing Arena
Continue active game
+
Adventurer
Object testing arena
+
spring
Create new world
+
Are you sure you want to delete this game?
Unknown Type Error
+
winter
Testing Arena (Adventurer)
+
autumn
early
+
summer
spring
+
This Version of DF uses FMOD Studio
autumn
+
All active/manual/autosaves there will be deleted!
summer
+
Are you sure you want to delete this active world?
Are you sure you want to delete this game?
+
(no other folders will be deleted)
winter
+
data/credits.txt
Are you sure you want to delete this active world?
+
[C:7:0:0]  
(no other folders will be deleted)
+
poetry
This Version of DF uses FMOD Studio
+
The performance is at
All active/manual/autosaves there will be deleted!
+
The topic being taught is  
This version of DF uses SDL: Simple DirectMedia Layer,
+
The topic being discussed is  
Copyright(C)1994-2023 Firelight Technologies Pty, Ltd.
+
The topic being considered is
  The topic being taught is
+
The dance has reached the point where its accompaniment is at
The topic being discussed is
+
This organizational activity will branch into specific play events.
This organizational activity will branch into specific social events.
+
This organizational activity will branch into specific worship events.
The topic being written about is
+
This organizational activity will branch into specific social events.
This organizational activity will branch into specific play events.
+
The topic being written about is
This organizational activity will branch into specific worship events.
+
Are these gifts?  Do you wish to trade?
  There is no specific information for this activity.
+
These _are_ fine items, aren't they? Now, what do offer for them?
  About DF
+
Yes, and trade we will!  Simply tell me what interests you and what you're prepared to offer in exchange.
  /world.sav
+
I'm confused. Did you want something?
  data/credits.txt
+
If it were in a cage of some kind... As it stands, I can't accept something that wriggles and writhes so.
  data/sound/song_title.ogg
+
I see your low race still revels in death. That poor, gentle creature...
  /world.dat
+
Once a beautiful tree, and now? It is a rude bauble, fit only for your kind.
  Loading...
+
You truly despise life, don't you?  I am beside myself with grief. Perhaps we will show you how they suffered.
  data/sound/song_game.ogg
+
Contains
  [C:7:0:0]
+
I can't possibly accept, but how about this? A true bargain.
  [C:3:0:1]
+
Perhaps if you throw in some more goods I can make an offer.
  The performance is at
+
I simply cannot afford this trade.
poetry
+
Mark all
  is an example of
+
Cannot trade currency
  The topic being considered is
+
You are offering
  The dance has reached the point where its accompaniment is at
+
(You owe
  Seed text
+
  (Owes you
beast_small
+
What did you have in mind?
beast_large
+
(Select an item to demand)
humanoid
+
Offer how much? (0-
humanoid_giant
+
I wish I could take so much, but my animals...
CUSTOM_LAW_MAKER
+
I cannot take so much -- and at such cost!
failed_experiment_small
+
Greetings. Let's trade.
failed_experiment_large
+
An honored visitor!  What would you like?
ladies
+
Ah, wonderful. Thank you for your business.
lady consort
+
That seems fair. You have yourself a deal.
ladies consort
+
How kind! Thank you so much.
lord consort
+
I won't trade at a loss.
lords consort
+
  It's not the original, but we can hope the writing was copied faithfully.
CUSTOM_OUTCAST_LT
+
Thank you for rescuing this treasure!
hearthperson
+
Object of worship:
hearthpeople
+
No object of worship
played for sympathy
+
Demand
offered a bribe
+
Unmark all
using the position
+
  is a family heirloom, and I will not part with it.
made a blackmail threat, due to embezzlement
+
  is a personal treasure, and I will not part with it.
  a business rival,
+
  to conclude the transaction.
  a jealous grudge,
+
, and we will not part with it.
offered revenge upon
+
is a treasure of
  by appealing to a shared worship of
+
Thank you for returning this treasure to
the sacrilegious
+
Thank you for returning my family's treasure.
a grudge,
+
Thank you for returning my treasure.
  the persecutor
+
Thank you for returning this primordial remnant to
the tormentor
+
nothing.
was too vain to accept death and agreed
+
Needs:
was too afraid not to comply
+
You butcher
gave in to fear of death
+
but make nothing of note.
offered immortality
+
You practice your
  lured
+
  and more
, while completely misreading the situation,
+
You make nothing.
met with
+
, consumed
, where the latter
+
, not consumed
to a meeting with
+
: select
pulled rank
+
No butchery tool available.
made flattering remarks
+
IL@
made a threat
+
Seed text
accepted in admiration of power
+
beast_small
spurned the law and agreed willingly
+
beast_large
the efforts of surrounding allies to stop the plot
+
failed_experiment_small
lack of respect of
+
humanoid
being willing to accept death
+
lady
being unafraid
+
ladies
being unafraid of death
+
lord consort
being unafraid in the moment
+
failed_experiment_large
a lack of desire for vengeance
+
HFEXP
being unswayed by the emotional appeal
+
CUSTOM_LAW_MAKER
feeling no avarice
+
lord
being unaffected by the comments
+
hearthpeople
complied out of fear of
+
CUSTOM_OUTCAST_LT
agreed for love of
+
lords consort
accepted out of loyalty to
+
lady consort
trusted
+
ladies consort
desired vengeance and willingly complied
+
hearthperson
was swayed by the emotional appeal
+
made flattering remarks
was overcome by greed
+
made a threat
succumbed to vanity
+
pulled rank
was too unsettled by death to face it and agreed
+
, where the latter
was too proud to accept death and agreed
+
  to a meeting with
was too ambitious to accept death and agreed
+
, while completely misreading the situation,  
was too envious of others to face death and agreed
+
  met with
loathing the powerful
+
offered revenge upon  
valuing the law
+
  by appealing to a shared worship of  
, despite
+
a business rival,
could not accept the uncertainty following death and agreed
+
a jealous grudge,  
lack of fear toward
+
  using the position
hatred of
+
made a blackmail threat, due to embezzlement
lack of loyalty toward
+
played for sympathy
distrust of
+
offered a bribe
the efforts of co-conspirators to further the plot
+
  lured  
respect of
+
lack of loyalty toward
fear of
+
distrust of
love of
+
lack of fear toward
being afraid
+
hatred of
fearing of death
+
, despite
loathed abuses of power and refused
+
could not accept the uncertainty following death and agreed
valued the law and refused
+
loathing the powerful
being swayed by the emotional appeal
+
valuing the law
feelings of greed
+
being unafraid of death
feelings of vanity
+
being unafraid in the moment
an unwillingness to accept death
+
being willing to accept death
felt no loyalty to
+
being unafraid
distrusted
+
the efforts of surrounding allies to stop the plot
a desire for vengeance
+
lack of respect of
The plan worked.
+
accepted in admiration of power
Effective pressure to comply came from co-conspirators surrounding
+
spurned the law and agreed willingly
 +
gave in to fear of death
 +
offered immortality
 +
was too vain to accept death and agreed
 +
was too afraid not to comply
 +
the persecutor
 +
the tormentor
 +
the sacrilegious
 +
a grudge,
 +
was too ambitious to accept death and agreed
 +
was too envious of others to face death and agreed
 +
was too unsettled by death to face it and agreed
 +
was too proud to accept death and agreed
 +
was overcome by greed
 +
succumbed to vanity
 +
desired vengeance and willingly complied
 +
was swayed by the emotional appeal
 +
admiration of power
 +
disdaining the law
 +
felt no avarice and refused
 +
was unaffected by the comments and refused
 +
lacked a desire for vengeance and refused
 +
was unswayed by the emotional appeal and refused
 +
loathed abuses of power and refused
 +
valued the law and refused
 +
being afraid
 +
fearing of death
 +
the efforts of co-conspirators to further the plot
 +
accepted out of loyalty to
 +
complied out of fear of
 +
agreed for love of
 +
feeling no avarice
 +
being unaffected by the comments
 +
a lack of desire for vengeance
 +
being unswayed by the emotional appeal
 +
did not fear death and refused
 +
was unafraid in the moment
 +
was willing to accept eventual death and refused
 +
was not afraid and refused
 
  and agreed
 
  and agreed
respected
+
respected
was willing to accept eventual death and refused
+
  The plan worked.
was not afraid and refused
+
  Effective pressure to comply came from co-conspirators surrounding
did not fear death and refused
+
comrade-in-arms
was unafraid in the moment
+
childhood friend
lacked a desire for vengeance and refused
+
fellow artist
was unswayed by the emotional appeal and refused
+
fellow scholar
felt no avarice and refused
+
  corrupted
  was unaffected by the comments and refused
+
  subordinated
  loyalty toward
+
lover
trust of
+
companion
admiration of power
+
apprentice
disdaining the law
+
fellow believer
master
+
ex-spouse
father
+
mother  
mother
+
fellow athlete  
fellow athlete
+
master
fellow believer
+
father
ex-spouse
+
distrusted
companion
+
a desire for vengeance
apprentice
+
hated
guildmate
+
felt no loyalty to
fellow company member
+
feelings of vanity
troupemate
+
an unwillingness to accept death
fellow order member
+
being swayed by the emotional appeal
in order to have an agent in
+
feelings of greed
in order to have someone to act on plots and schemes in
+
  The plan failed.
in order to have law enforcement look the other way in
 
neighbor
 
Allies surrounding
 
and refused
 
had no respect for
 
was unafraid of
 
attempted to corrupt
 
The plan failed.
 
 
  raised their suspicions and the plan was foiled.
 
  raised their suspicions and the plan was foiled.
  lover
+
  attempted to corrupt
spouse
+
had no respect for
corrupted
+
was unafraid of
subordinated
+
  Allies surrounding
fellow artist
+
a embezzlement conspiracy
fellow scholar
+
a corruption conspiracy
  comrade-in-arms
+
  in order to
  childhood friend
+
  plotted to infiltrate
prepare a coup
+
an unknown party
instill terror
+
a bribery conspiracy
initiate sabotage
+
  concocted
steal treasures
 
plotted to frame
 
  under the influence of
 
 
  to handle the matter directly or through another party
 
  to handle the matter directly or through another party
  approached by
+
  approached by  
  job order violation
+
  plotted to frame
  export prohibition violation
+
  under the influence of
production order violation
+
initiate sabotage
building destruction
+
steal treasures
disorderly conduct
+
prepare a coup
murder
+
instill terror
  a conspiracy to slow labor
+
  in order to have law enforcement look the other way in  
toward the fulfillment of plots and schemes in
+
neighbor
as a member of
+
  in order to have an agent in
  the wilds
+
  in order to have someone to act on plots and schemes in  
  in order to secure embezzled funds in
+
troupemate
Subject revealed that in
+
fellow order member
to corrupt
+
guildmate
the failed attempt by
+
fellow company member
the corruption of
+
the failed attempt by  
a bribery conspiracy
+
the corruption of  
concocted
+
Subject revealed that in
, and
+
  in order to secure embezzled funds in
an unknown party
+
  toward the fulfillment of plots and schemes in
  in order to
+
  as a member of  
  plotted to infiltrate
 
  a embezzlement conspiracy
 
a corruption conspiracy
 
plotted to steal
 
plotted to assassinate
 
plotted to abduct
 
began
 
a position
 
to give
 
promised
 
aided
 
passing a portion of corruptly-obtained funds
 
embezzling funds
 
accepting bribes in exchange for leniency
 
. The ritual involved
 
using
 
. The ritual took place in
 
 
  in becoming a permanent part of the living world
 
  in becoming a permanent part of the living world
  vandalism
+
  aided
  embezzlement
+
. The ritual took place in
bribery
+
accepting bribes in exchange for leniency
blood-drinking
+
passing a portion of corruptly-obtained funds
treason
+
  to entertain the citizenry
espionage
 
robbery
 
attempted kidnapping
 
kidnapping
 
attempted murder
 
attempted theft
 
plotted to sabotage the activities of
 
upon
 
plotted to induce a war of
 
by fooling
 
a guildhall
 
a grand guildhall
 
agreed to establish
 
in order to be brought to safety
 
the bribery conspiracy
 
a corrupt agreement was formed
 
a temple
 
a temple complex
 
the plot of
 
concocted by
 
the embezzlement conspiracy
 
the corruption conspiracy
 
  to sabotage the activities of
 
to induce a war of
 
to frame
 
to infiltrate
 
 
  to eradicate monsters
 
  to eradicate monsters
, becoming a resident of
 
made an agreement with
 
agreed to a parley with
 
, becoming a citizen of
 
to study
 
 
  to work as a mercenary
 
  to work as a mercenary
  to entertain the citizenry
+
  agreed to a parley with
 +
.  The ritual involved
 +
, becoming a resident of
 +
made an agreement with
 +
plotted to induce a war of
 +
by fooling
 +
a conspiracy to slow labor
 +
promised
 +
plotted to steal
 +
a position
 +
via
 +
plotted to sabotage the activities of
 +
plotted to assassinate
 +
plotted to abduct
 +
the corruption conspiracy
 +
the bribery conspiracy
 +
concocted by
 +
the embezzlement conspiracy
 +
make an offer of service
 +
a corrupt agreement was formed
 +
the plot of
 +
to live a life of adventure
 
  to entertain the world
 
  to entertain the world
to oust
 
to help rescue
 
joined with
 
to find
 
 
  as a guide
 
  as a guide
 
  after being compelled to serve
 
  after being compelled to serve
  to live a life of adventure
+
  joined with
  has revealed the presence of
+
, becoming a citizen of  
  the formation of a corrupt agreement
+
  to oust
to establish
+
  to help rescue
the agreement by
+
a temple complex
  the promise by
+
a guildhall
  to steal
+
  requested that
  to assassinate
+
  in order to be brought to safety
  to abduct
+
  to find
the passing of corruptly-obtained funds by
+
a grand guildhall
  the embezzlement of
+
  agreed to establish
the bribery of
+
the formation of a corrupt agreement
the agreement between
+
  has revealed the presence of  
the parley between
+
the permanent joining by
 +
the passing of corruptly-obtained funds by
 +
the parley between  
 
  to the living world
 
  to the living world
the permanent joining by
+
the promise by
 +
the embezzlement of
 +
the bribery of
 +
the agreement by  
 
  in bound service
 
  in bound service
the joining of
+
the request by
  and become a citizen of
+
  and become a resident of  
  and become a resident of
+
the agreement between
Nameless
+
  and become a citizen of  
Unidentified
+
Nameless
A plot
+
Unidentified
Sabotage
+
Sabtr
Corrupt
+
Framr
Provide Position
+
Assas
Attempted Bribery
+
Snatc
Attempted Espionage
+
Asset
, agreed in
+
Crrpt
Abduct
+
Membr
Assassinate
+
the conspiracy to slow labor
the conspiracy to slow labor
+
the murder
the murder
+
the export prohibition violation
the kidnapping
+
the job order violation
the theft
+
multiple crimes
multiple crimes
+
the production order violation
the production order violation
+
Interrogation Report:
the export prohibition violation
+
Corrupt
the job order violation
+
Provide Position
is in fact an assumed identity. Subject's true name is
+
Assassinate
Subject has used
+
Steal
as an alias
+
, agreed in
a nameless identity
+
Abduct
the robbery
+
A plot
the crime
+
Sabotage
Subject revealed that
+
Boss
being nameless
+
Frame
between
+
Start War
Attempted Embezzlement
+
Attempted Embezzlement
Infiltrate
+
Infiltrate
  Start War
+
Attempted Bribery
  Interrogation Report:
+
Attempted Espionage
  Subject confessed to
+
belief in the law
Misrepresented
+
belief in harmony
 +
  to subject's
 +
Appealed
 +
  to shared worship of
 +
  flattering remarks in order to elicit information.
 +
Attempted to appeal
 +
Misrepresented
 
  facts surrounding case in order to elicit information.
 
  facts surrounding case in order to elicit information.
Subject
 
acquiesced to the argument
 
Attempted to build
 
 
  rapport in order to elicit information.
 
  rapport in order to elicit information.
Attempted to misrepresent
+
Attempted to misrepresent
spurning the value of honesty
+
Attempted to build
spurning the value of cooperation
+
Built
  interrogator
+
belief in the truth
value the law
+
belief in cooperation
was naturally inclined to speak
+
  is in fact an assumed identity.  Subject's true name is
had a trusting nature and agreed
+
Subject has used
spurning the law
+
Subject revealed that
spurning the value of harmony
+
being nameless
 +
the robbery
 +
the crime
 +
the kidnapping
 +
the theft
 +
Made
 
  intimidating remarks in order to elicit information.
 
  intimidating remarks in order to elicit information.
  flattering remarks in order to elicit information.
+
Met with subject.  
Attempted to appeal
+
Attempted to make
 
  in the past.
 
  in the past.
Unfortunately, no new pertinent information was revealed.
+
Unfortunately, no new pertinent information was revealed.
  Met with subject.
+
  as an alias
Attempted to make
+
a nameless identity
belief in the law
+
valuing the truth
belief in harmony
+
a belief in the value of cooperation
belief in the truth
+
had a distrustful nature and refused to listen
belief in cooperation
+
valuing harmony
Appealed
+
was intellectually stubborn and refused to listen
to shared worship of
+
was a natural loner and refused to listen
in order to elicit information.
+
spurning the truth
to subject's
+
  Subject naively complied.
being trusting by nature
+
being trusting by nature
and refused
+
an acquiescing nature
Subject was cagey and refused to comply.
+
being inclined to converse
In retrospect, interrogator may have completely misjudged subject's character.
+
spurning the truth and refused to listen
spurning the truth and refused to listen
+
spurning the value of cooperation and refused to listen
spurning the value of cooperation and refused to listen
+
spurned the law and refused to listen
an acquiescing nature
+
spurned harmony and refused to listen
being inclined to converse
+
spurning the value of honesty
being a natural loner
+
spurning the value of cooperation
a distrustful nature
+
spurning the law
spurning the truth
+
spurning the value of harmony
Subject naively complied.
+
was naturally inclined to speak
valued harmony
+
had a trusting nature and agreed
valued honesty
+
  Subject
believed in the value of cooperation
+
acquiesced to the argument
being intellectually stubborn
+
being a natural loner
  valuing the truth
+
a distrustful nature
a belief in the value of cooperation
+
believed in the value of cooperation
spurned the law and refused to listen
+
being intellectually stubborn
spurned harmony and refused to listen
+
valued harmony
was intellectually stubborn and refused to listen
+
valued honesty
was a natural loner and refused to listen
+
  interrogator
had a distrustful nature and refused to listen
+
value the law
valuing harmony
+
  Subject was cagey and refused to comply.
FIRED_MAT
+
  In retrospect, interrogator may have completely misjudged subject's character.
Not found:
+
Palette not found
LEAVES
+
graphics/
Palette not found
+
FLUX
graphics/
+
FIRED_MAT
HIGH_PRIEST
+
unprepared
Route
+
Multizone Flood Overflow
PRIEST
+
Cannot find path
priests
+
BEARD
Ghostly
+
MOUSTACHE
sacred
+
SIDEBURNS
priest
+
Plant cloth
high priests
+
Wood
exalted
+
sand bags
high priest
+
other large tools
Leather
+
wheelbarrows
Well-crafted
+
minecarts
Finely-crafted
+
large pots/food storage
Crystal glass
+
Plant growth (?)
Standard
+
HIGH_PRIEST
Green glass
+
Route  
Clear glass
+
Ghostly
Multizone Flood Overflow
+
Ash
unprepared
+
Potash
Cannot find path
+
Coal
SIDEBURNS
+
Rotten raw hide
MOUSTACHE
+
Fresh raw hide
Corpse
+
Masterwork
Plant cloth
+
Exceptional
other large tools
+
Superior quality
sand bags
+
Allow plant/animal
minecarts
+
Wax
wheelbarrows
+
Plant Cloth
Plant growth (?)
+
Crystal Glass
large pots/food storage
+
Clear Glass
Your fortress of
+
Green Glass
  Merchants from
+
Soap
 +
Pearlash
 +
Yarn
 +
Silk
 +
Leather
 +
Shell
 +
Pearl
 +
Horn
 +
Tooth
 +
Bone
 +
Finely-crafted
 +
Well-crafted
 +
Standard
 +
Crystal glass
 +
Clear glass
 +
Green glass
 +
Coral
 +
Amber
 +
Being traded
 +
Job
 +
Any unassigned trainer
 +
Any trainer
 +
Select a trainer for
 +
Trainer: Any unassigned
 +
Trainer: Any
 +
Trainer:
 +
Train (to make a pet) or slaughter
 +
Uninterested in an owner
 +
Unavailable as pet
 +
Available as pet
 +
Ready for slaughter
 +
Merchants from
 +
Your fortress of  
 +
  is a great treasure.  We respect that this is no mere trade.
 
  will not go unanswered.
 
  will not go unanswered.
  is a great treasure. We respect that this is no mere trade.
+
Villains! The seizure of
  with the presentation of
+
  with the presentation of  
Villains! The seizure of
+
You honor
Allow non-plant/animal
+
Allow non-plant/animal
You honor
+
Domesticated
Berserk
+
Expert
Caged Prisoner
+
Sheet
Undead
+
Weapons/trap comps
Opposed to life
+
Finished goods
(Caged)
+
Bars/blocks
(Chained)
+
Unusable armor
Missing
+
Usable armor
Wild Animal
+
Unusable weapons
Potash
+
Usable weapons
Rotten raw hide
+
Prepared meals
Masterwork
+
Empty animal traps
Fresh raw hide
+
Empty cages
Superior quality
+
Additional options
Exceptional
+
Dead/Missing
Allow plant/animal
+
Side
Crystal Glass
+
Living
Plant Cloth
+
Slaughterability
Green Glass
+
Overall Training
Clear Glass
+
Pets/Livestock
Pearlash
+
Citizens
Domesticated
+
Ammo
Semi-Wild
+
Stone
Exceptionally trained
+
Refuse
Masterfully trained
+
Corpses
Skillfully trained
+
Furniture/siege ammo
Expertly trained
+
Food
Trained
+
All tasks
Well-trained
+
Horns/hooves
Furniture/siege ammo
+
Teeth
Animals
+
Shells
Wild Animal (Small)
+
Skulls
All tasks
+
Body parts
Tame (Small)
+
Item types
Friendly
+
Misc. liquid
Underworld
+
Blocks: other materials
Guest /
+
Bars: metal
Visitor
+
Bars: other materials
Diplomat /
+
Metal
Merchant
+
Stone/clay
Chained Prisoner
+
Other materials
Invader
+
Hair/wool
Current Resident
+
Seeds
Hostile
+
Cheese (animal)
Chained Guest
+
Cheese (plant)
Uninvited Guest
+
Drink (animal)
Agitated Wilderness Creature
+
Drink (plant)
Caged Guest
+
Egg
Agitated Caged Creature
+
Unprepared fish
Agitated Chained Creature
+
Extract (animal)
Plants
+
Extract (plant)
Drink (plant)
+
Pressed material
Unprepared fish
+
Bone meal
Usable armor
+
Milled plant
Unusable armor
+
Fruit/leaves
Usable weapons
+
Trap components
Unusable weapons
+
Parchment
Bone meal
+
Paper
Fruit/leaves
+
Cloth (metal)
Milled plant
+
Cloth (yarn)
Cheese (animal)
+
Cloth (plant)
Drink (animal)
+
Cloth (silk)
Cheese (plant)
+
Total quality
Finished goods
+
Core quality
Bars/blocks
+
Legs
Corpses
+
Hands
Refuse
+
Feet
Empty animal traps
+
Head
Prepared meals
+
Cut glass
Additional options
+
Rough glass
Empty cages
+
Other stone
Weapons/trap comps
+
Economic
Metal ores
+
Metal ores
Economic
+
Blocks: stone/clay
Blocks: metal
+
Blocks: metal
Blocks: stone/clay
+
Thread (metal)
Bars: metal
+
Thread (yarn)
Blocks: other materials
+
Thread (plant)
Bars: other materials
+
Thread (silk)
Cut stone
+
Gem
Rough gem
+
Cut stone
Cut gem
+
Cut gem
Rough glass
+
Rough gem
Cut glass
+
Leave it to the besotted dullard to miss the finer points of discourseI'm leavingDo reflect.
Other stone
+
Please understand the journey must be profitablePerhaps you'd consider tossing in a little extra?
Body parts
+
I must make a profit. There is simply not enough value here.
Skulls
+
Do not tempt me! My beasts of burden cannot possibly haul such a load.
Misc. liquid
+
These goods are too heavy and cheap for me to consider.
Item types
+
What do you want?
Extract (plant)
+
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.
Extract (animal)
+
  is unparalleled.  Let's make a deal!
Pressed material
+
Take what you wish. I can't stop you.
Other materials
+
I will see that our leader gets this offering.
Stone/clay
+
You are too kind.
Hair/wool
+
fathom you ending up with the items you desire.
Horns/hooves
+
Even with your combined trade goods, such as they are, I can't  
Shells
+
All I see here is not enough.
Dist:
+
You'll need more goods to make this arrangement.   
Select materials for the
+
Your childish games have made me tiredPerhaps next time I visit you'll take this seriously.
Amount needed:
+
There are no merchants present with which to trade.
Core quality
+
My apologies, but we're still unloading.
Total quality
+
ship of the  
Shield
+
craftsman
Your efforts are legend there. Let us trade!
+
Greetings. The
  Greetings. We are enchanted by
+
your more ethical works. We've come to trade.
  Greetings from the outer lands.
+
Greetings.  We are enchanted by
Greetings from the Mountainhomes.
+
Your efforts are legend thereLet us trade!
  We'll be ready soon!
+
Greetings from the Mountainhomes.
  There are no merchants present with which to trade.
+
Greetings from the outer lands.  
  Select a merchant group to trade with:
+
very happy about the trading
My apologies, but we're still unloading.
+
ecstatic with the trading
Cloth (yarn)
+
  seems
Cloth (metal)
+
That poor, gentle creature...
Cloth (silk)
+
I see your low race still revels in death.
Cloth (plant)
+
It is a rude bauble, fit only for your kind.
Thread (yarn)
+
Once a beautiful tree, and now?  
Thread (metal)
+
I am beside myself with grief. Perhaps we will show you how they suffered.
Thread (silk)
+
Trader Profit:
Thread (plant)
+
were added for the counteroffer:
Weapons
+
The following fortress goods
Trap components
+
unwilling to trade
Parchment
+
not going to take much more of this
I will see that our leader gets this offering.
+
to be rapidly losing patience
  Take what you wish. I can't stop you.
+
pleased with the trading
Ah, wonderful. Thank you for your business.
+
Yes, and trade we will! Simply tell me
You are too kind.
+
I am a merchant, yes. You see, I wish to trade.  Which of my goods do you desire?
Even with your combined trade goods, such as they are, I can't
+
going there. Obviously, your copious wit is matched only by your industry!
fathom you ending up with the items you desire.
+
[Laughs uproariously] You had me
You'll need more goods to make this arrangement.
+
[Chuckles] How droll.
  All I see here is not enough.
+
This would please us greatly. What do you offer?
I am a merchant, yes. You see, I wish to trade. Which of my goods do you desire?
+
You wish to make an offering to our leader?  
Yes, and trade we will! Simply tell me
+
You wish to make an offering? We love gifts.
[Laughs uproariously] You had me
+
You truly despise life, don't you?  
going there. Obviously, your copious wit is matched only by your industry!
+
wish to trade or to make an offering to our leader?
  This would please us greatly. What do you offer?
+
My stones, are you giving me those? Do you  
[Chuckles] How droll.
+
For me? At no price? I can accept your offer, or perhaps you wish to trade.
You wish to make an offering? We love gifts.
+
what do offer for them?
You wish to make an offering to our leader?
+
These _are_ fine items, aren't they? Now,  
What do you want?
+
Ah, but my goods are not free! What do you offer in trade?
These goods are too heavy and cheap for me to consider.
+
Restarts if completed, checked monthly
is unparalleled. Let's make a deal!
+
Restarts if completed, checked daily
A hairy drunkard has come hither to once more disrespect the sanctity of life, I see.
+
One-time order
craftsman
+
Restarts if completed, conditions checked yearly
  ship of the
+
Restarts if completed, conditions checked seasonally
your more ethical works. We've come to trade.
+
Restarts if completed, conditions checked monthly
Greetings. The
+
Restarts if completed, conditions checked daily
  Leave it to the besotted dullard to miss the finer points of discourse. I'm leaving. Do reflect.
+
One-time order, conditions checked daily
Your childish games have made me tired. Perhaps next time I visit you'll take this seriously.
+
Suggested conditions
  I won't trade at a loss.
+
No material
  Please understand the journey must be profitable. Perhaps you'd consider tossing in a little extra?
+
Restarts if completed, checked yearly
  I wish I could take so much, but my animals...
+
Restarts if completed, checked seasonally
I must make a profit. There is simply not enough value here.
+
Distance:
  I cannot take so much -- and at such cost!
+
Inaccessible
  Do not tempt me! My beasts of burden cannot possibly haul such a load.
+
Offer as gift
The following fortress goods
+
Accept Counteroffer
were added for the counteroffer:
+
Seize
not going to take much more of this
+
Excess Weight:
unwilling to trade
+
Allowed Weight:
willing to trade
+
Trader Loss:
to be rapidly losing patience
+
not
very happy about the trading
+
exactly
  pleased with the trading
+
less than
  Unmark all
+
greater than
  Excess Weight:
+
at most
  Mark all
+
at least
  Trader Loss:
+
You do not have any farm plots.
  Allowed Weight:
+
Workshops are placed using the building menu at the bottom of the screen.
  Contains
+
You do not have any workshops.
  Trader Profit:
+
Stockpiles can be placed using the stockpile menu at the bottom of the screen.
  wish to trade or to make an offering to our leader?
+
You do not have any stockpiles
  Are these gifts? Do you wish to trade?
+
Locations can be created from zones.
For me? At no price? I can accept your offer, or perhaps you wish to trade.
+
You do not have any locations.
My stones, are you giving me those? Do you
+
Zones can be added using the zone menu at the bottom of the screen.
These _are_ fine items, aren't they? Now,
+
Meeting area
what do offer for them?
+
Pit/pond
what interests you and what you're prepared to offer in exchange.
+
Pen/pasture
Ah, but my goods are not free! What do you offer in trade?
+
Garbage dump
seems
+
Gather fruit
ecstatic with the trading
+
Water source
I see your low race still revels in death.
+
work orders.
That poor, gentle creature...
+
A manager is required to coordinate
Once a beautiful tree, and now?
+
There are no active work orders.
It is a rude bauble, fit only for your kind.
+
0 = Can use any shop
You truly despise life, don't you?
+
max
I am beside myself with grief. Perhaps we will show you how they suffered.
 
No material
 
Satisfied for next check
 
Restarts if completed, checked seasonally
 
Restarts if completed, checked yearly
 
Restarts if completed, checked daily
 
Restarts if completed, checked monthly
 
Restarts if completed, conditions checked yearly
 
One-time order
 
0 = Can use any shop
 
 
  shop(s)
 
  shop(s)
must first be completed
+
You do not have any zones.
Suggested conditions
+
% occupied
Not satisfied for next check
+
Unknown location
must first be activated
+
  to harvest
at least
 
at most
 
Amount of
 
available is
 
Inaccessible
 
Distance:
 
Accept Counteroffer
 
Offer as gift
 
Restarts if completed, conditions checked monthly
 
Restarts if completed, conditions checked seasonally
 
One-time order, conditions checked daily
 
Restarts if completed, conditions checked daily
 
exactly
 
greater than
 
less than
 
Any unassigned trainer
 
Select a trainer for
 
Any trainer
 
Expert
 
Select a work partner for
 
General familiarity
 
Knowledgeable
 
Ready for slaughter
 
Available as pet
 
Being traded
 
Trainer: Any unassigned
 
Adopted somebody
 
Trainer:
 
Trainer: Any
 
active.
 
Creatures
 
All work orders must be validated
 
by the manager before they become
 
A manager is required to coordinate
 
work orders.
 
Can use any shop
 
There are no active work orders.
 
Others
 
A few facts
 
Citizens
 
Pets/Livestock
 
Dead/Missing
 
Places
 
Objects
 
Meeting area
 
Animal training
 
Pit/pond
 
Garbage dump
 
Pen/pasture
 
Fishing
 
Gather fruit
 
Dungeon
 
Barracks
 
Dormitory
 
Office
 
Archery range
 
Bedroom
 
Dining hall
 
You do not have any zones.
 
Zones can be added using the zone menu at the bottom of the screen.
 
Overall Training
 
  Farm plots
 
Tame at the vermin catcher's shop
 
Train (to make a pet) or slaughter
 
Unavailable as pet
 
Uninterested in an owner
 
You do not have any farm plots.
 
Water source
 
You do not have any workshops.
 
Workshops are placed using the building menu at the bottom of the screen.
 
You do not have any stockpiles
 
Stockpiles can be placed using the stockpile menu at the bottom of the screen.
 
You do not have any locations.
 
Locations can be created from zones.
 
Your workers will rarely make them on their own.
 
You may also send a squad to obtain one.
 
Written content
 
There aren't any crafted artifacts here.
 
Symbols
 
Named objects
 
 
  planted
 
  planted
to harvest
+
Dormitory
Writing materials include paper and parchment sheets.
+
Archery range
Use these to make scrolls and quires.
+
Dining hall
There is no written content here.
+
Animal training
Prepare writing material and assign scholars to a library.
 
There are no named objects here.
 
Citizens, especially soldiers, will rarely name items.
 
You haven't named any position symbols yet.
 
You can do this from the Nobles and Administrators menu.
 
Tavern
 
Library
 
imprisoned
 
available
 
assigned
 
present
 
Unnamed location
 
 
  squads assigned
 
  squads assigned
Unknown location
+
Unnamed location
% occupied
+
(De)select all currently-displayed creatures.
Hospital
+
, Pos
patient
 
Temple
 
guildhall
 
Remove assignment
 
Deceased:
 
Civilians:
 
Soldiers:
 
Click somebody to assign them to position
 
Possible targets in this area:
 
Click a creature to assign it.
 
Click somebody to assign them.
 
Targeted by
 
squad
 
Archer
 
skilled
 
No relevant skills
 
Fighter
 
, commander
 
 
  family treasure
 
  family treasure
Click the map to add points.
+
Sacred to  
Sacred to
+
Treasure of
family heirloom
+
Heirloom of  
Heirloom of
+
Symbol of  
Treasure of
+
No established guild
Libraries are a location that can be created at a zone.
+
, no members
Symbol of
+
Dedicated to  
Select how squads will use this space.
+
No particular deity
Select the squads to train here.
+
exchange with
Select which burrows to defend.
+
Citizens and long-term residents only
Burrow
+
All visitors welcome
Select or create a route.
+
Only members can visit
Create new route
+
Only members can visit (if guild established)
Point
 
Confirm
 
Only members can visit (if guild established)
 
Only members can visit
 
You need to assign a
 
 
  to utilize a hospital.
 
  to utilize a hospital.
, no workers
+
You need to assign a  
You need a
+
You need a  
No established guild
+
, no workers
worker
+
Burrow
Dance floor in common area:
+
Confirm
Rented rooms (Total):
+
Point
Goblets (Desired):
+
give to
Stored Instruments (Desired):
+
take from
Citizens only
+
Recognize high priest
Chests in common area:
+
Recognize priesthood
All visitors welcome
 
Citizens and long-term residents only
 
workshop to
 
take from
 
Max wheelbarrows
 
Select a stockpile or
 
Max barrels
 
burrow assignments
 
Storage and tools
 
member
 
, no members
 
Dedicated to
 
Guildhall
 
exchange with
 
No particular deity
 
give to
 
Select a stockpile to
 
Only organized religions can have recognized priesthoods.
 
Meeting place,
 
Agreed to build temple
 
Agreed to build temple complex
 
You can recognize a priesthood once this is a temple.
 
You can recognize a high priest when this is a temple complex.
 
Recognize priesthood
 
Recognize high priest
 
Traction benches in common area:
 
Thread (Desired):
 
Beds in common area:
 
Tables in common area:
 
Agreed to build guildhall
 
Agreed to build grand guildhall
 
Guildhall,
 
Grand Guildhall,
 
Shrine,
 
(next at
 
Total number of each to scribe:
 
Writing Material (Desired):
 
Chairs:
 
Written objects (incl. copies):
 
Bookcases:
 
Tables:
 
worshipper
 
 
  needed
 
  needed
Priest:
+
High priest:
High priest:
+
Priest:  
worshippers
+
Grand Guildhall,
worshipper
+
Meeting place,
Temple,
+
Only organized religions can have recognized priesthoods.
Temple Complex,
+
Agreed to build temple complex
  Remove current location assignment
+
Agreed to build temple
New inn/tavern
+
You can recognize a high priest when this is a temple complex.
outside the fortress.
+
You can recognize a priesthood once this is a temple.
Add or choose a location.
+
Tables:
bedrooms. These larger associations
+
Bookcases:
of rooms can attract visitors from
+
Rented rooms (Total):
and libraries can be created from
+
Dance floor in common area:
meeting area zones, dining rooms and
+
Stored Instruments (Desired):  
  Constructions
+
Goblets (Desired):
Machines/fluids
+
Chests in common area:
Furniture
+
Citizens only
Doors/hatches
+
Temple Complex,  
New guildhall
+
Temple,  
New hospital
+
  (next at
New temple
+
Shrine,
New library
+
Writing Material (Desired):
Tavern Keeper
+
Total number of each to scribe:
Monster Slayer
+
Written objects (incl. copies):
Buckets (Desired):
+
Chairs:
Soap (Desired):
+
meeting area zones, dining rooms and
Crutches (Desired):
+
and libraries can be created from
Powder for casts (Desired):
+
Locations such as taverns, temples
Cloth (Desired):
+
No worshippers
Splints (Desired):
+
(No Specific Deity)
No worshippers
+
No members
Locations such as taverns, temples
+
outside the fortress.
No members
+
of rooms can attract visitors from
(No Specific Deity)
+
bedrooms. These larger associations
No workers
+
Splints (Desired):
Guild:
+
Cloth (Desired):
Bone Doctor
+
Thread (Desired):
Wood furnace
+
Traction benches in common area:
Magma smelter
+
Tables in common area:
Smelter
+
Beds in common area:
Magma glass furnace
+
Agreed to build grand guildhall
Magma kiln
+
Agreed to build guildhall
Glass furnace
+
Bone Doctor
Fishery
+
Monster Slayer
Kitchen
+
Tavern Keeper
Butcher
+
Soap (Desired):  
Tanner
+
Buckets (Desired):  
Farm plot
+
Powder for casts (Desired):  
Clothes
+
Crutches (Desired):  
Ashery
+
Glass furnace
Bowyer
+
Stoneworker
Farming
+
Siege
Furnaces
+
Metalsmith
Trade depot
+
Mechanic
Clothing and leather
+
Magma forge
Cages/restraints
+
Jeweler
Stoneworker
+
Dyer
Mechanic
+
Clothes
Metalsmith
+
Loom
Jeweler
+
Wood furnace
Magma forge
+
Magma smelter
Carpenter
+
Magma kiln
Crafts
+
Magma glass furnace
Stairs
+
Traps
Offering place
+
Cages/restraints
Instrument
+
Machines/fluids
Vertical bars
+
Doors/hatches
Floor bars
+
Carpenter
Wall grate
+
Bowyer
Floor grate
+
Ashery
Dirt road
+
Furnaces
Fortification
+
Clothing and leather
Bridge
+
Trade depot
Paved road
+
Offering place
Vermin Catcher's Shop
+
Display
Nest box
+
Bookcase
Farmer
+
Traction bench
Bookcase
+
Dirt road
Display
+
Paved road
Statue
+
Stairs
Traction bench
+
Ramp
Burial
+
Vermin Catcher's Shop
Cabinet
+
Quern
Upright weapon/spike
+
Farmer
Archery target
+
Kitchen
Stone-fall
+
Fishery
Weapon
+
Tanner
Animal trap
+
Still
Pressure plate
+
Farm plot
Rope/chain
+
Hive
Needs walkable perimeter
+
Nest box
Hidden, cannot build at this location
+
Animal trap
Disconnected
+
Cage
Need trigger type
+
Rope/chain
Ballista
+
Millstone
Catapult
+
Vertical axle
Weapon rack
+
Horizontal axle
Armor stand
+
Gear assembly
Floodgate
+
Ballista
Track stop
+
Armor stand
Support
+
Weapon rack
Glass window
+
Archery target
Gem window
+
Upright weapon/spike
Millstone
+
Stone-fall
Rollers
+
Pressure plate
Horizontal axle
+
Gem window
Vertical axle
+
Glass window
Windmill
+
Floor bars
Gear assembly
+
Vertical bars
Screw pump
+
Floor grate
Water wheel
+
Wall grate
Mud is left by water
+
Fortification
Disconnected Build Overflow
+
Windmill
Needs ground or near machine
+
Water wheel
No mud/soil for farm
+
Screw pump
Water at this location
+
Well
Lava/Magma at this location
+
Track stop
Needs open space
+
Track
Off map
+
Mud is left by water
Surrounded by empty space
+
No mud/soil for farm
Needs adjacent wall
+
Needs ground or near machine
Needs to be anchored on edge
+
Need soil at location
Blocked at this location
+
Need soil or mud at location
Need soil or mud at location
+
Cannot build at highest level
Need soil at location
+
Must be outside
Must be outside
+
Too close to edge
Cannot build at highest level
+
Surrounded by empty space
Must be inside
+
Blocked at this location
Too close to edge
+
Needs to be anchored on edge
Building present
+
Hidden, cannot build at this location
Must remove construction
+
Needs walkable perimeter
Adding water
+
Need trigger type
Adding magma
+
Disconnected
Right click when done
+
Catapult
Placing trees
+
Must be inside
Placing creatures
+
Must remove construction
Regular mining blueprint
+
Building present
Automated vein and gem mining
+
Lava/Magma at this location
Vein and gem mining blueprint
+
Water at this location
Gem mining blueprint
+
Off map
Removing fluids and spatter
+
Needs open space
Automated vein and gem mining blueprint
+
Needs adjacent wall
Adding snow
+
u5@
Adding mud
+
AcA
DIPLOMACY
+
KcA
PETITIONS
+
PETITIONS
Smoothing rough floors and walls
+
Placing creatures
Engraving blueprint
+
Right click when done
Converting to gathering blueprint
+
Chopping trees blueprint
Smoothing blueprint
+
Chopping trees
Gathering fruit and leaves
+
Converting chopping blueprint to regular
Converting gathering blueprint to regular
+
Converting to chopping blueprint
Converting to chopping blueprint
+
Gathering fruit and leaves blueprint
Gathering fruit and leaves blueprint
+
Gathering fruit and leaves
Converting to smoothing blueprint
+
Converting gathering blueprint to regular
Claiming forbidden items and buildings
+
Converting to gathering blueprint
Carving fortifications through walls
+
Stair mining
Converting smoothing blueprint to regular
+
Ramp mining blueprint
Carving tracks in floor
+
Ramp mining
Fortification carving blueprint
+
Channel mining blueprint
Engraving smoothed floors and walls
+
Channel mining
Track carving blueprint
+
Converting mining blueprint to regular
Ramp mining blueprint
+
Converting mining to blueprint
Ramp mining
+
Must span multiple elevations
Stair mining blueprint
+
Gem mining blueprint
Stair mining
+
Regular mining blueprint
Regular mining
+
Automated vein and gem mining
Removing stairs/ramp/constructions
+
Vein and gem mining
Vein and gem mining
+
Gem mining
Gem mining
+
Regular mining
Chopping trees
+
Removing stairs/ramp/constructions
Converting chopping blueprint to regular
+
Stair mining blueprint
Must span multiple elevations
+
Placing trees
Chopping trees blueprint
+
Adding water
Converting mining blueprint to regular
+
Adding magma
Converting mining to blueprint
+
Adding snow
Channel mining blueprint
+
Adding mud
Channel mining
+
Removing fluids and spatter
Resets
+
Automated vein and gem mining blueprint
One use only
+
Vein and gem mining blueprint
Minecart rollers can vary in length.
+
Set the orientation below.
Set the orientation and speed below.
+
Water wheels are 1x3 or 3x1.
Water flows from the adjacent input tile
+
The long side should align
and from the tile below the input tile.
+
with the water's flow.
with the water's flow.
+
Set the liquid flow direction below.
Set the liquid flow direction below.
+
Water flows from the adjacent input tile
Weight
+
and from the tile below the input tile.
Water does not trigger
+
Minecart rollers can vary in length.
Magma does not trigger
+
Hiding items from view
Revealing hidden items
+
Revealing hidden items
Designating high traffic area
+
Designating high traffic area
Removing dumping designations
+
Designating low traffic area
Hiding items from view
+
Removing traffic designations
Removing melting designations
+
Designating restricted traffic area
Designating items for dumping
+
Removing mining/chopping/gathering/smoothing orders
Forbidding items and buildings
+
Horizontal axles can vary in length.
Designating items for melting
+
Converting smoothing blueprint to regular
Water wheels are 1x3 or 3x1.
+
Converting to smoothing blueprint
The long side should align
+
Claiming forbidden items and buildings
Horizontal axles can vary in length.
+
Forbidding items and buildings
Set the orientation below.
+
Designating items for melting
Designating restricted traffic area
+
Removing melting designations
Removing mining/chopping/gathering/smoothing orders
+
Designating items for dumping
Designating low traffic area
+
Removing dumping designations
Removing traffic designations
+
Smoothing blueprint
Sheets
+
Smoothing rough floors and walls
Custom
+
Engraving blueprint
Finished
+
Engraving smoothed floors and walls
Bars and
+
Track carving blueprint
Blocks
+
Carving tracks in floor
Use closest material
+
Fortification carving blueprint
Keep building after placement
+
Carving fortifications through walls
Overlapping
 
Water Source
 
to paint the stockpile.
 
Accept
 
Click an existing stockpile to select it.
 
Click in the play area
 
Click an icon to set stockpile type.
 
Warning: stockpile has no type.
 
Set the friction and auto-dump direction.
 
Auto-dumping is not required.
 
Creatures do not trigger
 
Citizens trigger
 
Citizens do not trigger
 
Minecarts do not trigger
 
Creature trigger settings
 
 
  levels)
 
  levels)
Select material after placement
+
Select material after placement
Click a tile to be a corner of the
+
Use closest material
(spans
+
Keep building after placement
Click a tile to place the
+
Bars and
Click a tile to be one end of the
+
Finished
Set the draw direction below.
+
Set the friction and auto-dump direction.
Then select the corners of the bridge.
+
Auto-dumping is not required.
Rooms with multiple beds
+
Set the draw direction below.
will be made into
+
Then select the corners of the bridge.
throne rooms/studies.
+
Click a tile to place the  
tombs.
+
Click a tile to be one end of the  
bedrooms.
+
Click a tile to be a corner of the  
dining halls.
+
(spans
coffins
+
Weight
in order to form
+
Minecarts do not trigger
bedroom
+
Creature trigger settings
dining hall
+
Citizens trigger
Select another rectangle
+
Citizens do not trigger
to continue.
+
Creatures do not trigger
dormitories.
+
Set the orientation and speed below.
Dining Hall
+
Resets
Archery Range
+
One use only
Meeting Area
+
Depth
Animal Training
+
Water does not trigger
Pen/Pasture
+
Magma does not trigger
Pit/Pond
+
Cart
Gather Fruit
+
coffins
Garbage Dump
+
in order to form
tables
+
bedrooms.
chairs
+
dining halls.
which contains
+
throne rooms/studies.
Click an icon to add a new zone.
+
tombs.
Select a rectangle
+
Dining Hall
Click an existing zone to select it.
+
Archery Range
Select a type below to add a zone.
+
Click an existing zone to select it.
Create a creature to begin.
+
Select a type below to add a zone.
Building track stops is recommended!
+
Click an icon to add a new zone.
Add new route
+
Select a rectangle
to paint the burrow.
+
which contains
Click a tile to position the stop.
+
Overlapping
Elevation
+
Water Source
Early
+
Gather Fruit
created.
+
Garbage Dump
dormitor
+
Pen/Pasture
office
+
Pit/Pond
Add new burrow
+
Meeting Area
Nobody assigned
+
Animal Training
to paint the zone.
+
Sheets
 +
Custom
 +
Click an icon to set stockpile type.
 +
Warning: stockpile has no type.
 +
Click an existing stockpile to select it.
 +
Click in the play area
 +
to paint the stockpile.
 +
Accept
 +
Add new burrow
 +
Nobody assigned
 +
to paint the burrow.
 +
Click a tile to position the stop.
 +
Building track stops is recommended!
 +
Add new route
 +
Stop
 +
Indep
 
  rejected (already in use.)
 
  rejected (already in use.)
 
  rejected (not enclosed.)
 
  rejected (not enclosed.)
  coffin
+
to paint the zone.
the appraisal skill.
+
  +
A bookkeeper helps
+
tomb
Held/Worn:
+
dormitor
You need a broker with
+
Rooms with multiple beds
Architecture:
+
will be made into
Displayed:
+
dormitories.
Furniture:
+
Multi
Other Objects:
+
Paint
Set digging orders.
+
Undo
Finish setting dig orders.
+
Select another rectangle
Left click for recenter and expand options. Right click to dismiss.
+
to continue.
Following
+
Architecture:
Exported Wealth:
+
Displayed:
Trade Information:
+
Held/Worn:
with accuracy.
+
You need a broker with
Imported Wealth:
+
the appraisal skill.
Lethal
+
A bookkeeper helps
No Quarter
+
with accuracy.
Non-lethal
+
Imported Wealth:
Horseplay
+
No Quarter
Training
+
Morale/Fear
Conflict Level
+
Created Wealth:
Encounter
+
Weapons:
Weapons:
+
Armor and Garb:
Armor and Garb:
+
Furniture:
sparring.
+
Other Objects:
Created Wealth:
+
Elevation
fighting!
+
Conflict Level
hunting.
+
Encounter
Morale/Fear
+
Horseplay
Show advanced options.
+
Training
Hide advanced options.
+
Brawl
Change blueprints to standard selections.
+
Non-lethal
Change standard selections to blueprints.
+
Lethal
Change to standard dig mode.
+
Create a creature to begin.
Change to blueprint-only mode.
+
Pop
Selected tiles are low priority.
+
Drink
  Selected tiles are very low priority.
+
Early
Finish setting plant gathering orders.
+
Mid-
Change to standard gather mode.
+
Late
Set plant gathering orders.
+
Year
  Set plant gathering orders. Some plants require fruit or other growths to be present.
+
Change to blueprint-only mode.
Finish setting tree chopping orders.
+
Change blueprints to standard selections.
Change to standard chop mode.
+
Change standard selections to blueprints.
  Set tree chopping orders.
+
Show advanced options.
Set tree chopping orders. Select the base of the tree so that the woodcutter can reach it. Assign a woodcutter to the work detail if necessary. The woodcutter requires an axe.
+
Hide advanced options.
Left click to choose corners of a rectangle.
+
Set tree chopping orders.
Dig every tile selected.
+
Selected tiles are very high priority.
Dig a channel, making a ramp on the level below.
+
Selected tiles are high priority.
Hold left button to draw.
+
Selected tiles are high-medium priority.
Dig a stairwell on this level, going up or down. Your selection must span multiple elevations. Click on a tile, change elevations, and click again.
+
Selected tiles are medium priority. [DEFAULT]
Dig a ramp on this level, going up.
+
Selected tiles are low priority.
Dig a regular hallway or room. Assign a miner to the work detail if necessary. The miner requires a pick.
+
Dig a stairwell on this level, going up or down. Your selection must span multiple elevations.  Click on a tile, change elevations, and click again.
Designate constructed walls, floors, and other constructed tiles to be removed by miners. This also designates all stairwells and ramps.
+
Dig a ramp on this level, going up.
  Selected tiles are medium priority. [DEFAULT]
+
Hold left button to draw.
Selected tiles are medium-low priority.
+
Left click to choose corners of a rectangle.
  Selected tiles are high priority.
+
Exported Wealth:
Selected tiles are high-medium priority.
+
Trade Information:
Dig only gems selected.
+
Left click for recenter and expand options. Right click to dismiss.
  Selected tiles are very high priority.
+
Following
Dig only ore and gems selected, and automine any ore and gems of the same type which are uncovered.
+
Tooltip
  Dig only ore and gems selected.
+
Dig a regular hallway or room.  Assign a miner to the work detail if necessary. The miner requires a pick.
Set a restricted traffic area. Citizens will look hard for better routes. They will still use the area if other routes do not exist or are too long.
+
Set high and low traffic areas.
Set the exact weight in steps of a traffic type.
+
Finish setting traffic areas.
Set a normal traffic area, the default state.
+
Remove mining, woodcutting, plant gathering, and smoothing orders.
Set a low traffic area. Citizens will look for better routes.
+
Designate an item for dumping in a dumping zone.
Finish setting traffic areas.
+
Designate an item for melting at any smelter.
Set a high traffic area. Use this in wide central passages.
+
Finish setting tree chopping orders.
Hide an item or building from your view. Citizens will still use it.
+
Finish setting plant gathering orders.
Set high and low traffic areas.
+
Set wall smoothing, engraving, track carving, and fortification orders.
Start painting a new stockpile. Once the tiles are chosen, you'll be able to set the details.
+
Go to the previous zone overlapping the tile you clicked.
  Remove the stockpile being painted permanently. Also removes existing zones!
+
Gather fruit in trees in and just above this zoneRequires a stepladder.
Place stockpiles for item storage.
+
Citizens assigned to the fishing work detail will fish in this zone if it existsOtherwise, they will fish everywhere.
  Finish placing stockpiles.
+
Sort by distance from the depot.
Place structures and work areas that require construction materials.
+
Leave menu and recenter the view on the time.
  Finish placing structures.
+
Toggle the dump status of the item. Items are dumped in dumping zones.
Remove mining, woodcutting, plant gathering, and smoothing orders.
+
Toggle the melt status of the itemItems are melted at any smelter.
  Finish removing mining etc. orders.
+
Change the frequency that the conditions are checked.
Change to standard orders mode.
+
This item is a symbol of a noble or administrator.
Designate items for dumping and melting, claim forbidden items and buildings, and set item visibility.
+
View this item's sheet.
  Carve a gap in a smooth wall to allow your archers to fire upon invaders.
+
View this creature's sheet.
Finish setting wall orders.
+
This option indicates that the location is only open to members.
  Engrave artwork into a smooth wall.
+
The squad leader is traveling or otherwise occupied off-site.
  Carve a track in a stone floor. Tracks are used by minecarts with routes set in the hauling menu.
+
View the positions in this squad.
Set wall smoothing, engraving, track carving, and fortification orders.
+
Customize the squad's name.
Smooth a rough wall to make it more pleasing to your citizens. This also prepares the wall for engraving or fortification.
+
Assign a station order.  The soldiers will stand near the point selected and engage any hostile creatures that come near.
Remove melting designations.
+
Assign a kill order. The soldiers will attempt to kill a targeted creature.
Remove hidden designations.
+
Assign a patrol order. The soldiers will walk a specified route repeatedly.
Remove dumping designations.
+
Assign a burrow defense orderThe soldiers will patrol the burrow and attack any hostile creatures.
Designate an item for melting at any smelter.
+
Assign a training orderThe squad must be assigned to a barracks zone with the training option set.
Forbid your citizens from using an item or building.
+
Toggle the forbidden status of the itemCitizens will not use forbidden items or buildings.  If a permanent building item is forbidden, citizens will not perform tasks there!
  Designate an item for dumping in a dumping zone.
+
Toggle the visibility of the itemHidden items cannot be seen but citizens will still use themIf a permanent building item is invisible, the building will be too!
Finish setting item/building designations.
+
The soldiers can either keep their equipment on at all times, or only when an order is active.
Claim a forbidden item or building so it will be used by your citizens.
+
The soldiers can be allowed to sleep in their rooms whenever they way, or in the barracks either when they want or only when they must.
Assign a new or existing location to this zone. Locations are groups of zones and rooms with a larger purpose, like a tavern, a temple, a library, or a craft guildhall.
+
Cancel this scheduled order.
Set details for the assigned location.
+
Cancel this position's scheduled orders.
Designate this zone as the top of a pond. Citizens will bring buckets of water if the pond below isn't filled.
+
Change the squad's symbol.
Select animals to be dropped into the pit or pond below this zone. Animals will not feel obligated to stay if they can find a way out.
+
Add stockpile links for this workshop.
Select animals to be placed in this pasture zone. They will stay after being led here.
+
This item is a permanent part of the building.  Forbid and visibility tags set here affect the whole building.
  Designate this zone as the top of a pit. Citizens will not fill the pit below with water.
+
This item is being traded.
Gather fruit and vegetables from shrubs in this zone.
+
This is a small creature within the trap.
Gather fallen fruit in this zone.
+
This item has been loaded.
  Plant gathering zones are used in locations where plants will be gathered frequently. Use the gather designation otherwise.
+
This item is resting within the building.
Items designated for dumping will be tossed into open air spaces included in this zone. If no open air tiles are included, they will dump the items on the floor.
+
This item is a semi-permanent part of the building, like an item on display.
Your citizens will drink at a water source zone or gather water using buckets for various tasks. This is useful if you don't have a functioning well and you want to control exactly where the tasks take place.
+
Click to set this task as highest priority among all tasks everywhere.
Citizens assigned to the fishing work detail will fish in this zone if it exists. Otherwise, they will fish everywhere.
+
Increase the priority of the task in this workshop.
Choose which squads will use this barracks.
+
Set details for this task, such as the material to be used.
  Remove the zone being painted permanently. Also removes existing zones!
+
This task has been suspended.
Select this option and any unassigned deceased citizens will be buried here automatically.
+
Click to suspend the taskAssigned workers are removed from suspended tasks.
Select this option and any unassigned deceased pets will be buried here automatically.
+
Create a new work order for this workshopWork orders are tasks that can repeat specified numbers of times and which can be given start conditions. This is useful for automation.
Place zones to establish meeting areas, pastures, and more.
+
The creature is caged.
Finish placing zones.
+
The creature is set to be chained.
Set from which workshops and stockpiles this stockpile gives and takes items.
+
The creature is set to be caged.
Set how many barrerls, bins, and wheelbarrows this stockpile can use.
+
The creature is assigned to a pasture.
Remove this stockpile permanently.
+
The creature is assigned to a pond.
Toggle whether the stockpile can take items from anywhere or only from specific workshops and stockpiles.
+
The creature is assigned to a pit.
Repaint this stockpile.
+
Edit the recenter hotkey locations.
Erase a portion of this stockpile.
+
Choose a stockpile from which the selected stockpile will take items.
Remove this zone permanently.
+
The track stop's vehicle will exchange items with this stockpileThe vehicle will take desired items and offload any others.
Gather fruit in trees in and just above this zone. Requires a stepladder.
+
The track stop's vehicle will take items from this stockpile.
Erase a portion of this zone.
+
The track stop's vehicle will give items to this stockpile.
  Suspend activities in this zone. Does not remove the zone.
+
The selected workshop will take items from here.
Go to the next zone overlapping the tile you clicked.
+
The selected workshop will give items to here.
Repaint this zone.
+
The selected stockpile will take items from here.
Start painting a new zone. Once the tiles are chosen, you'll be able to set the details.
+
The selected stockpile will give items to here.
  Go to the previous zone overlapping the tile you clicked.
+
Toggle whether the soldiers will store their individually assigned weapons and armor here.
Suspend this burrow. Assigned citizens will not respect burrow restrictions while a burrow is suspended, but all tasks within the burrow will still function.
+
Toggle whether the squad will store squad-level equipment here, such as ammunition.
Set hauling routes for minecarts.
+
Choose a stockpile to which the track stop's vehicle will give items.
  Recenter on this burrow.
+
Choose a stockpile from which the track stop's vehicle will take items.
  Toggle whether workshops can source materials from outside the burrow.
+
Choose a stockpile with which the track stop's vehicle will exchange itemsThe vehicle will take desired items and offload any others.
Erase a portion of this burrow.
+
Choose a stockpile to which the workshop will give items.
Remove this burrow permanently.
+
Choose a stockpile from which the workshop will take items.
Remove the burrow being painted permanently. Also removes existing burrows!
+
Choose a stockpile to which the selected stockpile will give items.
Repaint this burrow.
+
Cancel an order. Does not affect scheduled orders.
Link a stockpile to this stop. Citizens will haul items to and from the minecart as you specify. Items for the minecart must be specified using the desired items button to the left.
+
Recenter on the announcement's location.
Set conditions for the minecart to move on to the next stop.
+
Recenter on the creature (at the time of the announcement.)
  Remove this route.
+
Recenter on the item (at the time of the announcement.)
Set the items desired by the minecart at this stop. Items must be in a linked stockpile.
+
Toggle whether the squad will sleep here.
Assign a minecart to this route. Only one vehicle can operate on each route.
+
Toggle whether the squad will train here.
Name this route.
+
Used to make lye, potash, and milk of limeConstruction requires blocks, barrel, and a bucket.
Finish setting hauling routes.
+
Make crossbows here from wood or bone. The metalsmith's forge can be used for metal crossbows and metal bolts, and the crafts workshop is used to make other bolts.
Add a stop to this route. Minecarts will move between stops when conditions are satisfied.
+
Make beds and various furniture here, as well as bins, barrels, and more.
  Your citizens will sleep in bedrooms. It should include a bed! Try to enclose it with walls and/or doors. Do not overlap with other rooms.
+
Make crafts for trade and your own citizens here, as well as a variety of tools, armor, and bolts.
  Your citizens will eat at this zone. When not assigned to a particular citizen, citizens without their own dining hall will eat here. Tables and adjacent chairs should be included.
+
Cut rough gems here to increase their value, and improve the value of other objects by encrusting them with cut gems.
This important zone is where your citizens will gather to socialize. Crucially, the meeting area is where locations such as taverns, temples, hospitals, and the like are established.
+
Forge weapons and armor here, as well as most other metal objects from furniture to trap components. Magma below the forge will power tasks. You are responsible for placing the forge above the magma, but no other fuel is required.
  Animals that are capable of being trained receive their training at this zone once they have been assigned a trainer from the Pets/Livestock menu. Generally, a piece of meat is required.
+
Make mechanisms here which are used to make levers, pressure plates, and gearsYou can also use mechanisms to link levers and pressure plates to other machinery.
Your citizens will fill sand bags at this zone if a sandy floor or sandy wall is included. This task is initiated manually at the glass furnace.
+
Forge weapons and armor here, as well as most other metal objects from furniture to trap components. These tasks require fuel.
  Your citizens will collect clay at this zone if a clay floor or clay wall is included. This task is initiated manually at the kiln.
+
Use options in this category to place furniture that has already been constructed in a workshop.
Certain livestock need to graze on grass. Assign these animals to a pasture zone. No fencing is needed.
+
Place doors and hatches here after you have constructed them in an appropriate workshop.
Animals assigned to pit/pond zones are dumped in the pit, but will leave the zone afterward if possible. If the pit is designated as a pond, your citizens will attempt to fill it with water using buckets.
+
Most terrain-altering constructions can be found here, from walls and floors to bridges, ramps, stairs, and more.
Establish burrows to organize work and living spaces in larger fortresses.
+
More complicated buildings from wells to powered machine components to levers and floodgates are found here.
Finish establishing burrows.
+
Cages, ropes, and animal traps are found hereCages can be used in cage traps or to transport large animals.  Metal cages and chains are also used by the justice system.
Prisoners convicted in the Justice menu can be incarcerated at a chain or metal cage in the dungeon zone.
+
Various mechanical traps can be found hereThe pressure plate is also found here, which has applications beyond traps.
Deceased citizens and pets can be laid to rest in a tomb. It should include a coffin, casket, or sarcophagus.
+
Archery targets, siege weapons, and some ornamental display items can be found in this category.
Squads should be assigned to a barracks. The squad can be set to train, sleep, and store equipment there.
+
This crucial building is where all trading will be done.  Pack animals from distant civilizations will need to access this building from the edge of the mapLater, wagons will need a clear 3-wide path to the depot.
Dormitories should include multiple beds and will not belong to a particular citizen.
+
Zoom in on the play area.
An office or study is required for certain official tasks, such as approving work orders and bookkeeping. A chair or throne is required for these functions.
+
Zoom out from the play area.
  Your archers can train in this zone if there is an archery target included.
+
Open the stocks window, where you can see all of your fortress's items.
  Toggle the forbidden status of the item. Citizens will not use forbidden items or buildings.
+
Most tasks in the fortress are started and completed at workshopsTasks generally require raw materials and most workshops are constructed from boulders, blocks, or wood.
Toggle the dump status of the item. Items are dumped in dumping zones.
+
Furnaces are used for smelting, glassmaking, pottery, ashmaking, or to make fuel from wood or raw coal.  Furnaces require fuel to function, or they can be set above magma.
  Leave menu and recenter the view on the time.
+
These workshops are used in the clothesmaking process, whether dyeing and weaving or using tanned hides.
  Leave menu and open the item's sheet.
+
A wide variety of food-and-drink-related workshops can be found in this category.
Sort by distance from the depot.
+
Recenter on the surface at this location.
  Sort by value.
+
Recenter on the deepest discovered area at this location.
Toggle whether the stockpile allows non-plant-and-animal-based objects, regardless of other settings.
+
Recenter on this location.
  Toggle whether goods banned by export mandates are listed.
+
Set this entry to recenter on the current view.
This work order is ready to activate.
+
Clear this recenter hotkey location.
  Set the maximum number of workshops that can be used by the work order.
+
Delete this recenter location.
This work order is waiting for its next scheduled check.
+
Display water and magma depth numerically (1 to 7.)
  This work order is checking its conditions for activation.
+
Show up and down arrows over ramps at the current elevation.
  Create a new work order. Work orders are like workshop jobs but they are assigned to shops automatically and can be activated with various conditions.
+
Keep a colony of insects at your hivesA wild colony must be collected after the hive is placed, or a colony can be split from an existing hive colony.
This work order is active.
+
Your citizens need a comfortable place to sleep. A bed object must be made at the carpenter's shop before it can be placed.
  Toggle the melt status of the item. Items are melted at any smelter.
+
Chairs are required for offices to function, and a chair next to a table is the preferred dining arrangement. A chair/throne object must be made before it can be placed.
  Toggle the visibility of the item. Hidden items cannot be seen but citizens will still use them.
+
Tables are required for dining. A chair should be placed adjacent to the tableA table object must be made before it can be placed.
  Open the task information menu.
+
Chests and coffers are used in personal bedrooms for storing non-clothing objectsThey are also used in some zone-based locations like taverns, hospitals, and libraries for storing useful materialsA box object must be made before it can be placed.
Open the place information menu.
+
Cabinets are used in personal bedrooms for storing clothing objectsA cabinet object must be made before it can be placed.
  The assigned vehicle wants to be at this stop but is not currently there. A worker may be bringing it, or it may be stranded.
+
The dead are buried in coffinsCoffins must be placed in their own tomb zone in order to work.  A coffin object must be made before it can be placed.
  Open the citizen information menu.
+
Citizens that cannot be buried properly can still be memorialized on slabsSlabs are created and engraved at the stoneworker's shop.
  The assigned vehicle is at this stop.
+
Bake clay objects here, as well as a few other useful materials. Clay can also be collected here if you have a clay collection zoneAll tasks require fuel aside from clay collection.
The assigned vehicle is moving toward this stop.
+
You can make a variety of objects using three different types of glassYou can also collect sand in bags from a task originating here, if you have a sand collection zoneMagma below the furnace will power tasksYou are responsible for placing the furnace above the magma, but no other fuel is required.
  Name this stop.
+
Bake clay objects here, as well as a few other useful materialsClay can also be collected here if you have a clay collection zoneMagma below the kiln will power tasksYou are responsible for placing the kiln above the magma, but no other fuel is required.
  Remove this stop.
+
Make metal bars from ore here. Can also refine coal into usable fuel or make alloysMagma below the smelter will power tasksYou are responsible for placing the smelter above the magma, but no other fuel is required.
Open the justice menu.
+
Make metal bars from ore here. Can also refine coal into usable fuel or make alloysAll tasks require fuel.
  Toggle whether the stockpile allows plant and animal-based objects, regardless of other settings.
+
Make charcoal and ash from wood hereDoes not require fuel.
  Open the squad sidebar.
+
Plant crops at the farmplotYou will need seeds or spawn and must select crops by seasonCrops can be fertilized with potashSoil is richer deeper underground.
  Open the world screen.
+
When placed, a female bird will claim the box and start laying eggs, if one is available.
  Open the nobles and administrators menu.
+
Make leather from animal hides here. You can also make parchment using milk of lime and a hide.
  Open the objects menu.
+
Process raw fish into edible food hereRaw fish will not be eaten.
  Open the labor menu.
+
Cook meals here. You can also render fat into tallow.
Open the work orders menu.
+
Process plants and work with livestock here. Milk and shear animals, make cheese, and spin thread.
  Leave this menu and view this place's sheet or menu.
+
Make sugar, flour, and various useful slurries hereTasks are completed very slowly compared to the powered millstone.
Leave this menu and recenter on the task's building.
+
Capture and train small animals here. Requires animal traps.
  Leave this menu and view this object's sheet.
+
Make sugar, flour, and various useful slurries here. Powered version of the quernMust be hooked to a windmill or water wheel to function.
  Leave this menu and recenter on this place.
+
You can make a variety of objects using three different types of glassYou can also collect sand in bags from a task originating here, if you have a sand collection zoneGlassmaking requires fuel.
  Leave this menu and view this creature's sheet.
+
Here you can make parts for ballistae and catapults.  This workshop is also the place where ballista ammo is assembled.
Leave this menu and recenter on this object.
+
Make stone furniture here, as well as blocks which are used in constructions.
  Remove this condition.
+
Use leather tanned at the tanner's shop here to make clothing and tools, such as bags and waterskins.
Leave this menu and recenter on this creature.
+
Here you can turn thread into cloth, whether it is thread from the farmer's workshop or spider silk gathered underground.
  Assign a trainer to this creature.
+
Make cloth into clothing and tools here, such as bags and ropes.
  Assign this creature as a work animal for a specific citizen or resident.
+
Use dyes here to color thread and clothRequires a barrel and bucket for construction.
Suspend this task. This removes the worker. The task can be unsuspended.
+
Brew alcohol from plants, fruit, or honey.
Cancel this task.
+
Slaughter livestock here in order to obtain meat, hides, bones, and other animal products.
  Toggle whether the task will be repeated indefinitely.
+
Place the well in an open space above water to provide a relatively safe area for your citizens to draw waterRequires mechanisms, blocks, a chain or rope, and a bucket.
  Remove the current worker from the task.
+
Use floodgates to control the flow of fluids between spaces in your fortressMust be attached to a lever or pressure plate to functionRequires a floodgate object to be built before it can be placed.
  Set the details of this task, such as the material used.
+
Use a screw pump to move liquids upward from the elevation below the pump to the same elevation as the pump.
  View a detailed description of this activity.
+
Place the water wheel above flowing water to generate power for machines, such as the millstone or screw pump.
Remove this work order.
+
Place the windmill aboveground to generate power for machines, such as the millstone or screw pumpNot all areas have strong winds.
  Change the frequency that the conditions are checked.
+
Use the gear assembly to connect axles and machinery togetherGear assemblies can be disengaged temporarily by linking them to levers.
Set the conditions for work order activation. This can involve needed materials, the current stock of products, or the completion of other work orders.
+
Horizontal axles transfer power on the same elevation. Horizontal axles can be east-west or north-south.
  Set the material used or other details of the task.
+
Vertical axles transfer power between two adjacent elevations.
Change the number of times the task will be performed.
+
This ornamental construction can enhance the value of roomsThree cut gem objects must be made at a jeweler's shop before it can be placed.
Change the work order priority. Work orders at the top of the list will use workshops first.
+
Supports will stop cave-ins in the rare event you completely detach a piece of your fortress. Otherwise, they are ornamental.
  This work order has been validated by the manager.
+
You can build walls aboveground, in caverns, or in spaces you have mined out in order to block the passage of creatures, objects, and fluidsRequires boulder, block, or wood.
This work order has not been validated by the manager. A manager can be employed in the nobles and administrators menu, and they must have an assigned office where they will work to validate orders.
+
You can place floors for functional reasons or to enhance the appearance of the fortressRequires boulder, block, or wood.
Change the properties of the item being checked. Many of these are obscure and rely on specific tasks, but certain properties like 'empty' can be used in many conditions.
+
You can build a ramp next to a wall to provide access to the floor aboveThe space above the ramp must also be empty.  Requires boulder, block, or wood.
Change whether the work order must be activated or completed to satisfy this condition.
+
You can build staircases to connect different elevations. Staircases must span at least two elevationsRequires boulder, block, or wood.
  Change the type of the item being checked.
+
Fortifications block creature movement but allow projectiles through. Soldiers near fortifications are reasonably safe from incoming projectilesRequires boulder, block, or wood.
Change the material of the item being checked.
+
Use minecart tracks in conjunction with the hauling menu.
Change the amount of the item being checked.
+
Bridges can be used to span open spaces or placed above water or magmaBridges can be connected to levers and raised to block access.
Change the inequality of the condition.
+
Paved roads use less materials than constructed floors and can be used to stop plants from growing over wagon trails.
  Add a condition to the work order that checks the amount of some item.
+
Dirt roads do not require materials, but the dirt road may quickly be overgrown by plants.
Make the activation of the work order depend on the status of another work order.
+
Blocks creatures but allows the passage of fluids and itemsCan be built on any floorGrates unlike bars have a quality and enhance the value of roomsGrates can be connected to levers.
  Toggle whether this creature will be gelded at a farmer's workshop when the opportunity arises.
+
Blocks creatures but allows the passage of fluids and itemsCan be built over empty spaces, stairs, ramps, or above liquidsGrates unlike bars have a quality and enhance the value of roomsGrates can be connected to levers.
This type is not relevant to brewing.
+
Blocks creatures but allows the passage of fluids and itemsCan be built on any floorBars unlike grates do not have a quality and so do not enhance the value of rooms significantlyBars can be connected to levers.
  This creature is assigned to a work detail.
+
Blocks creatures but allows the passage of fluids and items. Can be built over empty spaces, stairs, ramps, or above liquidsBars unlike grates do not have a quality and so do not enhance the value of rooms significantly. Bars can be connected to levers.
Toggle whether this creature will be slaughtered at a butcher's shop when the opportunity arises.
+
This ornamental construction can enhance the value of roomsA window object must be made at a glass furnace before it can be placed.
This creature is a doctor.
+
Statues can be used to decorate your fortress and add value to your roomsA statue object must be made at an appropriate workshop first.
This creature is assigned to a specific workshop.
+
Certain injuries such as overlapping fractures require advanced medical contraptions like the traction bench for treatmentA traction bench object must be made before it can be placed.
  This creature is a mercenary.
+
Codices and scrolls in your library can be stored in bookcasesA bookcase object must be made before it can be placed.
This creature is a monster slayer.
+
Your most valuable objects can be placed for display in rooms to increase their value and to entertain passing citizensA pedestal or display case must be made before it can be placed.
This option allows visitors from outside the fortress to enter this location.
+
These ornamental objects increase the value of rooms in which they are placedAn offering place object must be made before it can be placed.
  This option allows long-term residents of the fortress to enter this location.
+
Large instruments must be placed in taverns or temples before they will be usedThese instruments must be assembled at a workshop first.
  This type is allowed to be cooked.
+
Doors can be used along with walls to enclose rooms, which is especially important when placing multiple zones at once. Doors can also be forbidden or attached to levers to control movement in the fort.
Rename this location.
+
Hatches can be placed at the tops of stairwells or above ramps to control movement in the fort when they are forbidden or attached to levers.
This type is not relevant to cooking.
+
Default attack is a strike without charging or wrestling.
  This type is restricted from cooking.
+
Default attack is a charging strike.
  This type is restricted from brewing.
+
Default attack is a wrestling move.
This type is allowed to be brewed.
+
Choose default attack according to opponent.
  This creature is content right now.
+
Freely move between tiles when dodging if necessary
This creature is displeased right now.
+
Do not move from current tile when dodging even if it means being struck.
  This creature is happy right now.
+
Dodge away from charging opponents to avoid being knocked over.
This creature is pleased right now.
+
Attempt to stop charging opponents, standing your ground.
  Toggle whether this creature is available as a pet for any interested citizen or resident.
+
Add or remove fluids.
  This creature is ecstatic right now.
+
Add water to the arena.
  Toggle whether this creature will receive war training. War animals have more lethal attacks.
+
Add magma to the arena.
Toggle whether this creature will receive hunting training. Hunting animals can move stealthfully during hunts.
+
Add snow to the arena.
  This creature is a scholar.
+
Add mud to the arena.
This creature is a scribe.
+
Remove fluids and spatter from the arena.
This creature is a tavern keeper.
+
Create a tree to place in the arena.
  This creature is a performer.
+
Change the weather, temperature, and time.
This worker is specialized and will only do tasks that match their workshop assignments, work details, and occupations. Click to toggle.
+
Weapon traps use a weapon or trap component to strike intrudersCan be used with ranged weapons and loaded with ammoCan use multiple weapons at once.
This worker is not specialized and will do any free tasks that become available. Click to toggle.
+
Cage traps capture intruders in cages. Must be loaded with a cage.
This creature is unhappy right now.
+
Upright weapons are a nasty place for intruders to fall uponCan also be linked to levers or pressure plates to raise them into intruders.
  This creature is miserable right now.
+
Archery targets are used in archery range zones for training archers.
  Click to set this task to repeat indefinitely.
+
Ornamental. Demanded by some nobles.
  This task is highest priority among all tasks everywhere.
+
A ballista fires a ballista arrow in one of the four cardinal directionsThe operator can adjust the aim slightly.
This task came from a work order.
+
A catapult fires a boulder in one of the four cardinal directionsThe operator can adjust the aim slightly.
  This task is set to repeat indefinitely.
+
Create a creature to place in the arena.
  Remove this building.
+
Rollers move minecarts on tracks without the need for a citizen to push or guide the minecart.
  This task has been assigned and is active.
+
A chain can be placed for use in the justice system or for the restraint of an animal.
Recenter on this item.
+
Cages can be used to contain an animal, and metal cages can be used by the justice systemGlass cages can be filled with water and used as aquariums.
  Name this building.
+
Animal traps can be placed in the wild and baited with meat, plants, or gems, in order to catch small creatures.
  Recenter on the linked building.
+
Track stops are used in conjunction with the hauling menuThey can also be used to add friction to minecart tracks.
  Add stockpile links for this workshop.
+
Levers are used with machines, doors, floodgates, bridges, cages, and other structures to change their state.
Click to suspend the task. Assigned workers are removed from suspended tasks.
+
Pressure plates, like levers, are used with machines, doors, floodgates, bridges, cages, and other structures to change their stateThe trigger for pressure plates can be set by creature weight, fluid, or minecart passage.
  Create a new work order for this workshop. Work orders are tasks that can repeat specified numbers of times and which can be given start conditions. This is useful for automation.
+
Stone-fall traps drop a stone on intruders. Must be loaded with boulders.
  Set details for this task, such as the material to be used.
+
Jump somewhere.
This task has been suspended.
+
Talk to somebody.
Click to set this task as highest priority among all tasks everywhere.
+
Start a performance. This can take several turns to complete.
  Increase the priority of the task in this workshop.
+
Strike somebody adjacent with a melee attackAlso allows available parry, block, and dodge moves.
Set the camera to follow this creature.
+
Wrestle somebody adjacent. Also allows available parry, block, and dodge moves.
  Send this creature to a linked site, or expel this creature entirely.
+
Shoot. Requires a ranged weapon and ammunition.
This item is tagged by a task and will not be used by other tasks.
+
View your log.
  Customize this creature's nickname and profession nickname.
+
Set movement options.
Remove this worker from this occupation.
+
Set combat options.
  Set the camera to follow this item.
+
Interact with nearby objects.
This option indicates that the location is only open to fortress citizens.
+
Climb or hold terrain.
  This option indicates that the location is only open to members.
+
Move down to the east.
View details about this knowledge.
+
Move down to the northwest.
  Recenter on this creature.
+
Move down to the northeast.
  View this item's sheet.
+
Move down to the southwest.
View this creature's sheet.
+
Move down to the southeast.
This item is a symbol of a noble or administrator.
+
Travel.
This item is part of the creature's regular clothing.
+
Sleep or wait a while.
This item is part of the assigned squad equipment.
+
Handle charging attacks according to the opponent.
This item is a tool assigned by a work detail.
+
View all announcements.
Assign a training order. The squad must be assigned to a barracks zone with the training option set.
+
Recenter on yourself.
Cancel an order. Does not affect scheduled orders.
+
Move downward.
Assign a patrol order. The soldiers will walk a specified route repeatedly.
+
Move down to the north.
Assign a burrow defense order. The soldiers will patrol the burrow and attack any hostile creatures.
+
Move down to the south.
Assign a station order. The soldiers will stand near the point selected and engage any hostile creatures that come near.
+
Move down to the west.
Assign a kill order. The soldiers will attempt to kill a targeted creature.
+
Eat or drink an item.
  View the positions in this squad.
+
Interact with an item in a different way.
  Customize the squad's name.
+
View this item.
  Toggle whether the squad will train here.
+
Drop this item.
Toggle whether the soldiers will store their individually assigned weapons and armor here.
+
Wear this item.
  Recenter on the item (at the time of the announcement.)
+
Remove this item.
Toggle whether the squad will sleep here.
+
Put this item into a container.
  Recenter on the announcement's location.
+
Eat or drink this item.
Recenter on the creature (at the time of the announcement.)
+
Toggle sneaking.
  Disband the squad.
+
View the map.
Inspect the route.
+
Drop an item.
  This item is a semi-permanent part of the building, like an item on display.
+
Wear an item.
Toggle the forbidden status of the item. Citizens will not use forbidden items or buildings. If a permanent building item is forbidden, citizens will not perform tasks there!
+
Remove an item.
This item has been loaded.
+
Put an item into a container.
This item is resting within the building.
+
You are a projectile.
This is a small creature within the trap.
+
You are prone. Click to stand.
This item is bait.
+
You are not prone. Click to go prone.
  This item is a permanent part of the building. Forbid and visibility tags set here affect the whole building.
+
Close the map.
This item is being traded.
+
Go downward.
View the leader's sheet.
+
End travel.
The squad leader is traveling or otherwise occupied off-site.
+
Tactical mode is on. You control everybody manually.  Click to control only this character (others will follow you.)
Cancel this position's scheduled orders.
+
Tactical mode is off.  Companions are following you.  Click to control everybody.
  Change the squad's symbol.
+
View your companions and tactical settings, or switch party members.
The soldiers can be allowed to sleep in their rooms whenever they way, or in the barracks either when they want or only when they must.
+
You are currently yielded.  Click to stop yielding.
  Cancel this scheduled order.
+
You are not yielded. Click to yield to opponents.
Toggle the visibility of the item. Hidden items cannot be seen but citizens will still use them. If a permanent building item is invisible, the building will be too!
+
You have a weapon drawnClick to strap it.
  The soldiers can either keep their equipment on at all times, or only when an order is active.
+
You have a weapon available to draw. Click to draw it.
Edit the recenter hotkey locations.
+
You do not have a weapon.
  Recenter on the surface at this location.
+
You are oblivious.
  The creature is assigned to a pond.
+
You are in a fell mood.
  The creature is assigned to a pit.
+
You are in a macabre mood.
The creature is set to be caged.
+
You are in a fey mood.
The creature is assigned to a pasture.
+
You are in a secretive mood.
The creature is caged.
+
You are melancholy.
The creature is set to be chained.
+
You are insane.
Show up and down arrows over ramps at the current elevation.
+
You are hungry.
Zoom in on the play area.
+
You are drowsy.
Delete this recenter location.
+
You are stressed. View your status for more information.
Display water and magma depth numerically (1 to 7.)
+
You are distracted by unmet needs. View your status for more information.
Set this entry to recenter on the current view.
+
You are in a martial trance.
Clear this recenter hotkey location.
+
You are throwing a tantrum.
Recenter on the deepest discovered area at this location.
+
You are depressed.
Recenter on this location.
+
You are stunned.
Choose a stockpile to which the selected stockpile will give items.
+
You are winded.
Choose a stockpile from which the selected stockpile will take items.
+
You have are seriously injured. View your status for more information.
Choose a stockpile to which the workshop will give items.
+
You have are injured. View your status for more information.
Choose a stockpile from which the workshop will take items.
+
Interact with this item in a different way (opens menu.)
Choose a stockpile from which the track stop's vehicle will take items.
+
This party member is currently automated in tactical mode.
Choose a stockpile with which the track stop's vehicle will exchange items. The vehicle will take desired items and offload any others.
+
This party member is manually controlled in tactical mode.
Toggle whether the squad will store squad-level equipment here, such as ammunition.
+
Assume control of this party member.
Choose a stockpile to which the track stop's vehicle will give items.
+
You are tangled in a web.
The selected stockpile will give items to here.
+
You are sleeping.
The creature is chained.
+
You are unconscious.
The selected workshop will give items to here.
+
Object (remembered)
The selected stockpile will take items from here.
+
Structure (remembered)
The track stop's vehicle will give items to this stockpile.
+
Wall (remembered)
The selected workshop will take items from here.
+
Upward stair (remembered)
The track stop's vehicle will exchange items with this stockpile. The vehicle will take desired items and offload any others.
+
Downward stair (remembered)
  The track stop's vehicle will take items from this stockpile.
+
Updown stair (remembered)
Here you can make parts for ballistae and catapults. This workshop is also the place where ballista ammo is assembled.
+
Upward ramp (remembered)
Make stone furniture here, as well as blocks which are used in constructions.
+
Downward ramp (remembered)
  Make mechanisms here which are used to make levers, pressure plates, and gears. You can also use mechanisms to link levers and pressure plates to other machinery.
+
Storytelling
  Forge weapons and armor here, as well as most other metal objects from furniture to trap components. These tasks require fuel.
+
Preaching
  Cut rough gems here to increase their value, and improve the value of other objects by encrusting them with cut gems.
+
Poem recitation
  Forge weapons and armor here, as well as most other metal objects from furniture to trap components. Magma below the forge will power tasks. You are responsible for placing the forge above the magma, but no other fuel is required.
+
Musical voice
Make beds and various furniture here, as well as bins, barrels, and more.
+
Dancing
Make crafts for trade and your own citizens here, as well as a variety of tools, armor, and bolts.
+
  (heard
Make leather from animal hides here. You can also make parchment using milk of lime and a hide.
+
recently
Process raw fish into edible food here. Raw fish will not be eaten.
+
Creature (remembered)
  Brew alcohol from plants, fruit, or honey.
+
Loud movement
  Slaughter livestock here in order to obtain meat, hides, bones, and other animal products.
+
Quiet movement
Make cloth into clothing and tools here, such as bags and ropes.
+
Heavy combat
Use dyes here to color thread and cloth. Requires a barrel and bucket for construction.
+
Light combat
  Use leather tanned at the tanner's shop here to make clothing and tools, such as bags and waterskins.
+
Loud vocalization
  Here you can turn thread into cloth, whether it is thread from the farmer's workshop or spider silk gathered underground.
+
Quiet vocalization
Use options in this category to place furniture that has already been constructed in a workshop.
+
Loud grinding
Place doors and hatches here after you have constructed them in an appropriate workshop.
+
Quiet grinding
These workshops are used in the clothesmaking process, whether dyeing and weaving or using tanned hides.
+
Toggle the display of spoor for tracking.
A wide variety of food-and-drink-related workshops can be found in this category.
+
- make at a workshop first
Most tasks in the fortress are started and completed at workshops. Tasks generally require raw materials and most workshops are constructed from boulders, blocks, or wood.
+
  - chop down trees
Furnaces are used for smelting, glassmaking, pottery, ashmaking, or to make fuel from wood or raw coal. Furnaces require fuel to function, or they can be set above magma.
 
Zoom out from the play area.
 
Open the stocks window, where you can see all of your fortress's items.
 
  Used to make lye, potash, and milk of lime. Construction requires blocks, barrel, and a bucket.
 
  Make crossbows here from wood or bone. The metalsmith's forge can be used for metal crossbows and metal bolts, and the crafts workshop is used to make other bolts.
 
Archery targets, siege weapons, and some ornamental display items can be found in this category.
 
This crucial building is where all trading will be done. Pack animals from distant civilizations will need to access this building from the edge of the map. Later, wagons will need a clear 3-wide path to the depot.
 
Cages, ropes, and animal traps are found here. Cages can be used in cage traps or to transport large animals. Metal cages and chains are also used by the justice system.
 
Various mechanical traps can be found here. The pressure plate is also found here, which has applications beyond traps.
 
Most terrain-altering constructions can be found here, from walls and floors to bridges, ramps, stairs, and more.
 
More complicated buildings from wells to powered machine components to levers and floodgates are found here.
 
Statues can be used to decorate your fortress and add value to your rooms. A statue object must be made at an appropriate workshop first.
 
Certain injuries such as overlapping fractures require advanced medical contraptions like the traction bench for treatment. A traction bench object must be made before it can be placed.
 
The dead are buried in coffins. Coffins must be placed in their own tomb zone in order to work. A coffin object must be made before it can be placed.
 
Citizens that cannot be buried properly can still be memorialized on slabs. Slabs are created and engraved at the stoneworker's shop.
 
Chests and coffers are used in personal bedrooms for storing non-clothing objects. They are also used in some zone-based locations like taverns, hospitals, and libraries for storing useful materials. A box object must be made before it can be placed.
 
Cabinets are used in personal bedrooms for storing clothing objects. A cabinet object must be made before it can be placed.
 
Chairs are required for offices to function, and a chair next to a table is the preferred dining arrangement. A chair/throne object must be made before it can be placed.
 
Tables are required for dining. A chair should be placed adjacent to the table. A table object must be made before it can be placed.
 
Bridges can be used to span open spaces or placed above water or magma. Bridges can be connected to levers and raised to block access.
 
Paved roads use less materials than constructed floors and can be used to stop plants from growing over wagon trails.
 
Doors can be used along with walls to enclose rooms, which is especially important when placing multiple zones at once. Doors can also be forbidden or attached to levers to control movement in the fort.
 
Hatches can be placed at the tops of stairwells or above ramps to control movement in the fort when they are forbidden or attached to levers.
 
These ornamental objects increase the value of rooms in which they are placed. An offering place object must be made before it can be placed.
 
Large instruments must be placed in taverns or temples before they will be used. These instruments must be assembled at a workshop first.
 
Codices and scrolls in your library can be stored in bookcases. A bookcase object must be made before it can be placed.
 
Your most valuable objects can be placed for display in rooms to increase their value and to entertain passing citizens. A pedestal or display case must be made before it can be placed.
 
Bake clay objects here, as well as a few other useful materials. Clay can also be collected here if you have a clay collection zone. All tasks require fuel aside from clay collection.
 
You can make a variety of objects using three different types of glass. You can also collect sand in bags from a task originating here, if you have a sand collection zone. Magma below the furnace will power tasks. You are responsible for placing the furnace above the magma, but no other fuel is required.
 
Make sugar, flour, and various useful slurries here. Powered version of the quern. Must be hooked to a windmill or water wheel to function.
 
You can make a variety of objects using three different types of glass. You can also collect sand in bags from a task originating here, if you have a sand collection zone. Glassmaking requires fuel.
 
Make sugar, flour, and various useful slurries here. Tasks are completed very slowly compared to the powered millstone.
 
Capture and train small animals here. Requires animal traps.
 
Cook meals here. You can also render fat into tallow.
 
Process plants and work with livestock here. Milk and shear animals, make cheese, and spin thread.
 
Keep a colony of insects at your hives. A wild colony must be collected after the hive is placed, or a colony can be split from an existing hive colony.
 
Your citizens need a comfortable place to sleep. A bed object must be made at the carpenter's shop before it can be placed.
 
Plant crops at the farmplot. You will need seeds or spawn and must select crops by season. Crops can be fertilized with potash. Soil is richer deeper underground.
 
When placed, a female bird will claim the box and start laying eggs, if one is available.
 
Make metal bars from ore here. Can also refine coal into usable fuel or make alloys. All tasks require fuel.
 
Make charcoal and ash from wood here. Does not require fuel.
 
Bake clay objects here, as well as a few other useful materials. Clay can also be collected here if you have a clay collection zone. Magma below the kiln will power tasks. You are responsible for placing the kiln above the magma, but no other fuel is required.
 
Make metal bars from ore here. Can also refine coal into usable fuel or make alloys. Magma below the smelter will power tasks. You are responsible for placing the smelter above the magma, but no other fuel is required.
 
Rollers move minecarts on tracks without the need for a citizen to push or guide the minecart.
 
A chain can be placed for use in the justice system or for the restraint of an animal.
 
Horizontal axles transfer power on the same elevation. Horizontal axles can be east-west or north-south.
 
Vertical axles transfer power between two adjacent elevations.
 
Place the windmill aboveground to generate power for machines, such as the millstone or screw pump. Not all areas have strong winds.
 
Use the gear assembly to connect axles and machinery together. Gear assemblies can be disengaged temporarily by linking them to levers.
 
Use a screw pump to move liquids upward from the elevation below the pump to the same elevation as the pump.
 
Place the water wheel above flowing water to generate power for machines, such as the millstone or screw pump.
 
Weapon traps use a weapon or trap component to strike intruders. Can be used with ranged weapons and loaded with ammo. Can use multiple weapons at once.
 
Cage traps capture intruders in cages. Must be loaded with a cage.
 
Pressure plates, like levers, are used with machines, doors, floodgates, bridges, cages, and other structures to change their state. The trigger for pressure plates can be set by creature weight, fluid, or minecart passage.
 
Stone-fall traps drop a stone on intruders. Must be loaded with boulders.
 
Track stops are used in conjunction with the hauling menu. They can also be used to add friction to minecart tracks.
 
Levers are used with machines, doors, floodgates, bridges, cages, and other structures to change their state.
 
Cages can be used to contain an animal, and metal cages can be used by the justice system. Glass cages can be filled with water and used as aquariums.
 
Animal traps can be placed in the wild and baited with meat, plants, or gems, in order to catch small creatures.
 
This ornamental construction can enhance the value of rooms. Three cut gem objects must be made at a jeweler's shop before it can be placed.
 
Supports will stop cave-ins in the rare event you completely detach a piece of your fortress. Otherwise, they are ornamental.
 
Blocks creatures but allows the passage of fluids and items. Can be built over empty spaces, stairs, ramps, or above liquids. Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly. Bars can be connected to levers.
 
This ornamental construction can enhance the value of rooms. A window object must be made at a glass furnace before it can be placed.
 
Blocks creatures but allows the passage of fluids and items. Can be built over empty spaces, stairs, ramps, or above liquids. Grates unlike bars have a quality and enhance the value of rooms. Grates can be connected to levers.
 
Blocks creatures but allows the passage of fluids and items. Can be built on any floor. Bars unlike grates do not have a quality and so do not enhance the value of rooms significantly. Bars can be connected to levers.
 
Dirt roads do not require materials, but the dirt road may quickly be overgrown by plants.
 
Blocks creatures but allows the passage of fluids and items. Can be built on any floor. Grates unlike bars have a quality and enhance the value of rooms. Grates can be connected to levers.
 
Place the well in an open space above water to provide a relatively safe area for your citizens to draw water. Requires mechanisms, blocks, a chain or rope, and a bucket.
 
Use floodgates to control the flow of fluids between spaces in your fortress. Must be attached to a lever or pressure plate to function. Requires a floodgate object to be built before it can be placed.
 
Fortifications block creature movement but allow projectiles through. Soldiers near fortifications are reasonably safe from incoming projectiles. Requires boulder, block, or wood.
 
Use minecart tracks in conjunction with the hauling menu.
 
You can build a ramp next to a wall to provide access to the floor above. The space above the ramp must also be empty. Requires boulder, block, or wood.
 
You can build staircases to connect different elevations. Staircases must span at least two elevations. Requires boulder, block, or wood.
 
You can build walls aboveground, in caverns, or in spaces you have mined out in order to block the passage of creatures, objects, and fluids. Requires boulder, block, or wood.
 
You can place floors for functional reasons or to enhance the appearance of the fortress. Requires boulder, block, or wood.
 
a swarm of
 
Miasma
 
a colony of
 
 
  - mine rock underground
 
  - mine rock underground
 
  - mine rock or chop trees
 
  - mine rock or chop trees
Lava Mist
+
A Fire
 +
Stagnant salt water [
 +
Stagnant water [
 +
Salt water [
 +
Water [
 +
Magma [
 +
Lava [
 +
A Web
 +
A Campfire
 +
A spattering of
 +
A smear of
 +
A pool of
 +
A dusting of
 +
A small pile of
 +
A pile of
 +
Item Cloud
 +
An Ocean Wave
 +
Sea Foam
 +
Magma Mist
 +
Lava Mist
 
  vapor
 
  vapor
Sea Foam
+
Smoke
Magma Mist
+
Floor (remembered)
Item Cloud
+
Open air (remembered)
An Ocean Wave
+
Blood of the living (sensed)
Add or remove fluids.
+
many
Add water to the arena.
+
a swarm of
A catapult fires a boulder in one of the four cardinal directions. The operator can adjust the aim slightly.
+
Miasma
  Create a creature to place in the arena.
+
Steam
  Ornamental. Demanded by some nobles.
+
We will gladly do as you ask and strengthen our bonds of friendship.
  A ballista fires a ballista arrow in one of the four cardinal directions. The operator can adjust the aim slightly.
+
Sadly, we do not possess this objectBest of luck in your search.
  Upright weapons are a nasty place for intruders to fall upon. Can also be linked to levers or pressure plates to raise them into intruders.
+
Give up this childish errand. We do not part with our treasures lightly.
Archery targets are used in archery range zones for training archers.
+
Your claim is worthless hereTrade your lives if you must.
- make at a workshop first
+
I hear the callLet us stop this war.
- chop down trees
+
We will drown out the call with the screams of your dyingBegone.
Create a tree to place in the arena.
+
I can scarcely believe this good news! I have some recommendations.
  Change the weather, temperature, and time.
+
Flattering, but we'd rather maintain our distance from the homeland.
  Add mud to the arena.
+
/yours or companion's
Remove fluids and spatter from the arena.
+
You can recenter on certain announcements. Right click to close.
  Add magma to the arena.
+
No recommendations available
Add snow to the arena.
+
No positions available
unintelligible
+
Abort
right
+
/NE
 +
/NW
 +
/SE
 +
/SW
 +
Track/Spoor
 +
Track/Spoor:
 +
broken vegetation
 
  print
 
  print
 
  imprint
 
  imprint
Track/Spoor:
+
unintelligible
broken vegetation
+
entertaining citizens and visitors.
/yours or companion's
+
soldiering.
A pile of
+
study.
A Fire
+
sanctuary.
A dusting of
+
wishes to join
A small pile of
+
desires citizenship.
A smear of
+
as a citizen of
A pool of
+
has many worshippers in
A Campfire
+
loss of life.
A spattering of
+
Do you approve this request?
Lava [
+
Approve
Track/Spoor
+
wishes to reside in
Magma [
+
wishes to reside here
Salt water [
+
for the purpose of
Water [
+
eradicating monsters.
Stagnant salt water [
+
Citizenship of
Stagnant water [
+
A Priest for  
Status of
+
A Guildhall for  
Citizenship of
+
A High Priest for  
There are no petitions that need your attention.
+
A Grand Guildhall for  
Parley with
+
Some corrupt data
We cannot stop production just because of your quaint sensibilities.
+
wishes to parley
You do not have an official capable of handling these matters.
+
in order to avert
Our needs exceed your allowances. Relax. They're only trees.
+
We can abide by this. Let us work toward mutual co-existence.
We can grant this request. Let's discuss the specifics, though...
+
Our needs exceed your allowancesRelaxThey're only trees.
in order to avert
+
We can grant this requestLet's discuss the specifics, though...
loss of life.
+
We cannot stop production just because of your quaint sensibilities.
Some corrupt data
+
There are no petitions that need your attention.
wishes to parley
+
Parley with  
A High Priest for
+
Status of  
A Grand Guildhall for
+
[B]Pass this treasure into our possession, and we shall depart in peace.
A Priest for
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I don't know very much about the outside worldI wish I had more to tell you.
A Guildhall for
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: There is much to share...  (Information added to Civilizations/World Info)
Make requests for next year's caravan. They'll charge more for these items.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The world is the same as ever.
We will gladly do as you ask and strengthen our bonds of friendship.
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Peace is calling out to us. How do you respond?
No positions available
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It's such a pleasant place you've carved out for yourselves...
Elevate whom?
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss the state of our current agreements...
No recommendations available
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss what we are willing to offer for your
You can recenter on certain announcements. Right click to close.
+
  I've already searched in
Select a report to view the full text. Right click to close.
+
  I can only rest when I've brought the prize safely to
Flattering, but we'd rather maintain our distance from the homeland.
+
[B]Play your role in this noble quest and become legendary!
We can abide by this. Let us work toward mutual co-existence.
+
is the symbol of
We will drown out the call with the screams of your dying. Begone.
+
our people
  I can scarcely believe this good news! I have some recommendations.
 
  Your claim is worthless here. Trade your lives if you must.
 
I hear the call. Let us stop this war.
 
  Sadly, we do not possess this object. Best of luck in your search.
 
Give up this childish errand. We do not part with our treasures lightly.
 
has many members here
 
with the hall designated for a
 
with the new position appointed by you.
 
has many members in
 
a temple and priest
 
The location must be built and furnished,
 
and now requires
 
a temple complex and high priest
 
I've boldly searched
 
I've already searched in
 
My epic journey began
 
I've searched nearly the whole world over.
 
is sought by
 
, and I aim to return it home.
 
guild.
 
meets with
 
eradicating monsters.
 
entertaining citizens and visitors.
 
wishes to reside here
 
for the purpose of
 
wishes to reside in
 
Do you approve this request?
 
Approve
 
has many worshippers in
 
has many worshippers here
 
desires citizenship.
 
as a citizen of
 
sanctuary.
 
wishes to join
 
soldiering.
 
study.
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Well then, we have finalized the import agreement. Feel free to go over the documents.[B]
 
  requested, priced at
 
%. [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The Mountainhomes have some need of the same goods you have requested, sadly, so there is no export agreement to be had. We will still try to fill your needs as best we can.
 
% and
 
  % respectively. [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
 
A need for [C:6:0:1]
 
[C:VAR:MEETING:ACTOR]is expected, and if you are able to provide some, the caravan will offer
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You continue to impress! I have come empowered to elevate this land in the eyes of our realm.
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: We can part with at most
 
Can you imagine the trade wagons? Of course, there are responsibilities, and the nobility must live well.[B]
 
Do you have anyone suitable to recommend for elevation?
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:
 
Merit deserves a reward, and I come empowered to establish this colony as an official land of our realm.[B]
 
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Remember, trade agreements strengthen bonds. Please consider an import agreement next year.
 
is a sacred relic of our people.
 
[B]Pass this treasure into our possession, and we shall depart in peace.
 
 
  is an heirloom of our people.
 
  is an heirloom of our people.
 
  is the property of our people.
 
  is the property of our people.
  is the symbol of
+
  is a sacred relic of our people.
our people
+
with the hall designated for a
I can only rest when I've brought the prize safely to
+
  guild.
[B]Play your role in this noble quest and become legendary!
+
  meets with
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss what we are willing to offer for your
+
, and I aim to return it home.
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: It's such a pleasant place you've carved out for yourselves...
+
  My epic journey began
  [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Let's discuss the state of our current agreements...
+
  I've searched nearly the whole world over.
  [C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The world is the same as ever.
+
  I've boldly searched
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Peace is calling out to us. How do you respond?
+
has many worshippers here
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: I don't know very much about the outside world. I wish I had more to tell you.
+
and now requires
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: There is much to share... (Information added to Civilizations/World Info)
+
a temple complex and high priest
always (at least 0%)
+
a temple and priest
when empty
+
The location must be built and furnished,
immediately
+
with the new position appointed by you.
in 1 day
+
has many members in
You have no vehicles.
+
has many members here
desired items
+
  And beware.
any items
+
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: We can part with at most  
when full
 
always (at most 100%)
 
I will try to return next year as I am able.
 
And beware.
 
we are willing to ask that you cap your tree-fells at
 
until we next meet.
 
We elves are partial in particular to the trees in the forests surrounding your lands.
 
Although we are loath to spare a single branch to your senseless slaughter,
 
 
  trees, butcher.
 
  trees, butcher.
Whatever possessed you to brave these wilds, where our animal friends are even larger than your kind than usual, we do not know. But know that this land is sacred to us, these trees more than any others.
+
Whatever possessed you to brave these wilds, where our animal friends are even larger than your kind than usual, we do not know. But know that this land is sacred to us, these trees more than any others.
  Set conditions for
+
We elves are partial in particular to the trees in the forests surrounding your lands.
  (Vehicle moved to next stop if any condition triggered.)
+
  Although we are loath to spare a single branch to your senseless slaughter,
  Choose a vehicle for
+
we are willing to ask that you cap your tree-fells at
  Inaccessible from first stop
+
until we next meet. 
 +
I will try to return next year as I am able.
 +
requested, priced at
 +
%[R]
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Remember, trade agreements strengthen bonds.  Please consider an import agreement next year.
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]:
 +
Merit deserves a reward, and I come empowered to establish this colony as an official land of our realm.[B]
 +
Can you imagine the trade wagons? Of course, there are responsibilities, and the nobility must live well.[B]
 +
Do you have anyone suitable to recommend for elevation?
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: You continue to impress!  I have come empowered to elevate this land in the eyes of our realm.
 +
  A need for [C:6:0:1]
 +
[C:VAR:MEETING:ACTOR]is expected, and if you are able to provide some, the caravan will offer
 +
% and
 +
% respectively.  [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
 +
%. [C:4:0:1]This export agreement only applies to trades next year, not with any merchants currently present.
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: The Mountainhomes have some need of the same goods you have requested, sadly, so there is no export agreement to be had. We will still try to fill your needs as best we can.
 +
[C:VAR:MEETING:ACTOR][VAR:NATIVENAME:MEETING:ACTOR]: Well then, we have finalized the import agreement.  Feel free to go over the documents.[B]
 +
50%
 +
75%
 +
when full
 +
always (at most 100%)
 +
desired items
 +
any items
 +
immediately
 +
in 1 day
 +
days
 +
always (at least 0%)
 +
when empty
 +
  25%
 +
VACANT
 +
Throne Room/Office
 +
Export of
 +
Choose symbols for the position holder to carry or wear.
 +
No relevant skills
 +
Leave Vacant
 +
  (traveling)
 +
DRINK_MAT
 +
Stone use
 +
Standing orders
 +
Right panel
 +
highest precision
 +
high precision
 +
The stockpile records are
 +
Your bookkeeper needs to work in an office to improve precision
 +
Members of the nobility have required rooms and can make demands. They cannot be reassigned.
 +
% updated toward the next precision level.
 +
Administrators handle various aspects of your fortress and can be reassigned. Many administrators also require rooms.
 +
77 -> 77  777 -> 780  7777 -> 7800  77777 -> 78000
 +
77 -> 80  777 -> 800  7777 -> 8000  77777 -> 80000
 +
77 -> 77  777 -> 777  7777 -> 7777  77777 -> 77780
 +
77 -> 77  777 -> 777  7777 -> 7780  77777 -> 77800
 +
Your bookkeeper has done enough work to attain
 +
All counts accurate
 +
medium precision
 +
low precision
 
  Prohibited
 
  Prohibited
Export of
+
Make
Dining Room
+
Low Precision
Throne Room/Office
+
Lowest Precision
armor stand
+
High Precision
weapon rack
+
Medium Precision
cabinet
+
Stocks amount display:  
77 -> 77 777 -> 780 7777 -> 7800 77777 -> 78000
+
Highest Precision
77 -> 80 777 -> 800 7777 -> 8000 77777 -> 80000
+
Automatically collect webs
Stocks amount display:
+
Use any cloth
Highest Precision
+
Slaughter any marked animal
High Precision
+
No automatic web collection
Medium Precision
+
Automatically butcher carcasses
Low Precision
+
No automatic slaughter
Lowest Precision
+
Automatically clean fish
Needs:
+
No automatic butchery
VACANT
+
Automatically weave dyed thread
(traveling)
+
Automatically weave all thread
Leave Vacant
+
Use only dyed cloth
Choose symbols for the position holder to carry or wear.
+
No automatic weaving
Hauling
+
Filter box
Automated workshops
+
Brew
Nobody can be assigned.
+
Cook
Nobody does this
+
You have no appropriate ingredients.
Only selected do this
+
No Ingredients
Everybody does this
+
Only selected do this
You have no work details.
+
Everybody does this
Add new work detail
+
Custom Detail  
Automatically collect webs
+
Nobody does this
Use any cloth
+
Add new work detail
Use only dyed cloth
+
Custom Detail
No automatic weaving
+
Workers ignore refuse
Automatically weave dyed thread
+
Workers gather refuse
Automatically weave all thread
+
Workers ignore outdoor refuse
Chores
+
Workers gather outdoor refuse
Sieges and forbidding
+
Workers ignore outdoor vermin remains
highest precision
+
Workers gather outdoor vermin remains
high precision
+
Workers save corpses
medium precision
+
Workers dump corpses
low precision
+
Workers ignore furniture
Your bookkeeper has done enough work to attain
+
Workers gather furniture
All counts accurate
+
Workers ignore bodies
77 -> 77 777 -> 777 7777 -> 7777 77777 -> 77780
+
Workers gather bodies
77 -> 77 777 -> 777 7777 -> 7780 77777 -> 77800
+
Workers ignore minerals
Custom Detail
+
Workers gather minerals
Custom Detail
+
Workers ignore wood
DRINK_MAT
+
Workers gather wood
Administrators handle various aspects of your fortress and can be reassigned. Many administrators also require rooms.
+
Do not automate smelter
Members of the nobility have required rooms and can make demands. They cannot be reassigned.
+
Automate smelter
% updated toward the next precision level.
+
Do not automate other shops
The stockpile records are
+
Automate other shops
Your bookkeeper needs to work in an office to improve precision
+
Workers ignore animals
Workers ignore furniture
+
Workers gather animals
Workers gather furniture
+
Workers ignore food
Workers ignore food
+
Workers gather food
Workers gather food
+
Automate kitchen
Workers ignore animals
+
No automatic fish cleaning
Workers gather animals
+
Do not automate kitchen
Do not automate other shops
+
Do not automate tannery
Automate other shops
+
Automate tannery
Workers ignore refuse
+
Do not automate kiln
Workers gather refuse
+
Automate kiln
Workers ignore wood
+
Forbid other death items during sieges
Workers gather wood
+
Forbid other death items
Workers ignore minerals
+
Forbid floor/wall cleaning
Workers gather minerals
+
Claim other death items
Workers ignore bodies
+
Allow floor/wall cleaning
Workers gather bodies
+
Forbid floor/wall cleaning during sieges
Automate kitchen
+
Forbid trap cleaning during sieges
No automatic fish cleaning
+
Forbid trap cleaning
Automatically clean fish
+
Claim your dead
No automatic butchery
+
Forbid your dead during sieges
Automatically butcher carcasses
+
Forbid your death items during sieges
No automatic slaughter
+
Forbid your death items
Slaughter any marked animal
+
Forbid other non-hunted dead
No automatic web collection
+
Claim your death items
Do not automate smelter
+
Claim other dead
Automate smelter
+
Forbid other non-hunted dead during sieges
Do not automate kiln
+
Workers save hair and wool
Automate kiln
+
Workers dump hair and wool
Do not automate tannery
+
Workers save other objects
Automate tannery
+
Workers dump other objects
Do not automate kitchen
+
Forbid used ammunition during sieges
Claim your dead
+
Forbid used ammunition
Forbid your dead during sieges
+
Forbid your dead
Forbid your dead
+
Claim used ammunition
Claim used ammunition
+
Workers save skulls
Forbid used ammunition during sieges
+
Workers dump skulls
Forbid used ammunition
+
Workers save bones
Workers save other objects
+
Workers dump bones
Workers dump other objects
+
Workers save shells
Forbid other death items during sieges
+
Workers dump shells
Forbid other death items
+
Workers save skins
Claim other dead
+
Workers dump skins
Forbid other non-hunted dead during sieges
+
Fish only in designated zones
Forbid other non-hunted dead
+
Prefer zones for water drinking
Claim your death items
+
Prefer zones for fishing
Forbid your death items during sieges
+
Announce some job cancellations
Forbid your death items
+
Announce most job cancellations
Workers save skulls
+
Everybody harvests
Workers dump skulls
+
Announce no job cancellations
Workers save corpses
+
Mix similar foods in barrels
Workers dump corpses
+
Only farmers harvest
Workers ignore outdoor vermin remains
+
Drink water only from designed zones
Workers gather outdoor vermin remains
+
Do not mix similar food in barrels
Workers ignore outdoor refuse
+
Claim toppled building items
Workers gather outdoor refuse
+
Forbid toppled building items during sieges
Workers save hair and wool
+
Children do chores
Workers dump hair and wool
+
Forbidding of death objects occurs at time of death.
Workers save skins
+
There are no children
Workers dump skins
+
Children don't do chores
Workers save shells
+
Announce all job cancellations
Workers dump shells
+
to do your chores.
Workers save bones
+
Forbid trap rearming
Workers dump bones
+
Allow trap cleaning
Announce some job cancellations
+
Allow trap rearming
Announce most job cancellations
+
Forbid trap rearming during sieges
Announce all job cancellations
+
Forbid cages from sprung traps during sieges
to do your chores.
+
Forbid cages from sprung traps
There are no children
+
Forbid toppled building items
Children don't do chores
+
Claim cages from sprung traps
Children do chores
+
is selected
Forbidding of death objects occurs at time of death.
+
until commander
Fish only in designated zones
+
somebody first
Prefer zones for water drinking
+
You must appoint
Drink water only from designed zones
+
to create a squad.
Do not mix similar food in barrels
+
You must appoint a
Mix similar foods in barrels
+
Multiple orders
Only farmers harvest
+
Create new squad
Everybody harvests
+
new order
Announce no job cancellations
+
soldiers to follow
Forbid trap rearming
+
Vacant position
Allow trap cleaning
+
At least
Forbid trap cleaning during sieges
+
Assign leader
Forbid trap cleaning
+
Back to squads
Allow floor/wall cleaning
+
Cannot appoint
Forbid floor/wall cleaning during sieges
+
Assign position
Forbid floor/wall cleaning
+
Editing routine
Claim other death items
+
(unnamed orders)
Claim toppled building items
+
Equip/orders only
Forbid toppled building items during sieges
+
Equip/always
Forbid toppled building items
+
Sleep/barracks at will
Claim cages from sprung traps
+
Sleep/room at will
Forbid cages from sprung traps during sieges
+
Minimum number of
Forbid cages from sprung traps
+
Sleep/barracks at need
Allow trap rearming
+
Choose a symbol for the burrow.
Forbid trap rearming during sieges
+
Choose a symbol for the squad.
(unnamed orders)
+
Choose a symbol for the detail.
Done editing
+
Background
Foreground
+
Done editing
Background
+
Military routines
Symbol
+
Add new routine
Choose a symbol for the squad.
+
Routine #
Choose a symbol for the detail.
+
Current month
Choose a symbol for the burrow.
+
Really delete this routine?
soldiers to follow
+
Add/edit routines (columns)
Minimum number of
+
Off duty
Sleep/barracks at need
+
No uniform
Sleep/barracks at will
+
Constant training
Sleep/room at will
+
Staggered training
Equip/orders only
+
Ready
Equip/always
+
's squad
Editing routine
+
change equipment, and
Vegetables, fruit, and leaves
+
member to give orders,
You know of no appropriate stones.
+
assign schedules.
Select to use in non-economic jobs.
+
seleced positions.
Economic uses
+
seleced squads.
Magma-safe
+
Routine:
Stone type
+
No special orders
Economic stone
+
No target
Prefer zones for fishing
+
Equip
Stone use
+
Move: click on the map.
Standing orders
+
Select a squad or squad
You have no appropriate ingredients.
+
Schedule
Permissions
+
New bodywear
Number
+
Confirm and save uniform
Ingredient type
+
New legwear
Meat, fish, and others
+
New headwear
Drinks
+
New footwear
member to give orders,
+
New handwear
Select a squad or squad
+
New weapon
Schedule
+
New shield
Move: click on the map.
+
any material
No target
+
BROKEN
target
+
  (Dye)
Routine:
+
any color
No uniform
+
Position
seleced squads.
+
missing item
seleced positions.
+
(enter name here)
squad.
+
Adding uniform
Choose a uniform for the
+
specific weapon
assign schedules.
+
, weapon
change equipment, and
 
until commander
 
Cannot appoint
 
Assign position
 
Assign leader
 
Back to squads
 
Vacant position
 
At least
 
new order
 
  No special orders
 
Multiple orders
 
Create new squad
 
to create a squad.
 
You must appoint a
 
somebody first
 
You must appoint
 
is selected
 
specific weapon
 
specific shield
 
specific shoes
 
specific gloves
 
specific pants
 
specific helm
 
specific armor
 
Monthly orders
 
BROKEN
 
plant fiber
 
 
  (foreign)
 
  (foreign)
indiv choice, ranged
+
plant fiber
 +
Monthly orders
 +
View monthly schedule
 +
specific helm
 +
specific armor
 +
specific gloves
 +
specific pants
 +
specific shield
 +
specific shoes
 +
No assigned items
 +
Not yet assigned
 +
Mat
 +
Add uniform
 +
Assign uniform
 +
Custom uniform
 +
Update equipment
 +
Uniform worn over clothing
 +
Uniform replaces clothing
 +
Partial matches okay
 +
Exact matches only
 
  indiv choice, melee
 
  indiv choice, melee
, weapon
 
 
  individual choice
 
  individual choice
appointed by
 
's squad
 
Create which squad?
 
Constant training
 
Staggered training
 
Off duty
 
View monthly schedule
 
Add/edit routines (columns)
 
Current month
 
Really delete this routine?
 
Add new routine
 
Routine #
 
Military routines
 
Not yet assigned
 
assigned items
 
 
  indiv choice, ranged
 
  indiv choice, ranged
indiv choice, melee
+
Attempted kidnapping
individual choice
+
Injured party:
Partial matches okay
+
Attempted murder
Exact matches only
+
Unsolved.
Uniform worn over clothing
+
1 witness
Details
+
Convicted:
Custom uniform
+
Unknown convict.
Update equipment
+
Violation of export prohibition
Add uniform
+
Violation of job order
Assign uniform
+
Violation of production order
No assigned items
+
Building destruction
Confirm and save uniform
+
Attempted theft
(enter name here)
+
Conspiracy to alow labor
Adding uniform
+
Disorderly conduct
Position
+
Reported:
missing item
+
No witnesses.
(Dye)
+
Saw  
any color
 
any material
 
Uniform replaces clothing
 
New weapon
 
New shield
 
New footwear
 
New handwear
 
New legwear
 
New headwear
 
New bodywear
 
against
 
Treason
 
Blood-drinking
 
Attempted theft
 
Attempted murder
 
Kidnapping
 
Attempted kidnapping
 
1 witness
 
Disorderly conduct
 
Building destruction
 
Bribery
 
Embezzlement
 
Vandalism
 
Robbery
 
Espionage
 
There are no closed cases.
 
There are no cold cases.
 
Open cases become cold after one year.
 
Violation of production order
 
Violation of export prohibition
 
Violation of job order
 
Conspiracy to alow labor
 
Murder
 
Open cases
 
Closed cases
 
Cold cases
 
Fortress guard
 
Convicts
 
Intelligence
 
There are no open cases.
 
You have not yet appointed any guards.
 
assigned.
 
No cases assigned.
 
Unavailable.
 
Missing.
 
Deceased.
 
Caged.
 
Found the body.
 
Saw that the object was missing.
 
Saw that the object was disturbed.
 
 
  admire the object.
 
  admire the object.
Date:
+
Closed cases
Reported:
+
Cold cases
Desired metal cages and chains in dungeons:
+
Open cases
Unsolved.
+
Cases
Interrogate
+
Implicates:  
Witness:
+
Convict a suspect for this crime.
unknown
+
Saw that the object was missing.
Confessed.
+
Saw that the object was disturbed.
Implicates:
+
Accuses:
Accuses:
+
Found the body.
somebody
+
none assigned
witnesses
+
Padding
No witnesses
+
Officer:
Interview scheduled
+
Convict
Already interviewed
+
Interrogate suspects for wrongdoing.
Convict
+
Interrogate
Injured party:
+
Sort units by how involved they are in the crime.
Convicted:
+
No sentence pending.
Unknown convict.
+
No witnesses
Robbery.
+
  day
Espionage.
 
Treason.
 
Blood-drinking.
 
Attempted theft.
 
Attempted murder.
 
Kidnapping.
 
Attempted kidnapping.
 
Conspiracy to slow labor.
 
Murder.
 
Disorderly conduct.
 
Building destruction.
 
Bribery.
 
  Embezzlement.
 
Vandalism.
 
Theft.
 
Beating.
 
 
  in prison.
 
  in prison.
Officer:
 
none assigned
 
Violation of production order.
 
Violation of export prohibition.
 
Violation of job order.
 
Chained.
 
No working grasps.
 
In combat.
 
Exhausted.
 
Injured.
 
Nobody has been convicted so far.
 
No sentence pending.
 
 
  hammerstrike
 
  hammerstrike
[C:3:0:1]Slightly numb
+
Beating.
[C:4:0:1]Serious fever
+
[C:4:0:1]Serious fever
[C:4:0:1]Moderate fever
+
[C:4:0:1]Moderate fever
[C:4:0:1]Slight fever
+
[C:3:0:1]Partially numb
[C:6:0:1]Extreme pain
+
[C:3:0:1]Slightly numb
[C:6:0:1]Moderate pain
+
[C:6:0:1]Moderate pain
[C:6:0:1]Slight pain
+
[C:6:0:1]Slight pain
[C:6:0:1]Exhausted
+
[C:4:0:1]Slight fever
[C:5:0:1]Severe blood loss
+
[C:6:0:1]Extreme pain
[C:5:0:1]Faint
+
[C:5:0:1]Faint
[C:5:0:1]Moderate blood loss
+
[C:5:0:1]Moderate blood loss
[C:3:0:1]Paralyzed
+
[C:5:0:1]Pale
[C:3:0:1]Partially paralyzed
+
[C:5:0:1]Severe blood loss
[C:3:0:1]Sluggish
+
[C:3:0:1]Sluggish
[C:3:0:1]Completely numb
+
[C:3:0:1]Completely numb
[C:3:0:1]Partially numb
+
[C:3:0:1]Paralyzed
Selected actor:
+
[C:3:0:1]Partially paralyzed
One member
+
Prepared by
members
+
No interrogation reports.
[C:6:0:0]In traction
+
If a crime involves a conspiracy, an interrogation may reveal the plot.
[C:4:0:1]Heavy bleeding
+
Interrogations
[C:4:0:1]Bleeding
+
[C:4:0:1]Heavy bleeding
[C:5:0:1]Pale
+
[C:4:0:1]Bleeding
There is no intelligence information yet.
+
Selected actor:
If a crime involves a conspiracy, an interrogation may reveal the plot.
+
[C:6:0:0]In traction
Interrogations
+
Desired metal cages and chains in dungeons:
Actors
+
Guards List
Organizations
+
Fortress guard
Prepared by
+
Cage/Chain Reqs
No interrogation reports.
+
Intelligence
[C:4:0:1]Vision lost
+
There is no intelligence information yet.
[C:6:0:1]Vision impaired
+
Convicts
[C:7:0:0]Vision somewhat impaired
+
Convict list
[C:6:0:1]Ability to stand lost
+
[C:6:0:1]Vision impaired
[C:6:0:1]Ability to stand somewhat impaired
+
[C:7:0:0]Vision somewhat impaired
[C:6:0:1]Ability to grasp lost
+
[C:7:0:0]Trouble breathing
[C:6:0:1]Ability to grasp somewhat impaired
+
[C:4:0:1]Vision lost
[C:6:0:1]Ability to fly lost
+
[C:6:0:1]Ability to grasp lost
[C:4:0:1]Thirsty!
+
[C:6:0:1]Ability to grasp somewhat impaired
[C:4:0:0]Thirsty
+
[C:6:0:1]Ability to stand lost
[C:5:0:1]Thirsty
+
[C:6:0:1]Ability to stand somewhat impaired
[C:6:0:1]Thirsty
+
[C:4:0:0]Thirsty
[C:4:0:1]Very hungry
+
[C:5:0:1]Thirsty
[C:6:0:1]Hungry
+
[C:1:0:0]Drowsy
[C:4:0:1]Cannot breathe
+
[C:4:0:1]Thirsty!
[C:7:0:0]Trouble breathing
+
[C:6:0:1]Hungry
[C:1:0:1]Drowsy
+
[C:4:0:1]Cannot breathe
[C:5:0:1]Dehydrated
+
[C:6:0:1]Thirsty
[C:1:0:1]Thirsty
+
[C:4:0:1]Very hungry
[C:4:0:1]Starving
+
[C:5:0:1]Dehydrated
[C:6:0:0]Hungry
+
[C:1:0:1]Thirsty
[C:4:0:1]Slumberous
+
[C:4:0:1]Very drowsy
[C:6:0:1]Drowsy
+
[C:1:0:1]Drowsy
[C:1:0:0]Drowsy
+
[C:4:0:1]Slumberous
[C:6:0:1]Over-exerted
+
[C:6:0:1]Drowsy
[C:6:0:1]Tired
+
[C:4:0:1]Starving
[C:3:0:1]Stunned
+
[C:6:0:0]Hungry
[C:3:0:1]Dizzy
+
[C:6:0:1]Tired
[C:1:0:1]Drowning
+
[C:3:0:1]Stunned
[C:7:0:0]Winded
+
[C:6:0:1]Exhausted
[C:2:0:1]Nauseous
+
[C:6:0:1]Over-exerted
[C:4:0:1]Very drowsy
+
[C:7:0:0]Winded
[C:4:0:1].Cut apart
+
[C:2:0:1]Nauseous
[C:4:0:1].Smashed apart
+
[C:3:0:1]Dizzy
[C:4:0:1].Broken apart
+
[C:1:0:1]Drowning
[C:4:0:1].Torn apart
+
[C:4:0:1].Smashed apart
[C:4:0:1].Cut open
+
[C:4:0:1].Broken apart
[C:4:0:1].Smashed open
+
[C:6:0:1].Needs setting
[C:4:0:1].Broken open
+
[C:4:0:1].Cut apart
[C:4:0:1].Torn open
+
[C:4:0:1].Smashed open
[C:6:0:1].Bruised tendon
+
[C:4:0:1].Broken open
[C:6:0:1].Torn ligament
+
[C:4:0:1].Torn apart
[C:6:0:1].Sprained ligament
+
[C:4:0:1].Cut open
[C:6:0:1].Bruised ligament
+
[C:6:0:1].Torn ligament
[C:4:0:1].Compound fracture
+
[C:6:0:1].Sprained ligament
[C:6:0:0].Overlapping fracture (in traction)
+
[C:6:0:1].Strained tendon
[C:4:0:1].Overlapping fracture
+
[C:6:0:1].Bruised tendon
[C:6:0:1].Needs setting
+
[C:6:0:0].Overlapping fracture (in traction)
[C:4:0:1].Major artery torn
+
[C:4:0:1].Overlapping fracture
[C:4:0:1].Artery torn
+
[C:6:0:1].Bruised ligament
[C:4:0:1].Heavy bleeding
+
[C:4:0:1].Compound fracture
[C:4:0:1].Bleeding
+
[C:4:0:1].Artery torn
[C:7:0:1].Motor nerve severed
+
[C:4:0:1].Heavy bleeding
[C:7:0:1].Sensory nerve severed
+
[C:5:0:1].Butchered
[C:6:0:1].Torn tendon
+
[C:4:0:1].Major artery torn
[C:6:0:1].Strained tendon
+
[C:7:0:1].Sensory nerve severed
[C:6:0:1]Ability to fly somewhat impaired
+
[C:6:0:1].Torn tendon
[C:7:0:1]Motor nerve damage
+
[C:4:0:1].Bleeding
[C:7:0:1]Sensory nerve damage
+
[C:7:0:1].Motor nerve severed
[C:7:0:0]No health problems
+
[C:7:0:1]Motor nerve damage
[C:7:0:0]---
+
[C:7:0:1]Sensory nerve damage
[C:5:0:1].Gelded
+
[C:6:0:1]Ability to fly lost
[C:2:0:1].Spilled
+
[C:6:0:1]Ability to fly somewhat impaired
[C:5:0:1].Butchered
+
[C:5:0:1].Gelded
[C:5:0:1].Minor rot
+
[C:2:0:1].Spilled
[C:6:0:0].Serious blistering
+
[C:7:0:0]No health problems
[C:6:0:0].Moderate blistering
+
[C:7:0:0]---
[C:6:0:0].Minor blistering
+
[C:6:0:0].Serious blistering
[C:7:0:1].Extreme pain
+
[C:6:0:0].Moderate blistering
[C:7:0:1].Moderate pain
+
[C:5:0:1].Moderate rot
[C:7:0:1].Minor pain
+
[C:5:0:1].Minor rot
[C:2:0:1].Nausea
+
[C:7:0:1].Moderate pain
[C:6:0:0].Serious freezing
+
[C:7:0:1].Minor pain
[C:6:0:0].Moderate freezing
+
[C:6:0:0].Minor blistering
[C:6:0:0].Minor freezing
+
[C:7:0:1].Extreme pain
[C:6:0:0].Serious condensation
+
[C:6:0:0].Moderate freezing
[C:6:0:0].Moderate condensation
+
[C:6:0:0].Minor freezing
[C:6:0:0].Minor condensation
+
[C:6:0:0].Minor boiling
[C:5:0:1].Advanced rot
+
[C:6:0:0].Serious freezing
[C:5:0:1].Moderate rot
+
[C:6:0:0].Minor condensation
[C:6:0:0].Moderate frost-bite
+
[C:5:0:1].Advanced rot
[C:6:0:0].Minor frost-bite
+
[C:6:0:0].Serious condensation
[C:6:0:0].Serious melting
+
[C:6:0:0].Moderate condensation
[C:6:0:0].Moderate melting
+
[C:6:0:0].Minor frost-bite
[C:6:0:0].Minor melting
+
[C:6:0:0].Serious melting
[C:6:0:0].Serious boiling
+
[C:6:0:0].Serious frost-bite
[C:6:0:0].Moderate boiling
+
[C:6:0:0].Moderate frost-bite
[C:6:0:0].Minor boiling
+
[C:6:0:0].Serious boiling
[C:6:0:0].Dented
+
[C:6:0:0].Moderate boiling
[C:6:0:0].Heavy bruising
+
[C:6:0:0].Moderate melting
[C:6:0:0].Moderate bruising
+
[C:6:0:0].Minor melting
[C:6:0:0].Light bruising
+
[C:6:0:0].Heavy bruising
[C:6:0:0].Serious burn
+
[C:6:0:0].Moderate bruising
[C:6:0:0].Moderate burn
+
[C:4:0:1].Torn open
[C:6:0:0].Minor burn
+
[C:6:0:0].Dented
[C:6:0:0].Serious frost-bite
+
[C:6:0:0].Moderate burn
.[C:6:0:1]Needs traction
+
[C:6:0:0].Minor burn
.[C:6:0:1]Needs immobilization
+
[C:6:0:0].Light bruising
[C:7:0:0]No treatment scheduled
+
[C:6:0:0].Serious burn
[C:7:0:0:]Diagnosed with
+
.[C:6:0:1]Needs traction
[C:7:0:1]Received
+
.[C:6:0:1]Needs immobilization
[C:7:0:1:]Received
+
.[C:6:0:1]Needs setting
[C:7:0:1]Diagnosis required
+
.[C:7:0:0]Needs dressing
[C:7:0:1]Crutch required
+
[C:7:0:1]Received
.[C:5:0:1]Rotten -- inoperable
+
[C:7:0:0]No treatment scheduled
.[C:3:0:1]Needs cleaning
+
[C:7:0:0:]Diagnosed with  
.[C:4:0:1]Needs surgery
+
[C:7:0:1]Diagnosis required
.[C:2:0:1]Needs sutures
+
[C:7:0:1]Crutch required
.[C:6:0:1]Needs setting
+
[C:7:0:0]No evaluated wounds
.[C:7:0:0]Needs dressing
+
[C:7:0:0]No wounds
[C:6:0:1].Moderate swelling
+
.[C:4:0:1]Needs surgery
[C:6:0:1].Minor swelling
+
.[C:2:0:1]Needs sutures
[C:7:0:1].Function totally impaired
+
.[C:5:0:1]Rotten -- inoperable
[C:7:0:1].Partially impaired function
+
.[C:3:0:1]Needs cleaning
[C:7:0:1].Slightly impaired function
+
[C:6:0:1].Minor swelling
[C:7:0:1]Has been sutured
+
[C:7:0:1].Function totally impaired
[C:5:0:1]Infection
+
[C:6:0:1].Extreme swelling
[C:7:0:0]No evaluated wounds
+
[C:6:0:1].Moderate swelling
[C:3:0:1].Dizziness
+
[C:7:0:1]Has been sutured
[C:3:0:1].Paralysis
+
[C:5:0:1]Infection
[C:3:0:1].Partial paralysis
+
[C:7:0:1].Partially impaired function
[C:3:0:1].Some sluggishness
+
[C:7:0:1].Slightly impaired function
[C:3:0:1].Complete numbness
+
[C:3:0:1].Paralysis
  [C:3:0:1].Partial numbness
+
[C:3:0:1].Partial paralysis
  [C:3:0:1].Slight numbness
+
[C:2:0:1].Nausea
  [C:6:0:1].Extreme swelling
+
[C:3:0:1].Dizziness
does not mind being outdoors, at least for a time.
+
[C:3:0:1].Partial numbness
likes working outdoors and grumbles only mildly at inclement weather.
+
[C:3:0:1].Slight numbness
  doesn't really care about anything anymore.
+
[C:3:0:1].Some sluggishness
  is a hardened individual.
+
[C:3:0:1].Complete numbness
  is getting used to tragedy.
+
  does not mind being outdoors, at least for a time.   
  likes
+
  likes working outdoors and grumbles only mildly at inclement weather.
  fabric
+
  and really wants a drink
  [C:0:0:1]-
+
  and is starting to work slowly due to its scarcity
[C:7:0:0]No medical history
+
  is getting used to tragedy.
needs alcohol to get through the working day
+
  likes  
and can't even remember the last time
+
  doesn't really care about anything anymore. 
 +
  is a hardened individual. 
 +
[C:0:0:1]-                     
 +
[C:7:0:0]No medical history
 +
[C:7:0:1]Brought to rest
 +
[C:3:0:1]Cleaned
 
  had some
 
  had some
 
  and has gone without a drink for far, far too long
 
  and has gone without a drink for far, far too long
  and really wants a drink
+
  needs alcohol to get through the working day
  and is starting to work slowly due to its scarcity
+
  and can't even remember the last time
 
  amputated
 
  amputated
Rotten tissue excised from
+
Rotten tissue excised from  
[C:6:0:1]Had
+
[C:4:0:1]Compound fracture of
[C:6:0:1]Placed in traction
+
[C:6:0:1]Placed in traction
[C:7:0:1]Evaluated
+
[C:7:0:1]Evaluated
[C:7:0:1]Brought to rest
+
[C:6:0:1]Had
[C:3:0:1]Cleaned
+
[C:6:0:1]Received  
[C:6:0:1]Received
+
  splint on  
  splint on
+
[C:7:0:1:]Received  
dressing on
+
  sutures on  
[C:4:0:1]Received
+
[C:4:0:1]Bleeding stopped
  sutures on
+
  dressing on
[C:4:0:1]Bleeding stopped
+
[C:4:0:1]Received
  [C:4:0:1]Compound fracture of
+
distracted by unmet needs
repaired
+
unfocused by unmet needs
distracted by unmet needs
+
somewhat focused with satisfied needs
unfocused by unmet needs
+
badly distracted by unmet needs
untroubled by unmet needs
+
level-headed
unfettered
+
untroubled
level-headed
+
untroubled by unmet needs
untroubled
+
unfettered
not distracted
+
unknown item
unfocused
+
  absolutely detests  
unknown item
+
unknown powder
  absolutely detests
+
unknown cheese
[C:2:0:0]
+
very focused with satisfied needs
Overall,
+
quite focused with satisfied needs
very focused with satisfied needs
+
Overall,
quite focused with satisfied needs
+
unknown fish
somewhat focused with satisfied needs
+
unknown plants
badly distracted by unmet needs
+
  prefers to consume
unknown fish
+
unknown meat
unknown plants
+
unknown seeds
  unknown drink
+
unknown leaves
unknown liquid
+
unknown drink
unknown seeds
+
unknown liquid
unknown leaves
+
  for their  
unknown powder
+
the color  
unknown cheese
+
the sight of  
  for their
+
When possible,  
the color
+
the sound of
the words of
+
after being unable to hear eloquent speech
the sound of
+
after upholding tradition
the sight of
+
after being away from friends
When possible,
+
after hearing eloquent speech
prefers to consume
+
after a lack of introspection
unknown meat
+
after making merry
after being unable to hear eloquent speech
+
after being away from traditions
after upholding tradition
+
after self-examination
after being away from traditions
+
after leading an unexciting life
after self-examination
+
after learning something
after a lack of introspection
+
after doing nothing creative
after making merry
+
after doing something exciting
after being unable to make merry
+
after being away from family
after practicing a craft
+
after being with friends
after leading an unexciting life
+
after not learning anything
after learning something
+
after being with family
after not learning anything
+
after being unable to pray
after being with family
+
after staying occupied
after being away from family
+
after communing with
after being with friends
+
after meditation
after being away from friends
+
after being unable to admire art
after hearing eloquent speech
+
after doing something creative
after being unable to pray
+
after being unoccupied
after staying occupied
+
after admiring art
after being unoccupied
+
badly distracted
after admiring art
+
not distracted
after being unable to admire art
+
unfocused
after doing something creative
+
after drinking
after doing nothing creative
+
after being kept from alcohol
after doing something exciting
+
after spending time with people
distracted
+
after being away from people
badly distracted
+
after being unable to be extravagant
after spending time with people
+
after wandering
after being away from people
+
after being unable to argue
after drinking
+
after being extravagant
after being kept from alcohol
+
after being unable to help anybody
after communing with
+
after thinking abstractly
after meditation
+
after being unable to wander
after being unable to be extravagant
+
after helping somebody
after wandering
+
after a lack of decent meals
after being unable to wander
+
after fighting
after helping somebody
+
after being unable to acquire something
after being unable to help anybody
+
after eating a good meal
after thinking abstractly
+
after a lack of trouble-making
after a lack of abstract thinking
+
after arguing
[C:7:0:1]Time before time
+
after being unable to fight
after a lack of decent meals
+
after causing trouble
after fighting
+
after being unable to make romance
after being unable to fight
+
after seeing animals
after causing trouble
+
after being unable to take it easy
after a lack of trouble-making
+
after making romance
after arguing
+
after being away from great beasts
after being unable to argue
+
after acquiring something
after being extravagant
+
after being away from animals
after being unable to make romance
+
after seeing a great beast
after seeing animals
+
after being unable to practice a craft
after being away from animals
+
after practicing a martial art
after seeing a great beast
+
after being unable to make merry
after being away from great beasts
+
after practicing a craft
after acquiring something
+
after being unable to practice a skill
after being unable to acquire something
+
after taking it easy
after eating a good meal
+
after being unable to practice a martial art
after being unable to practice a craft
+
after practicing a skill
after practicing a martial art
+
greedier
after being unable to practice a martial art
+
less greedy
after practicing a skill
+
more prone to stress
after being unable to practice a skill
+
more resilient
after taking it easy
+
more likely to brawl
after being unable to take it easy
+
less likely to fight
after making romance
+
less temperate
greedier
+
more temperate
less greedy
+
more angry
less temperate
+
less angry
more temperate
+
more depressed
more likely to brawl
+
less depressed
less likely to fight
+
more lustful
more stubborn
+
less lustful
less stubborn
+
more anxious
more angry
+
less anxious
less angry
+
more hateful
more anxious
+
slower to hate
less anxious
+
quicker to love
more lustful
+
slower to love
less lustful
+
more cheerful
more prone to stress
+
less cheerful
more resilient
+
more envious
more hateful
+
less envious
slower to hate
+
[C:2:0:1]Spring
more envious
+
[C:6:0:1]Summer
less envious
+
after a lack of abstract thinking
more cheerful
+
[C:7:0:1]Time before time
less cheerful
+
  [C:5:0:1]
more depressed
+
Became
less depressed
+
[C:4:0:1]Autumn
[C:2:0:1]Spring
+
[C:3:0:1]Winter
[C:6:0:1]Summer
+
more vengeful
[C:4:0:1]Autumn
+
less vengeful
[C:3:0:1]Winter
+
more zany
[C:5:0:1]
+
more humorless
Became
+
more cruel
quicker to love
+
more merciful
slower to love
+
more proud
more vengeful
+
less proud
less vengeful
+
more ambitious
more proud
+
less ambitious
less proud
+
more vain
more cruel
+
less vain
more merciful
+
more extravagant
more single-minded
+
more austere
more scatterbrained
+
more gracious
more ambitious
+
less gracious
less ambitious
+
less reliant on advice
more gracious
+
less disdainful of advice
less gracious
+
more polite
more extravagant
+
more rude
more austere
+
more confident
more zany
+
less confident
more humorless
+
more fearless
less reliant on advice
+
more fearful
less disdainful of advice
+
more industrious
more fearless
+
less wasteful
more fearful
+
more stubborn
more confident
+
less stubborn
less confident
+
less quarrelsome
more vain
+
more quarrelsome
less vain
+
more prone to discord
more industrious
+
less prone to discord
less wasteful
+
more orderly
more prone to discord
+
less orderly
less prone to discord
+
less cautious
less quarrelsome
+
more cautious
more quarrelsome
+
more gregarious
more polite
+
more of a loner
more rude
+
more trusting
more orderly
+
less trusting
less orderly
+
more swayed by others' emotions
more trusting
+
less swayed by others' emotions
less trusting
+
more emotionally obsessive
more gregarious
+
more emotionally distant
more of a loner
+
more dutiful
more overbearing
+
less dutiful
less assertive
+
more altruistic
more swayed by others' emotions
+
less altruistic
less swayed by others' emotions
+
more of a perfectionist
more altruistic
+
less attentive to details
less altruistic
+
more private
more dutiful
+
less private
less dutiful
+
more tolerant
less cautious
+
less tolerant
more cautious
+
more obstinate
more of a perfectionist
+
more acquiescing
less attentive to details
+
more hopeful
more obstinate
+
less hopeful
more acquiescing
+
more single-minded
more tolerant
+
more scatterbrained
less tolerant
+
more bashful
more emotionally obsessive
+
more shameless
more emotionally distant
+
more curious
more hopeful
+
less curious
less hopeful
+
more artistically inclined
more curious
+
less artistically inclined
less curious
+
more inclined to the abstract
more bashful
+
less inclined to the abstract
more shameless
+
disdain  
more private
+
Learned to  
less private
+
  and learned to
tradition
+
value
artwork
+
more frenetic
cooperation
+
more leisurely
independence
+
more overbearing
stoicism
+
less assertive
introspection
+
more prone to flights of fancy
self-control
+
more fact-oriented
tranquility
+
more of a thrill-seeker
family
+
inclined to avoid excitement
friendship
+
craftsmanship
cunning
+
tavern keeper
eloquence
+
I wish to become a
fairness
+
bone doctor
decorum
+
surgeon
more artistically inclined
+
diagnostician
less artistically inclined
+
  I am sort of confused.
and learned to
+
  I am a little confused.
value
+
  There will be no rest for the enemy.
disdain
+
  The enemy will be driven off.
Learned to
+
. What do you command?
  loyalty
+
I am very confused.
more frenetic
+
I am confused.
more leisurely
+
  The task is accomplished.
more of a thrill-seeker
+
I am your loyal  
inclined to avoid excitement
+
  The need for my task seems to have passed.
more prone to flights of fancy
+
have been driven from
more fact-oriented
 
more inclined to the abstract
 
less inclined to the abstract
 
perseverance
 
leisure time
 
commerce
 
romance
 
nature
 
knowledge
 
harmony
 
merriment
 
craftsmanship
 
martial prowess
 
hard work
 
sacrifice
 
competition
 
scholar
 
performer
 
diagnostician
 
doctor
 
bone doctor
 
surgeon
 
monster slayer
 
mercenary
 
I am sort of confused.
 
I am a little confused.
 
I am very confused.
 
I am confused.
 
  . What do you command?
 
Commendable! Your loyalty and bravery cannot be denied.
 
tavern keeper
 
I wish to become a
 
The task is accomplished.
 
I am your loyal
 
 
  will be slain.
 
  will be slain.
 
  is dead!
 
  is dead!
The need for my task seems to have passed.
+
Will you have me as
  have been driven from
+
I would be honored if you would become a  
There will be no rest for the enemy.
+
You can no longer be a  
The enemy will be driven off.
+
I am sorryThere is no room for you here.
What happened?
+
I hate you.
I don't remember clearly.
+
I would be honored to serve as a
I would be honored if you would become a
+
I'm kicking you out of  
You can no longer be a
+
Gladly.  You are now one of my
I would be honored to serve as a
+
I am sorry.  I do not think there is room for me.
. Will you have me as
+
Gladly. I will be your
  Please help me!
+
Welcome to
Come with me and I'll bring you to safety.
+
.  Can I perform with you?
Intruder!
+
I would love to join  
I hate you.
+
I'll need to see something impressive before I consider it.
I'm leaving
+
Yes! It'll be great to perform with you.
I'm kicking you out of
+
? The troupe could use your talent.
Gladly. I will be your
+
Would you like to join  
I cannot accept this honor. I am sorry.
+
.  Will you have me?
  You are not worthy of such an honor yet. I am sorry.
+
monster slayer
  I am sorry. I do not think there is room for me.
+
  here. Make us proud!
  I am sorry. There is no room for you here.
+
Yes, you'd make a fantastic  
Gladly. You are now one of my
+
. Will you have us?
  . Can I perform with you?
+
  be made
I would love to join
+
the beast
You just aren't good enough yet, but you should keep performing.
+
the occupation
  Welcome to
+
armies on the march
  ? The troupe could use your talent.
+
the fighting
Would you like to join
+
the death
I'm sorry, but I can't join the troupe.
+
occupations
  Yes! It'll be great to perform with you.
+
the abduction
. Will you have me?
+
the army on the march
scribe
+
Don't talk to me.
  be made
+
  we've got  
  I ask that
+
Well, let's see...
Yes, you'd make a fantastic
+
. I know why you have come.
  . Will you have us?
+
Murderer!
  I'll need to see something impressive before I consider it.
+
The enemy!
here. Make us proud!
+
Vile creature!
the beast
+
Intruder!
beasts
+
The dead!
bandits
+
Ahhh...
criminals
+
Gwargh!
bone-chilling horror
+
I must obey the master!
skulking vermin
+
It's not my problem.
open war
+
They must be stopped by any means at our disposal.
ruffians
+
Now we will live under  
the fighting
+
  I hope you find what you are seeking here.
law-breaking
+
We are in the right in all matters.
the army on the march
+
I don't know anything else about them.
armies on the march
+
This is the life for me.
the abduction
+
It was inevitable.
abductions
+
Please guide me to you.
the occupation
+
Please guide me to myself.
occupations
+
Please guide me to  
Behold, mortal. I am
+
Can you tell me where I can find
Don't talk to me.
+
  I'm returning on my own.
. I know why you have come.
+
  We were going to entertain the world! It's a shame, but I'll have to make my own way now.
a divine being
+
  I'm giving up on this hopeless venture.
we've got
+
We can no longer travel together.
Well, let's see...
+
What do you think of me?
  the death
+
I give to you this fine beast,  
deaths
+
I deign to favor you with my little pretty,  
The enemy!
+
Can you tell me where I can find you?
Vile creature!
+
Can you tell me where I can find myself?
I must obey the master!
+
What can you tell me about  
Murderer!
+
What can you tell me about yourself?
Ahhh...
+
I've forgotten what trouble it was...
Gwargh!
+
the missing treasure
Get away from me!
+
brewing trouble with our neighbors
The dead!
+
the brewing trouble
They must be stopped by any means at our disposal.
+
the open war
Now we will live under
+
the ruffians
It was inevitable.
+
the bone-chilling horror
It's not my problem.
+
How may I serve
I don't know anything else about them.
+
I am on a mission from
This is the life for me.
+
How's life here?
It's for the best.
+
How have things been?
We are in the right in all matters.
+
the abductions
Please guide me to myself.
+
the law-breaking
Please guide me to
+
the deaths
We can no longer travel together.
+
the skulking vermin
Please guide me to you.
+
the bandits
We were going to entertain the world! It's a shame, but I'll have to make my own way now.
+
the criminals
I'm giving up on this hopeless venture.
+
the beasts
I hope you find what you are seeking here.
+
Soon the world will be set right.
I'm returning on my own.
+
Where should I take you?
I give to you this fine beast,
+
How are you enjoying the adventure?
I deign to favor you with my little pretty,
+
You are bound to obey me.
What can you tell me about yourself?
+
Are you looking forward to the performance?
What do you think of me?
 
Can you tell me where I can find myself?
 
What can you tell me about
 
Can you tell me where I can find
 
Can you tell me where I can find you?
 
the missing treasure
 
brewing trouble with our neighbors
 
Wait here until I return.
 
I've forgotten what trouble it was...
 
Can you tell me the way to
 
Let's continue onward together.
 
Thank you. I will take excellent care of this majestic creature.
 
What have you done? This is horrifying!
 
the open war
 
the ruffians
 
How have things been?
 
the brewing trouble
 
It has been the same as ever.
 
How's life here?
 
This
 
You must kill
 
the law-breaking
 
the deaths
 
the beasts
 
the abductions
 
the bandits
 
the criminals
 
the bone-chilling horror
 
the skulking vermin
 
Where should I take you?
 
How are you enjoying the adventure?
 
We shall bring
 
Soon the world will be set right.
 
Are you looking forward to the performance?
 
 
  home safely.
 
  home safely.
Tell me about
+
We shall bring
I've forgotten what I was going to say...
+
I am afraid of them.
I hate them.
+
I hate them.
I don't care one way or another.
+
I don't care one way or another.
They are terrific.
+
It's for the best.
I am afraid of them.
+
Are we close?
Now we will have to build our own future.
+
Now we will have to build our own future.
They are outlaws.
+
They are outlaws.
You are bound to obey me.
+
They are terrific.
  Are we close?
+
. They have been harassing the people for too long.
 +
You must drive the ruffians of
 +
You must drive the skulking vermin
 
  came try to boss us around, but you'll teach that coward a lesson.
 
  came try to boss us around, but you'll teach that coward a lesson.
 
  to try to boss us around, but you'll show them the true nature of power.
 
  to try to boss us around, but you'll show them the true nature of power.
out of
+
beast from the wilds
You must drive the skulking vermin
+
ferocious unnatural beast
. Their aggressive order must not be allowed to flourish.
+
ferocious wild animal
You must drive
+
savage beast
. These criminals have been allowed to thrive for too long.
+
  Enjoy the hunt!
. These outlaws must be punished.
+
  Our hopes travel with you.
Seek your foe in the
+
  Seek your foe in the  
 
  threatens our people with its very presence.
 
  threatens our people with its very presence.
Enjoy the hunt!
+
terror from the evil depths
Our hopes travel with you.
+
evil being
You must drive the ruffians of
+
night creature
sent
+
horrible beast
. They have been harassing the people for too long.
+
terrifying wilderness monster
beast from underground
+
creeping thing
vile monster from the bowels of the earth
+
beast from underground
terrifying wilderness monster
+
vile monster from the bowels of the earth
creeping thing
+
  This
ferocious wild animal
+
You must kill
savage beast
+
How may I serve you?
beast from the wilds
+
fearsome beast
ferocious unnatural beast
+
cursed demon
ancient force of nature
+
ancient force of nature
great beast
+
the treatment of animals
fearsome beast
+
a dispute over
cursed demon
+
The trouble started because of
night creature
+
but there is ill-will between our peoples.
horrible beast
+
truthfulness
terror from the evil depths
+
a formalized agreement
evil being
+
the treatment of plants
torture
+
  accepts our tribute
the treatment of plants
+
  is paying us tribute
  truthfulness
+
  is at war with us.
  a formalized agreement
+
  is not at war with us
  the display of war and hunting trophies
+
and there is no hard feeling between our peoples.
  the devouring of the bodies of sapient beings
+
and there is friendship between our peoples.
a desire to kill the living and any others in opposition
 
the adversary's inability to communicate and form treaties
 
 
  is unknown us.
 
  is unknown us.
 
  is skirmishing with us.
 
  is skirmishing with us.
and there is no hard feeling between our peoples.
+
  Their tribute is not enough.
and there is friendship between our peoples.
+
  This war must end with our victory.
The trouble started because of
+
  In any case, peace is no longer an option.
but there is ill-will between our peoples.
+
  The alliance has outlived its usefulness.
the treatment of animals
 
a dispute over
 
I tire of this pointless skirmishing.
 
We can no longer pay them homage.
 
 
  is our ally
 
  is our ally
I wish I could tell you where to begin your search. Until then, you are free to do as you please.
+
  I wish I could tell you where to begin your search. Until then, you are free to do as you please.
is at war with us.
+
  I tire of this pointless skirmishing.
is not at war with us
+
  We can no longer pay them homage.
  accepts our tribute
+
. These criminals have been allowed to thrive for too long.
  is paying us tribute
+
. These outlaws must be punished.
  The group
+
. Their aggressive order must not be allowed to flourish.
from their home at
+
You must drive
could afford to learn a lesson or two, though open conflict would be unwise.
+
could afford to learn a lesson or two, though open conflict would be unwise.
must be driven off or subjugated.
+
must be driven off or subjugated.
In any case, peace is no longer an option.
+
The group
The alliance has outlived its usefulness.
+
  from their home at
  Their tribute is not enough.
+
a journey
This war must end with our victory.
+
an attack by a beast
a special occasion
+
an act of theft
a previous insurrection
+
an abduction
a competition
+
a special occasion
a performance
+
a previous insurrection
a ceremony
+
general ill feelings over past historical events
a procession
+
livestock ownership
a raid
+
rights-of-way
a purge
+
fishing rights
a previous battle
+
a previous conquest
a previous war
+
a previous duel
a previous conquest
+
a previous battle
a previous duel
+
a previous war
an act of theft
+
a disagreement over prior treaties
an abduction
+
an incident involving a lost diplomat
a journey
+
the adversary's abuse of the aggressor's fallen
an attack by a beast
+
the adversary's refusal to form treaties
territory
+
grazing rights
an incident involving a trade caravan
+
water rights
grazing rights
+
an incident involving a trade caravan
water rights
+
a desire to kill the living and any others in opposition
rights-of-way
+
the adversary's inability to communicate and form treaties
fishing rights
+
the display of war and hunting trophies
general ill feelings over past historical events
+
the devouring of the bodies of sapient beings
livestock ownership
+
a first contact that went horribly wrong
a dispute over the ownership of
+
prior aggression by the adversary
the disturbance of once-eternal rest
+
a dispute over the ownership of
a first contact that went horribly wrong
+
the disturbance of once-eternal rest
prior aggression by the adversary
+
There are guards in  
the adversary's abuse of the aggressor's fallen
+
There are guards patrolling
the adversary's refusal to form treaties
+
You are considered part of the opposition.
a disagreement over prior treaties
+
You are considered an integral part of the opposition.
an incident involving a lost diplomat
+
the great tower
a cottage
+
the keep
the mead hall
+
a cottage
the great tower
+
the mead hall
the keep
+
Their strength has been challenged, and their hold has loosened.
a hillock
+
They still hold this area, but they do not feel certain.
a house
+
They do not feel challenged at all.
an abandoned shop
+
They consider you a key figure in the opposition.
a tree
+
They consider you a leader of the opposition.
They consider you an infamous villain among those opposing them.
+
They consider you an infamous villain among those opposing them.
Their strength has been broken.
+
Their strength has been broken.
They consider you a key figure in the opposition.
+
the natural issue of their worship of  
They consider you a leader of the opposition.
+
the issue of their oneness with
You are considered part of the opposition.
+
the issue of their worship of  
You are considered an integral part of the opposition.
+
the issue of their godlessness
There are guards in
+
It does not help matters that their leader
There are guards patrolling
+
  is my
Be careful, for their leader
+
Be careful, for their leader
the natural issue of their oneness with
+
the natural issue of their oneness with  
It does not help matters that their leader
+
a raid
is my
+
a purge
They do not feel challenged at all.
+
There is also
I don't really know.
+
the cheese market
Their strength has been challenged, and their hold has loosened.
+
the fruit and vegetable market
They still hold this area, but they do not feel certain.
+
the meat market
a coup
+
the imported clothing market
persecution
+
There is a long-ranging patrol  
a family matter
+
the shrine to  
There is also
+
the processed goods market
the issue of their worship of
+
a carpenter's shop
the issue of their godlessness
+
a leather goods shop
the natural issue of their worship of
+
a metal craft shop
  the issue of their oneness with
+
a armorsmith's shop
shrine
+
the imported food market
the processed goods market
+
the imported goods market
There is a long-ranging patrol
+
a metal furniture shop
the shrine to
+
a stone furniture shop
I'd watch out for them.
+
a bone carver's shop
I have no idea.
+
a leather clothing shop
other groups vying for control.
+
a woven clothing shop
There are no fewer than
+
a leather shop
a metal furniture shop
+
a blacksmith's shop
a stone furniture shop
+
a bowyer's shop
the imported food market
+
a weaponsmith's shop
the imported goods market
+
a gem cutter's shop
the meat market
+
an abandoned shop
the imported clothing market
+
a hillock
the cheese market
+
a house
the fruit and vegetable market
+
a cloth shop
a weaponsmith's shop
+
a general imports store
a gem cutter's shop
+
a clothing imports store
a blacksmith's shop
+
a food imports store
a bowyer's shop
 
a metal craft shop
 
a armorsmith's shop
 
a carpenter's shop
 
a leather goods shop
 
a clothing imports store
 
a food imports store
 
a cloth shop
 
a general imports store
 
a woven clothing shop
 
a leather shop
 
a bone carver's shop
 
a leather clothing shop
 
Goodbye.
 
I must take my leave.
 
If you want to find a relative,
 
lives in
 
If you want to offer your condolences,
 
should travel to
 
should talk to
 
abides here in magnificence
 
Not that it matters, as
 
is here, and
 
Not that it matters, as the seat of
 
the law is absolute
 
the blood-drinker allows no chattel to rise
 
 
  is also located here
 
  is also located here
The seat of
+
  The seat of  
has occupied
+
the law is absolute
You sound like a troublemaker.
+
the blood-drinker allows no chattel to rise
  rules
+
If you want to find a relative,
is a group of
+
  lives in
 +
Goodbye.
 +
I must take my leave.
 
  from this capital as well
 
  from this capital as well
I rule
+
  I rule  
  I haven't heard anything like that.
+
  is a group of
are vying for control.
+
My
  groups fled.
+
  is here, and
No fewer than
+
  Not that it matters, as the seat of
  A few separate groups were organized.
+
  abides here in magnificence
One group organized itself.
+
  Not that it matters, as
Nobody I remember.
+
Nobody I remember.
 
  fled before the attack.
 
  fled before the attack.
  I've decided. Let's call our troupe
+
A few separate groups were organized.  
  Here's something you might be interested in...
+
One group organized itself.
  I'm in charge of
+
  rules
  I've forgotten what to say...
+
  has occupied
I've forgotten my bold pronouncement...
+
  other groups vying for control.
  now. Make way for
+
There are no fewer than
  What's available here?
+
  I'd watch out for them.
  Let's trade.
+
I have no idea.
  Nevermind.
+
groups fled.
Thank you!
+
No fewer than
  Please let me shelter here for the night.
+
I haven't heard anything like that.
I'd like to stay here another day if you don't mind.
+
  are vying for control.
Of course. My pleasure.
+
Certainly. It would be terrible to leave someone to fend for themselves after sunset.
Uh... what was that?
+
Of course. My pleasure.
Ah, I'm sorry. Permission is not mine to give.
+
  now. Make way for
Certainly. It would be terrible to leave someone to fend for themselves after sunset.
+
Thank you!
 +
  forever!
 +
this place
 +
Uh...  what was that?
 +
Please let me shelter here for the night.
 +
I'd like to stay here another day if you don't mind.
 +
Nevermind.
 +
this poor soul
 +
the weary shoulders of the people of
 +
the oppressors
 
  back home!
 
  back home!
  this poor soul
+
  should travel to
  the oppressors
+
  should talk to
Join me and we can shake off the yoke of
+
If you want to offer your condolences,
this place
+
a room
the weary shoulders of the people of
+
We rent out
I'm with you on this.
+
You have a room here, and you can stay longer if you like.
forever!
+
  All drinks are free, of course!
You may enjoy these times of peace, but remain vigilant.
+
free rooms
We weren't personally acquainted.
+
a free room
What will you do about it?
 
My condolences.
 
Let's entertain the world together!
 
What should I do about it?
 
Join me and we'll bring
 
Come, join me on my adventures!
 
a room
 
a free room
 
 
  a night.
 
  a night.
. Let me know and you can stay as long as you like.
+
There's no need for trouble here.
free rooms
+
Your selfless dedication is appreciated here.
Tavern keeper!
+
What a dancer! It's such an honor to have you here.
This is not that kind of establishment.
+
My talented bard! It's such an honor to have you here.
We have many drinks to choose from. [You receive a list.]
 
There's no need for trouble here.
 
All drinks cost
 
  We have
 
  All drinks are free, of course!
 
 
  for a mug.
 
  for a mug.
We rent out
+
  All drinks cost
  You have a room here, and you can stay longer if you like.
+
We have
Long live the cause.
+
We have many drinks to choose from. [You receive a list.]
Thank you for preserving our legacy of wisdom.
+
Thank you for preserving our legacy of wisdom.
What stories you tell! It's such an honor to have you here.
+
You ought to be rewarded for returning our treasures.
Loyalty should be rewarded.
+
Thank you for all you do.
My talented bard! It's such an honor to have you here.
+
It is good to see you here.
The poet! It's such an honor to have you here.
+
The poet! It's such an honor to have you here.
Your selfless dedication is appreciated here.
+
What stories you tell! It's such an honor to have you here.
What a dancer! It's such an honor to have you here.
+
Loyalty should be rewarded.
You have been such a good trade partner.
+
Long live the cause.
I'd just as soon you went someplace else.
+
I'd just as soon you went someplace else.
My good friend.
+
My companion.
It's such a pleasure to serve you.
+
My good friend.
It is good to see you here.
+
It's such a pleasure to serve you.
My companion.
+
You have been such a good trade partner.
You ought to be rewarded for returning our treasures.
+
this spire
Thank you for all you do.
+
these catacombs
Intruder! Intruder!
+
these sewers
This is my new home.
+
, taking over my duties and responsibilities?
someone
+
someone
Would you agree to become
+
this establishment
Would you please adopt
+
this library
, taking over my duties and responsibilities?
+
this temple
I accept this honor.
+
this keep
this poor nameless child
+
this dungeon
this tower
+
this tomb
this establishment
+
this market
this tomb
+
this tower
this market
+
You'll have the room for another day. I'm glad you're enjoying your stay.
these sewers
+
Your room is
this dungeon
+
I'll be back with your drink in a moment.
this spire
+
this hall
these catacombs
+
this guildhall
this counting house
+
this hospital
You'll have the room for another day. I'm glad you're enjoying your stay.
+
this counting house
this guildhall
+
One
this hospital
+
. Let me know and you can stay as long as you like.
this keep
+
Uhh... nevermind.
this hall
+
I would prefer to be outdoors.
  this library
+
How sinister the glow...
this temple
+
I would prefer to be indoors.
Uhh... nevermind.
+
How I long for civilization...
I'd like a room.
+
Where am I?
I'd like the
+
It sure is dark down here.
I'll be back with your drink in a moment.
+
It is good to be indoors.
I'd like my room for another night.
+
Is it raining?
somewhere
+
At least it doesn't rain down here.
Your room is
+
What an odd glow!
It is good to be indoors.
+
Indoors, outdoors. It's all the same to me as long as the weather's fine.
I would prefer to be outdoors.
+
It is good to be outdoors.
Where am I?
+
It is invigorating to be out in the wilds!
It sure is dark down here.
+
What a strange place!
Let us stop this pointless fighting!
+
Look at the sky! Are we in the Underworld?
Tell me about this area.
+
this poor nameless child
I have no reason to accept this.
+
This must be the will of  
I accept your offer.
+
It has always been my dream to start a family.
What a strange place!
+
What have you been scheming?
I have confidence in your abilities.
+
Reveal what you have been scheming or suffer the consequences.
It is good to be outdoors.
+
Who do you work for?
It is invigorating to be out in the wilds!
+
Tell me who you work for, or else.
How I long for civilization...
+
  really
Indoors, outdoors. It's all the same to me as long as the weather's fine.
+
is yours.  Please consider my offer.
How sinister the glow...
+
You are bound to me!
I would prefer to be indoors.
+
The bond is broken! Return to the Underworld and trouble us no more!
Did anybody flee the attack?
+
  or suffer the consequences.
Does anybody else still have a stake in these lands?
+
  must pay homage to
Does this settlement engage in trade? Tell me about those places.
+
will no longer pay homage to
Tell me about the local ruler.
+
the object I can't remember
What an odd glow!
+
Drop
Look at the sky! Are we in the Underworld?
+
  offers to pay homage to
Is it raining?
+
  in a way that suits you.
At least it doesn't rain down here.
+
Of course.
I will accept the child into my home.
+
You are hereby charged to retrieve
I am sorry, but I am otherwise disposed.
+
  and the chosen! 
This must be the will of
+
Blessed be
It has always been my dream to start a family.
+
You are amazing.
Why are you traveling?
 
I'm sorry, but I'm unable to help.
 
  Where are their forces? Are there patrols or guards?
 
  Do they have a firm grip on these lands?
 
  You look like a mighty warrior indeed.
 
  What have you been scheming?
 
  really
 
  How are you feeling right now?
 
  You are amazing.
 
 
  the outfit.
 
  the outfit.
You must yield!
+
makes
You are bound to me!
+
  saw the sun and vomited on the spot!
  The bond is broken! Return to the Underworld and trouble us no more!
 
Tell me who you work for, or else.
 
Whosoever would blight the world, preying on the helpless, fear me! I call you a child of the night and will slay you where you stand.
 
Reveal what you have been scheming or suffer the consequences.
 
Who do you work for?
 
Identify yourself!
 
or suffer the consequences.
 
the object I can't remember
 
is yours. Please consider my offer.
 
Fortune has favored you, and
 
Where is
 
Perhaps you'd be willing to trade
 
Never.
 
Gladly. May this new age of harmony last a thousand year.
 
I will not bow before you.
 
I agree to submit to your request.
 
will no longer pay homage to
 
offers to pay homage to
 
must pay homage to
 
Let there be peace between
 
is well-traveled and would probably have that information.
 
No such place exists.
 
not be able to guide you personally. It is the best I can do.
 
However, the
 
is dead.
 
I don't know myself, and I don't even know anybody that could tell you.
 
I don't remember what I was going to say...
 
Please be patient. I'll have your order ready in a moment.
 
Come see me in the market sometime.
 
Yes, I can serve you when we're both there.
 
We don't offer any specific services here.
 
You haven't ordered anything. Would you like something?
 
I don't work here.
 
This is
 
You should probably try a shopkeeper.
 
You'll have to talk to somebody older.
 
Sorry, I'm otherwise occupied.
 
Fantastic! Please come closer and ask again.
 
Really? Please come closer.
 
Of course. Let's do business.
 
Really? Alright.
 
Come see me at the trade depot sometime.
 
Come see me in my store sometime.
 
So, the
 
Calm yourself!
 
 
  said, "Are you going to eat that?"
 
  said, "Are you going to eat that?"
... and the
+
... and the  
Tell me about your family.
+
So, the  
saw the sun and vomited on the spot!
+
  in search of adventure
Yes, let's go.
 
Of course.
 
I seek to rescue
 
and am returning to
 
I have obtained
 
, and this quest is taking me to
 
The treasure is sought by
 
I am searching for
 
I will return it to
 
  I am returning it to
 
 
  in search of excitement
 
  in search of excitement
 
  in search of a thrilling adventure
 
  in search of a thrilling adventure
 +
to start a new life
 +
and maybe something to drink as well!
 +
.  Perhaps I'll finally make my fortune!
 +
, and wealth and pleasures beyond measure!
 
  in search of work
 
  in search of work
  in search of adventure
+
  to move into my new home with
. Perhaps I'll finally make my fortune!
 
, and wealth and pleasures beyond measure!
 
I have rescued
 
and maybe something to drink as well!
 
 
  to take up my position
 
  to take up my position
I'm going to
+
I'm going to  
to move into my new home with
+
I'm returning to my home in
spouse
+
I visited
to start a new life
+
I started my pilgrimage in  
husband
+
Probably on the move or deep underground, but I can't be sure.
I started my pilgrimage in
+
I don't remember what I was going to say...
Probably on the move or deep underground, but I can't be sure.
+
I'm traveling to
  to view
+
I'm preparing to travel to
  I visited
+
  to view  
  I'm traveling to
+
  However, the
I'm preparing to travel to
+
  is well-traveled and would probably have that information.
I'm returning to my home in
+
No such place exists.
  I'm not sure.
+
This is
 +
Who?
 +
is dead.
 +
not be able to guide you personally.  It is the best I can do.
 +
  The largest of these is
 +
other major settlements.
 +
trades directly with no fewer than
 +
I'm not planning a journey.
 +
The villages
 +
villages which utilize the market here.
 +
There are
 +
  engages in trade with
 +
I'm going out for some water.
 +
I'm walking my patrol.
 +
I was out visiting the library.
 +
I was just out at the tavern.
 +
I'm going to visit the library.
 +
I'm going out to the tavern.
 +
I'm going to visit the shrine.
 +
I'm going to visit the temple.
 +
I'm returning from my patrol.
 +
I'm on an important mission.
 +
I am escaping from danger which threatened my former home.
 +
I will return it to
 +
I was out visiting the shrine.
 +
I was out visiting the temple.
 +
I was just out for some water.
 +
I'm just out for a stroll.
 +
, and this quest is taking me to
 +
I seek to rescue
 +
  and am returning to
 +
I have rescued
 +
I am returning it to
 +
The treasure is sought by
 +
I am searching for
 +
I have obtained
 +
grandchild
 +
grandparent
 +
Where?
 +
There's nothing organized here.
 +
also utilize the market there.
 +
is the only other settlement to utilize the market there.
 +
This place is insulated from the rest of the world, at least in terms of trade.
 
  utilize the market here.
 
  utilize the market here.
 
  is the only other settlement to utilize the market here.
 
  is the only other settlement to utilize the market here.
The people of
+
The village
  This place is insulated from the rest of the world, at least in terms of trade.
+
  other villages which utilize the market there.
 
  to trade.
 
  to trade.
  go to
+
  go to  
is the only other settlement to utilize the market there.
+
The people of  
other villages which utilize the market there.
+
! Best price in town
other major settlements.
+
! Limited supply
trades directly with no fewer than
+
! Today only
engages in trade with
+
cut
The largest of these is
+
tanned
  villages which utilize the market here.
+
faraway
  There are
+
all the way
  The village
+
right here
The villages
+
here
I'm walking my patrol.
+
the great
I was out visiting the library.
+
fair
I'm going to visit the temple.
+
I don't remember what I believe...
I'm going out for some water.
+
An item has returned!
I'm going out to the tavern.
 
I'm going to visit the shrine.
 
I'm not planning a journey.
 
I'm going to visit the library.
 
I'm on an important mission.
 
I am escaping from danger which threatened my former home.
 
I'm just out for a stroll.
 
I'm returning from my patrol.
 
I was out visiting the temple.
 
I was just out for some water.
 
I was just out at the tavern.
 
I was out visiting the shrine.
 
cousin
 
nephew
 
, is it really you?
 
 
  has returned
 
  has returned
Is it really you?
+
authentic
brother
+
real
grandchild
+
your very own
sibling
+
get your
sister
+
nephew
half-sister
+
niece
half-brother
+
uncle
half-sibling
+
Is it really you?
parent
+
Dear
father
+
, is it really you?
daughter
+
cousin
grandmother
+
woman
grandparent
+
my good
grandfather
+
I yield!  I yield!
There's nothing organized here.
+
We yield! We yield!
also utilize the market there.
+
Decent
That's me. I'm right here.
+
Good
Where?
+
Splendid
Ask me when I've returned to my home!
+
Great
Yes, master. Ask and I shall obey.
+
right there
mother
+
Excellent
I'd rather not say.
+
Fantastic
the surrounding area
+
some of my kind  
a village nearby
+
Might I interest you in  
just outside town
+
Are you interested in
out to the
+
some of our kind
the settlements
+
just outside town
northeast
+
the surrounding area
northwest
+
town
! Best price in town
+
  right here in
! Limited supply
+
  out to the
were
+
the settlements
tanned
+
a village nearby
right here in
+
  I'll show you calm!
distant
+
Do I look like I need to calm down?!
all the way
+
I am so nearly swayed by your greatness alone that we can simply assign you the victory!
faraway
+
you needn't indulge my trivial thoughts!
the great
+
  Get away from me!
! Today only
+
I must say that is a truly insightful observation!
right here
+
I admire how brilliant you are!
I don't remember what I believe...
+
you are so clever I must concede!
An item has returned!
+
Although my own insignificant beliefs lie elsewhere,
get your
+
no one can deny your genius!
your very own
+
we can both agree you are by far the most persuasive!
authentic
+
I am overmastered by your presence!
Never!
+
I confess your stunning argument overwhelms me!
  I will fight no more.
+
You know, I think you're right.
Okay! I'll do it.
+
I have been so foolish. Yes, I agree.
You first, coward!
+
Yes, I can see it clearly now.
Over my dead body!
+
Maybe you're right.
spits out
+
Ignoring that I don't quite concur...  
Maybe you're right.
+
Even if I don't change my mind,
I am compelled to continue!
+
Despite some minor reservations...
my good
+
Though I cannot agree fully on a slight technicality,
person
+
I will fight no more.
We yield! We yield!
+
We will fight no more.
Stop! This isn't happening!
+
  spits out
We will fight no more.
+
Huh?
I yield! I yield!
+
Ha!
Splendid
+
Were you trying to make an argument?
Fantastic
+
How unreasonable!
Decent
+
Uh...
Excellent
+
Ack!
my friend
+
You are right.
right there
+
How gracious!
southeast
+
Fine. Let's drop the argument.
southwest
+
Well, there must be something else to discuss.
some of our kind
+
Yes, let's move on.
some of my kind
+
Let's drop the argument.
Are you interested in
+
There must be something else to discuss.
out to the
+
Let's move on.
Might I interest you in
+
  This conversation is over.
I assure you I am already calm. Look to yourself.
+
  I will settle this my way.
You're right. I need to relax.
+
You mock me?!
Don't waste my time.
+
Insufferable!
  Ha ha ha... You're funny!
+
If you insist so strongly, we can move on.
  You dare to flatter me?!
+
, but let us move on.
Base flattery!
+
You insult me with your derision
Insufferable!
+
You insult me with your flattery
How dare you?!
+
How dare you?!
Do I look like I need to calm down?!
+
You dare to flatter me?!
I am so nearly swayed by your greatness alone that we can simply assign you the victory!
+
Base flattery!
Get away from me!
+
It's wrong.
I'll show you calm!
+
Really.
Spare me the compliments.
+
Unbelievable.
You calm down!
+
You're wrong.
Thank you for your kind words.
+
I guess I'm not sure.
Don't tell me to calm myself.
+
I don't know what to say.
I admire how brilliant you are!
+
I don't want to argue.
you are so clever I must concede!
+
I just don't know.
I confess your stunning argument overwhelms me!
+
the things some people think just boggle the mind.
I must say that is a truly insightful observation!
+
there's just no way you can believe something so stupid.
we can both agree you are by far the most persuasive!
+
it would amaze me if somebody actually thought that.
I am overmastered by your presence!
+
nobody could possibly believe that.
you needn't indulge my trivial thoughts!
+
Shameful.
no one can deny your genius!
+
I'm appalled.
I have been so foolish. Yes, I agree.
+
that isn't at all convincing.
Yes, I can see it clearly now.
+
you should keep your weird thoughts to yourself.
Though I cannot agree fully on a slight technicality,
+
that is the stupidest statement I have ever heard.
You know, I think you're right.
+
That's absurd!
  Even if I don't change my mind,
+
Oh, no,
Despite some minor reservations...
+
I've heard it all now!
Although my own insignificant beliefs lie elsewhere,
+
I'm having trouble taking you seriously.
Ignoring that I don't quite concur...
+
I couldn't follow your rambling.
  Are you being serious?
+
really, I've been over all this nonsense before.
What did you just say?
+
don't waste my time with this drivel.
Wait, what?
+
Wait, what?
Am I supposed to engage with that?
+
What?
Forgive me, but
+
Are you being serious?
I've heard it all now!
+
Give me a break.
You must be joking.
+
You must be joking.
How unreasonable!
+
Am I supposed to engage with that?
Give me a break.
+
Forgive me, but
Were you trying to make an argument?
+
What did you just say?
How gracious!
+
I sent
Fine. Let's drop the argument.
+
demands a portion of my official funds
Let's move on.
+
asks that I look past illicit acts in my official capacities
You are right.
+
I serve no one.
Let's drop the argument.
+
I demand a portion of the official funds from
There must be something else to discuss.
+
I asked that
Yes, let's move on.
+
demand a portion of the official funds from
I will settle this my way.
+
ask that
You mock me?!
+
I believe... something.
You insult me with your flattery
+
Well, I believe...  something else.
This conversation is over.
+
sometimes has need for my services.
, but let us move on.
+
I have no master, but
You insult me with your derision
+
I do not know! My instructions come from
Well, there must be something else to discuss.
+
I must insist.
If you insist so strongly, we can move on.
+
Just think about it.
That's wrong.
+
I don't agree.
I cannot agree.
+
Stop and reflect.
I beg to differ.
+
I sense you're wavering.
That's not right.
+
I require a substantive reply.
Pause to consider.
+
You must be convinced.
Stop and reflect.
+
No, I mean it.
You are thinking about this all wrong.
+
That's not right.
Really.
+
That's wrong.
Unbelievable.
+
I cannot agree.
I just don't know.
+
I disagree.
It's wrong.
+
You are thinking about this all wrong.
I don't know what to say.
+
Pause to consider.
I don't want to argue.
+
I beg to differ.
I disagree.
+
I do not scheme.
I guess I'm not sure.
+
engaged to induce a war of
there's just no way you can believe something so stupid.
+
engaged me to abduct
it would amaze me if somebody actually thought that.
+
engaged me to assassinate
you should keep your weird thoughts to yourself.
+
sent me to engage
the things some people think just boggle the mind.
+
engaged me to frame
I'm appalled.
+
I decided to frame
that isn't at all convincing.
+
engaged me to infiltrate
You're wrong.
+
engaged me to sabotage the activities of
Shameful.
+
to grant an important position
That's absurd!
+
was asked
Oh, no,
+
I told
don't waste my time with this drivel.
+
Through
that is the stupidest statement I have ever heard.
+
I engaged
I couldn't follow your rambling.
+
engaged me to obtain
really, I've been over all this nonsense before.
+
when one came available.
  nobody could possibly believe that.
+
I asked
  I'm having trouble taking you seriously.
 
 
  asked me
 
  asked me
  sent me to
+
  sent me to  
told me to ask
 
I asked
 
to ask
 
told me to tell
 
Through
 
to tell
 
demands a portion of my official funds
 
asks that I look past illicit acts in my official capacities
 
ask that
 
I sent
 
I asked that
 
demand a portion of the official funds from
 
 
  look past illicit acts
 
  look past illicit acts
  I demand a portion of the official funds from
+
  told me to tell
  Help! Save me!
+
  told me to ask
I believe... something.
+
  appears unconvinced.
I serve
+
It is not convincing.
I must withdraw!
 
I have no master, but
 
I do not know! My instructions come from
 
I serve no one.
 
sometimes has need for my services.
 
Just think about it.
 
I don't agree.
 
No, I mean it.
 
I must insist.
 
  I require a substantive reply.
 
You must be convinced.
 
Well, I believe... something else.
 
I sense you're wavering.
 
It is not convincing.
 
 
  appears to acquiesce.
 
  appears to acquiesce.
You flinch.
+
  appears unperturbed.
  appears unconvinced.
+
You are unperturbed.
You are unperturbed.
 
 
  flinches.
 
  flinches.
appears unperturbed.
+
  a series of  
I do not scheme.
+
There
engaged to induce a war of
 
You must think you're really frightening.
 
You just aren't as convincing as you think you are.
 
I have nothing to say to you.
 
That was compelling!
 
What is this madness? Calm yourself!
 
sent me to engage
 
to obtain
 
engaged me to abduct
 
engaged me to assassinate
 
engaged me to infiltrate
 
engaged me to sabotage the activities of
 
engaged me to frame
 
I decided to frame
 
was asked
 
I told
 
to grant an important position
 
engaged me to obtain
 
when one came available.
 
I engaged
 
to engage
 
grotesque
 
crude
 
refined
 
  a series of
 
graceful
 
serene
 
Finally,
 
 
  should be
 
  should be
  is one of the fundamental dance moves.
+
Then
  the fundamental dance position.
+
Finally,
  is one of the fundamental dance positions.
+
  is one of the fundamental dance positions.
  First,
+
First,
called the
+
  is one of the fundamental dance moves.
  the fundamental dance move.
+
  the fundamental dance position.   
vigorous
+
called the  
intense
+
  the fundamental dance move.   
aggressive
 
powerful
 
  proud
 
 
  flamboyant
 
  flamboyant
lively
 
spirited
 
energetic
 
passionate
 
 
  vivacious
 
  vivacious
 
  joyous
 
  joyous
 +
aborted
 +
partially realized
 
  loudly percussive
 
  loudly percussive
 
  softly percussive
 
  softly percussive
aborted
 
partially realized
 
 
  sharp-edged
 
  sharp-edged
 
  straight-lined
 
  straight-lined
 +
jerking
 
  fluid
 
  fluid
 
  undulating
 
  undulating
  jerking
+
  weightless
 
  expressive
 
  expressive
  strong
+
  elaborate
large
 
weightless
 
 
  understated
 
  understated
  delicate
+
  crude
  elaborate
+
  refined
  left kick
+
  grotesque
  right kick
+
  serene
leg lift
 
 
  straight walk
 
  straight walk
 
  curved walk
 
  curved walk
 
  facial expression
 
  facial expression
 
  hand gesture
 
  hand gesture
 +
turn
 +
steps in a figure-eight pattern
 +
steps in an intricate pattern
 
  steps in a circular pattern
 
  steps in a circular pattern
 
  steps in a triangle pattern
 
  steps in a triangle pattern
  steps in a figure-eight pattern
+
  steps in a square pattern
steps in an intricate pattern
 
 
  quarter
 
  quarter
  repeated
+
  half
  steps in a square pattern
+
  eighth
 
  sinuous
 
  sinuous
  counterclockwise
+
  twisting
  clockwise
+
  sprightly
eighth
 
 
  sensual
 
  sensual
 
  debauched
 
  debauched
  twisting
+
  passive
  sprightly
+
  subtle
 
  sluggish
 
  sluggish
 
  relaxed
 
  relaxed
  passive
+
  aggressive
  subtle
+
  intense
  group
+
  from the lead
  group
+
  from the follower
celebration
 
is a
 
sacred
 
 
  shadowed
 
  shadowed
 
  by group members
 
  by group members
  from the lead
+
  performed in retrograde
  from the follower
+
  performed in succession
 
  movement along the line of dance
 
  movement along the line of dance
 
  mirrored
 
  mirrored
  performed in retrograde
+
  rightward bend
  performed in succession
+
  footwork
 
  backward bend
 
  backward bend
 
  leftward bend
 
  leftward bend
  rightward bend
+
  sway
  footwork
+
forward bend
 +
  spin
 
  independent body movement
 
  independent body movement
  forward bend
+
  raised right arm
 +
raised arm
 
  arm carriage
 
  arm carriage
 
  raised left arm
 
  raised left arm
  raised right arm
+
  body level
  raised arm
+
  body level change
 
  left leg lift
 
  left leg lift
 
  right leg lift
 
  right leg lift
  body level
+
  right kick
  body level change
+
  left kick
  along a counterclockwise circle
+
  run
  turning counterclockwise
+
  leap
along an improvised path
+
loosely mingled
along an intricate path
+
along a clockwise circle
in a double circle
+
in a circle
loosely mingled
+
in a double circle
along a clockwise circle
+
in a single line
turning clockwise
+
in several lines
The dancers perform
+
The dancer performs  
in a single line
+
The dancers perform
in several lines
+
  as the dancers act out
in a circle
+
any composition of
any composition of
+
The dance is accompanied by  
The dancer performs
+
  as the dancer acts out  
The form guides dancers during improvised performances.
+
The rules of the form are applied by choreographers to produce individual dances which can be performed.
  The dance is accompanied by
+
The form guides dancers during improvised performances. 
  as the dancer acts out
+
originally devised by
as the dancers act out
+
dancers
which grew out of the performances of
+
which grew out of the performances of
originating in
 
originally devised by
 
The rules of the form are applied by choreographers to produce individual dances which can be performed.
 
 
  for a single pair
 
  for a single pair
 
  pairs
 
  pairs
dancers
+
participation
participation
+
social
social
+
group
partner
+
celebration
performance
+
solo
with the lead turning out clockwise
+
sacred
with the lead turning out counterclockwise
+
  solo
  The dancers imitate the movement of the
+
There are partner changes throughout the dance  
This dance is a refined artform, with
+
with the lead advancing along the main line of motion
through spoken cues
+
through visual cues
There are partner changes throughout the dance
+
through spoken cues
with the lead advancing along the main line of motion
+
through touch
with the lead advancing against the main line of motion
+
through a light touch
 +
constantly
 +
briefly
 
  briefly
 
  briefly
through touch
+
by pulling away
through a light touch
+
by pushing together
through visual cues
+
rarely make contact
constantly
+
, communicating intent
briefly
+
dance closely
by pulling away
+
maintain open contact
constantly
+
with the music
maintain open contact
+
The partners
rarely make contact
+
to the music's
, communicating intent
+
very quickly
by pushing together
+
slower and slower
rhythm
+
faster and faster
with the music
+
very slowly
The partners
+
along an intricate path
dance closely
+
, moving
faster and faster
+
turning counterclockwise
quickly
+
along an improvised path
very quickly
+
turning clockwise
to the music's
+
along a counterclockwise circle
, moving
+
high
very slowly
+
dance is
slowly
+
dance is punctuated by
slower and slower
+
The entire dance has a basic movement
loudly percussive
+
The
softly percussive
+
specific move
aborted
+
to be mastered. 
partially realized
+
This dance is a refined artform, with
sharp-edged
+
special position
straight-lined
+
with the lead turning out counterclockwise
undulating
+
The dancers imitate the movement of the
jerking
+
with the lead advancing against the main line of motion
expressive
+
with the lead turning out clockwise
strong
+
turns
weightless
+
facial expressions
refined
+
half
understated
+
repeated
delicate
+
eighth
elaborate
+
quarter
serene
+
counterclockwise
grotesque
+
aborted
dance is
+
partially realized
dance is punctuated by
+
, with
graceful
+
of the lead
special position
+
of the follower
specific move
+
movement along the line of dance
to be mastered.
+
leftward bends
The entire dance has a basic movement
+
rightward bends
straight walks
+
forward bends
curved walks
+
backward bends
repeated
+
raised arms
facial expressions
+
spins
hand gestures
+
raised left arms
clockwise
+
raised right arms
eighth
+
body level changes
quarter
+
right leg lifts
twisting
+
left leg lifts
sprightly
+
left kicks
sinuous
+
right kicks
counterclockwise
+
leaps
passive
+
curved walks
subtle
+
hand gestures
sensual
+
straight walks
debauched
+
section is
aggressive
+
section is punctuated by
powerful
+
There is a basic movement
sluggish
+
There are partner changes
relaxed
+
of the music. 
lively
+
section is distinct. 
spirited
+
next
vigorous
+
The dance begins with the
intense
+
The dance enters a new section with the
energetic
+
[cleanUpChannelGroup]: Callback has ended for ChannelGroup at
vivacious
+
[cleanUpChannelGroup]: Removed DSPs for channel group
joyous
+
[cleanUpChannelGroup]: Found DSPs for channel group
flamboyant
+
[cleanUpChannelGroup]: Removed fade pointer for channel group
movement
+
[cleanUpChannelGroup]: Found fade points for channel group
mirrored
+
[cleanUpChannelGroup]: Channel #
performed in retrograde
+
was a null pointer.
performed in succession
+
[cleanUpChannelGroup]: ChannelGroup at
large
+
[cleanUpChannelAndSound]: Callback has ended for channel
aborted
+
[cleanUpChannelAndSound]: Audio Engine or Current Sound was null pointer, this clean up happened too late (for channel:
partially realized
+
marked as ready to release.
movement along the line of dance
+
[cleanUpChannelAndSound]: Removed DSPs for channel
of the lead
+
[cleanUpChannelAndSound]: Found DSPs for channel
of the follower
+
[cleanUpChannelAndSound]: Removed fade pointer for channel
, with
+
[cleanUpChannelAndSound]: Found fade points for channel
backward bends
+
, so removing them.
leftward bends
+
[cleanUpChannelAndSound]: Sound at
rightward bends
+
[cleanUpChannelAndSound]: Channel at
footwork
+
is cleaning up.
independent body movement
+
[adjustVolumeForPlayingSound]: Volume changing from
forward bends
+
[adjustPanForPlayingSound]: Sound at
arm carriage
+
panning changing from
raised left arms
+
[adjustLowPassFilterForPlayingSounds]: Environment changing, creating thread to low pass ambiances from
raised right arms
+
% to
raised arms
+
[createSafeThread]: Creating a new safe thread.
left leg lifts
+
[createSafeThread]: Released mutex for thread
right leg lifts
+
[createSafeThread]: Unlocked mutex for thread
body level
+
[createSafeThread]: Locked mutex for thread
body level changes
+
[setChannelGroupAndSetCallback]: setting callback on
left kicks
+
[setChannelGroupAndSetCallback]: setting channel group for
right kicks
+
notificationChannelGroup
leg lifts
+
userInterfaceChannelGroup
section is
+
soundEffectsChannelGroup
section is punctuated by
+
oneShotChannelGroup
section is distinct.
+
alignmentAmbianceChannelGroup
to the
+
foregroundChannelGroup
There are partner changes
+
ambientLayerChannelGroup
There is a basic movement
+
ambientChannelGroup
bridge-passage
+
./data/sound/audio/starting-volume.txt
variations
+
[playSound]: Playing
of the music.
+
Channel:
synthesis
+
[playSound]:
chorus
+
Sound:
finale
+
Thread:
passage
+
actions/campfire-loop
introduction
+
ambiance/layers/river
exposition
+
[loadSound]: Loading
recapitulation
+
[loadSound]: Failed to load a sound for
shadowed
+
[loadSound]:
The dance begins with the
+
[loadSound]: New channel created for
The dance enters a new section with the
+
major
negative
+
natural minor
gamelog.txt
+
harmonic minor
errorlog.txt
+
melodic minor
Seventh
+
myxolydian
Eighth
+
Composer generated a chord:
Fourth
+
Composer generated a chord progression for
Second
+
flying-loop
Negative
+
./data/sound/audio/locomotion/fly/
Zeroth
+
flying loop already playing
ninety
+
flying loop not playing
seventy
+
grass-tall
eighty
+
gravel
thirty
+
metal-crafted
hundred
+
metal-natural
twenty
+
water-depth-1
million
+
water-depth-2
thousand
+
water-depth-3
nineteen
+
wood-crafted
billion
+
wood-natural
seventeen
+
./data/sound/audio/locomotion/footsteps/
eighteen
+
/walk
fifteen
+
general
sixteen
+
./data/sound/audio/locomotion/jump/
thirteen
+
/jump
fourteen
+
./data/sound/audio/locomotion/sweeteners/
eleven
+
/sweetener
twelve
+
key-quest-item
Nineteenth
+
./data/sound/audio/notifications/alerts/
Seventeenth
+
battle-pullback
Eighteenth
+
./data/sound/audio/notifications/map/
Fifteenth
+
hunger-pullback
Sixteenth
+
neutral
Thirteenth
+
savage
Fourteenth
+
./data/sound/audio/ambiance/alignments/
Eleventh
+
) was out of range.
Twelfth
+
from potential alignments.
Digging designation cancelled: damp stone located.
+
[setNewCurrentRegionAlignment]: Attempted to set a region alignment, but the alignment (
sculpture has melted!
+
./data/sound/audio/ambiance/regions/
Digging designation cancelled: warm stone located.
+
Picked
The impertinent magma has defaced a
+
/one-shot-
The impertinent lava has defaced a
+
./data/sound/audio/one-shots/
TAN_MAT
+
Passed a region variant that does not exist for the
's Forge
+
region (
Magma Forge
+
from the regional variants for
Siege Workshop
+
normal
's Shop
+
time(s)
Leather Works
+
is all done looping, a new ambiance will be played.
Clothier
+
Looping ambient track (
Workshop
+
time until next ambiance was supposed to be:
Farm Plot
+
total time waited:
Glass Furnace
+
ambiance layer is about to start looping.
Wood Furnace
+
has been faded out, exiting out of looping monitor.
Magma Smelter
+
), stopping it.
Magma Glass Furnace
+
couldn't find ambiance to play in playNewAmbiance.
Magma Kiln
+
song has been stopped, so abandoning ambiance watcher to adjust volume after song stops.
Furnace
+
Found a currently playing ambiance layer with the same name (
Pressure Plate
+
attempted to stop campfire loop, but no sound effects were playing.
Cage Trap
+
found campfire loop and stopping it.
Stone-Fall Trap
+
attempted to stop campfire loop, but it was not found in the currently playing sound effects.
Weapon Trap
+
attempted to stop the campfire loop but ran into an exception:
Track Stop
+
attempted to stop the campfire loop but ran into a runtime error:
Siege Engine
+
close
Floor Hatch
+
dwarven-hillocks/walla-high
Wall Grate
+
walla
Floor Grate
+
dwarven-hillocks/walla-medium
Vertical Bars
+
dwarven-hillocks/walla-low
Floor Bars
+
fort/walla-low
Restraint
+
fort/walla-high
Gear Assembly
+
fortress/walla-high
Horizontal Axle
+
fort/walla-medium
Vertical Axle
+
fortress/walla-medium
Trade Depot
+
fortress/walla-low
Nest Box
+
human-hamlet/walla-low
Offering Place
+
human-hamlet/walla-high
Carpenter's Workshop
+
human-town/walla-high
Farmer's Workshop
+
human-hamlet/walla-medium
's Workshop
+
human-town/walla-medium
Craftsman
+
human-town/walla-low
Track (SEW)
+
no ambiance layer found by name
Track (NSEW)
+
./data/sound/audio/ambiance/layers/
Track/Ramp (N)
+
[findAmbianceInRegion]: Failed to find ambiance in the provided region, region or it's ambiances were null.
Track/Ramp (S)
+
no ambiance layer found by ambiance
Track/Ramp (E)
+
[findAmbianceInRegion]: Failed to find ambiance in the provided region.
Track/Ramp (W)
+
Alignment Ambiance
Track/Ramp (NS)
+
Milliseconds until next ambiance occurs naturally:
Track/Ramp (NE)
+
Time until next ambiance occurs naturally:
Track/Ramp (NW)
+
seconds.
Track/Ramp (SE)
+
attempting to play next one shot in
Track/Ramp (SW)
+
angel-vault
Track/Ramp (EW)
+
kobold
Track/Ramp (NSE)
+
rocky
Track/Ramp (NSW)
+
desert
Track/Ramp (NEW)
+
elven-forest-retreat
Track/Ramp (SEW)
+
dwarven-hillocks
Track/Ramp (NSEW)
+
broadleaf-coniferous
Construction
+
taiga
Display Furniture
+
goblin-dark-fortress
Vacant Shop
+
glacier
General Store
+
grassland
Crafts Market
+
goblin-dark-pits
Clothing Shop
+
shrubland
Exotic Clothing Shop
+
savanna
Activity Zone #
+
human-town
Lever
+
human-hamlet
Custom Workshop
+
mountains
Floor Hatch
+
lake
Wall Grate
+
necromancer-tower
Floor Grate
+
arctic
Vertical
+
tropical-temperate
Upright Spear/Spike
+
tundra
Archery Target
+
wetland
Screw Pump
+
as the current region.
Water Wheel
+
starting low walla for the
Burial Receptacle
+
starting high walla for the
Animal Trap
+
stopping all wallas for the
Weapon Rack
+
Error trying to allocate a channel.
Armor Stand
+
Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound).
Container
+
The vectors passed in are not unit length, or perpendicular.
Traction Bench
+
Tried to call a function on a thread that is not supported.
Dirt Road
+
Not enough memory or resources.
Paved Road
+
Reached maximum audible playback count for this sound's soundgroup.
Glass Window
+
Tried to call a command on a 2d sound when the command was meant for 3d sound.
Gem Window
+
Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used.
Stockpile
+
Couldn't connect to the specified host.
Up Stair
+
Tried to use a feature that requires hardware support.
Down Stair
+
The specified URL couldn't be resolved.
Up/Down Stair
+
A socket error occurred.  This is a catch-all for socket-related errors not listed elsewhere.
Track (N)
+
Operation could not be performed because specified sound/DSP connection is not ready.
Track (S)
+
Operation on a non-blocking socket could not complete immediately.
Track (E)
+
Error creating hardware sound buffer.
Track (W)
+
Error initializing output device, but more specifically, the output device is already in use and cannot be reused.
Track (NS)
+
Soundcard does not support the specified format.
Track (NE)
+
A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted.
Track (NW)
+
The output device has no drivers installed.  If pre-init, FMOD_OUTPUT_NOSOUND is selected as the output mode.  If post-init, the function just fails.
Track (SE)
+
Error initializing output device.
Track (SW)
+
A requested output, dsp unit type or codec was not available.
Track (EW)
+
An unspecified error has been returned from a plugin.
Track (NSE)
+
A plugin was built with an unsupported SDK version.
Track (NSW)
+
A resource that the plugin requires cannot be allocated or found. (ie the DLS file for MIDI playback)
Track (NEW)
+
Reverb properties cannot be set on this channel because a parent channelgroup owns the reverb connection.
Bridge
+
An error occurred trying to initialize the recording device.
Statue
+
The error occurred because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have.  The operation may also not be able to be performed on a parent sound.
Window
+
Specified instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number or the reverb doesn't exist.
Armor
+
Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file.
Weapon
+
This subsound is already being used by another sound, you cannot have more than one parent to a sound.  Null out the other parent's entry first.
Animal
+
The sound created exceeds the allowable input channel count.  This can be increased using the 'maxinputchannels' parameter in System::setSoftwareFormat.
Furniture
+
The specified tag could not be found or there are no tags.
Corpse
+
Something in FMOD hasn't been implemented when it should be! contact support!
Refuse
+
The retrieved string is too long to fit in the supplied buffer and has been truncated.
Stone
+
DMA Failure.  See debug output for more information.
Coins
+
The specified channel has been reused to play another sound.
Bar/Block
+
DSP return code from a DSP process query callback.  Tells mixer not to call the process callback and therefore not consume CPU.  Use this to optimize the DSP graph.
Finished Goods
+
DSP connection error.  Connection possibly caused a cyclic dependency or connected dsps with incompatible buffer counts.
Leather
+
DSP is already in the mixer's DSP network. It must be removed before being reinserted or released.
Cloth
+
DSP Format error.  A DSP unit may have attempted to connect to this network with the wrong format, or a matrix may have been set with the wrong size if the target unit has a specified channel map.
Sheet
+
DSP operation error.  Cannot perform operation on this DSP as it is reserved by the system.
Stockpile #
+
DSP connection error.  Couldn't find the DSP unit specified.
have hatched.
+
DSP operation cannot be performed on a DSP of this type.
You've caught a
+
DSP return code from a DSP process query callback.  Tells mixer silence would be produced from read, so go idle and not consume CPU.  Use this to optimize the DSP graph.
Your trap was robbed of the
+
Couldn't perform seek operation.  This is a limitation of the medium (ie netstreams) or the file format.
BALLISTA
+
Error loading file.
closes.
+
End of file unexpectedly reached while trying to read essential data (truncated?).
Floor Bars
+
Media was ejected while reading.
Floodgate
+
File not found.
Chain
+
End of current chunk reached while trying to read data.
Shared
+
There is a version mismatch between the FMOD header and either the FMOD Studio library or the FMOD Low Level library.
Rough
+
Unsupported file or audio format.
Archery Target
+
The specified resource requires authentication or is forbidden.
Gear Assembly
+
A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere.
Rollers
+
A HTTP server error occurred.
Horizontal
+
Proxy authentication is required to access the specified resource.
Pillar
+
FMOD was not initialized correctly to support this function.
Support
+
The HTTP request timed out.
Retracted
+
An error occurred that wasn't supposed to.  Contact support.
Upright
+
Cannot call this command after System::init.
Spears
+
An invalid object handle was used.
Spears/Spikes
+
Value passed in was a NaN, Inf or denormalized float.
Casket
+
An invalid seek position was passed to this function.
Sarcophagus
+
An invalid parameter was passed to this function.
Coffin
+
The syncpoint did not come from this sound handle.
Chair
+
An invalid speaker was passed to this function based on the current speaker mode.
Throne
+
A command issued was not supported by this object.  Possibly a plugin without certain callbacks specified.
Animal Trap
+
This command failed because System::init or System::setDriver was not called.
Table
+
The specified bank has already been loaded.
Cabinet
+
The version number of this file format is not supported.
Weapon Rack
+
The live update connection failed due to the game data being out of sync with the tool.
Armor Stand
+
The live update connection failed due to the game already being connected.
Chest
+
The requested event, parameter, bus or vca could not be found.
Coffer
+
The live update connection timed out.
Command Tent (Bld)
+
The specified resource is not loaded, so it can't be unloaded.
Tent (Bld)
+
The Studio::System object is not yet initialized.
Dungeon Cell
+
The specified resource is already locked.
Animal Pit
+
An invalid string was passed to this function.
Cloth Pit
+
The specified recording driver has been disconnected.
Tanning Pit
+
The specified resource is not locked, so it can't be unlocked.
Cloth Clothing Pit
+
Unknown error.
Leather Clothing Pit
+
The length provided exceeds the allowable limit.
Bone Carving Pit
+
name...
Gem Cutting Pit
+
Picking a combat song by the
Weaponsmithing Pit
+
combat song selected:
Bowmaking Pit
+
beat of phrase:
Blacksmithing Pit
+
milliseconds left in current phrase:
Armorsmithing Pit
+
milliseconds of current phrase:
Metal Crafting Pit
+
until a measure before the next phrase.
Leatherworking Pit
+
[CombatSongWriter]: Waiting
Carpentry Pit
+
ms to play stinger from group #
Stoneworking Pit
+
until after the stingers are complete.
Forging Pit
+
[CombatSongWriter]: Starting stingers from group #
Fighting Pit
+
[CombatSongWriter]: Starting loops from group #
Animal Workshop
+
ms to play next group #
Cloth Workshop
+
ms to stop group #
Tanning Workshop
+
until the next phrase.
Cloth Clothing Workshop
+
[CombatSongWriter]: Stopping loops from group #
Leather Clothing Workshop
+
[CombatSongWriter]: Advancing group from
Bone Carving Workshop
+
[CombatSongWriter]: Waiting to fade stinger from group #
Gem Cutting Workshop
+
until next measure start.
Weaponsmithing Workshop
+
layer to add on the combat song.
Bowmaking Workshop
+
[CombatSongWriter]: Choosing the
Blacksmithing Workshop
+
[CombatSongWriter]: Stopping the '
Armorsmithing Workshop
+
' combat song.
You hear
+
[CombatSongWriter]: Starting group #
distant
+
loops.
nearby
+
[CombatSongWriter]: Synchronizing the loops for group #
grinding.
+
'loop' layer to play.
close.
+
[CombatSongWriter]: Synchronizing the
opens.
+
'loop' layer.
open.
+
'stinger' layer to bridge to the next group of the combat song.
has constructed a masterpiece!
+
of stingers.
preparetomb() HAS NULL owner
+
preparetomb() HAS LIVE owner
 
A masterwork of
 
has been lost!
 
Mead Hall
 
Throneroom
 
Entrance
 
Treasury
 
Mechanism Room
 
Guard post
 
Noble quarters
 
Captive Room
 
Tower Top
 
Courtyard
 
Secret Library
 
Counting House Offices
 
Counting House Storage
 
Guildhall Offices
 
Guildhall Storage
 
Market Stall
 
Campground
 
Command Tent
 
Metal Crafting Workshop
 
Leatherworking Shop
 
Carpentry Workshop
 
Stoneworking Workshop
 
Forging Workshop
 
Tower Entrance
 
Tower Feasthall
 
Tower Bedroom
 
Tower Treasury
 
Tower Dungeon
 
Tower Attic
 
Sand Collection
 
Fishing Area
 
Meeting Hall
 
Clay Collection
 
Plant Gathering
 
Invalid Type
 
Building Level Map Overflow
 
ANY_LEATHER_MATERIAL
 
ANY_SOAP_MATERIAL
 
ANY_STRAND_TISSUE
 
ANY_BONE_MATERIAL
 
ANY_WOOD_MATERIAL
 
ANY_SHELL_MATERIAL
 
ANY_GEM_MATERIAL
 
ANY_STONE_MATERIAL
 
ANY_HORN_MATERIAL
 
ANY_TOOTH_MATERIAL
 
CAN_USE_LOCATION_RESERVED
 
ANY_PEARL_MATERIAL
 
NO_EDGE_ALLOWED
 
USE_BODY_COMPONENT
 
ON_GROUND
 
HAS_EDGE
 
NOT_ARTIFACT
 
IS_CRAFTED_ARTIFACT
 
METAL_ORE
 
NOT_ENGRAVED
 
 
  was slain
 
  was slain
was scuttled
+
I slew
died in the heat
+
a member
died in the cold
+
several years ago
died in a trap
+
many years ago
vanished
+
long, long ago
died in a cage
+
I wonder what the weather is like outside.
was murdered
+
There is a mist outside.
was crushed by a rock
+
Seems a pleasant enough
fell into a chasm
+
Looks like rain outside.
was executed by drowning
+
Looks to be snowing outside.
was burned alive
+
Look at the fog out there!
was crucified
+
There is fog outside.
was buried alive
+
It is scorching hot!
was executed
+
It is freezing cold!
was beheaded
+
Is that
was killed by spikes
+
falling outside?
froze to death
+
The defenseless are safer from outlaws.
died in the dark
+
You have my thanks.
collapsed
+
in a time before time
was put to rest
+
in the future
was scared to death
+
We are saved from a fearsome enemy!
was left out to suffocate
+
We are saved from a dangerous enemy!
died of an illness
+
We are rid of an enemy.
was fed to beasts
+
We are rid of a nuisance.
was hacked to pieces
+
That was a great hunt!
I should be feeling great.
+
That was a worthy hunt.
There is no gaiety.
+
That was hunter's work.
I'm just not enthusiastic.
+
We are saved from a mighty enemy!
There's no reason to be pessimistic.
+
This worthy hunt has rid us of an enemy.
I'm not expecting anything.
+
This hunt has rid us of a nuisance.
I have no doubts.
+
That was a legendary hunt!
I could be questioning my life right now.
+
That was a magnificent hunt!
This isn't a defeat.
+
a few months ago
would not give
+
a year ago
I was reunited with
+
a few years ago
obtained
+
several days ago
was destroyed
+
a week ago
This doesn't excite me.
+
a few weeks ago
placed
+
a month ago
I found
+
not one hour ago
dead.
+
a few hours ago
and it is all thanks to
+
not one day ago
I found myself dead.
+
a few days ago
reunited with
+
just now
due to your efforts
+
a few minutes ago
You were
+
not a quarter hour ago
drowned
+
not a half hour ago
suffocated
+
astonishment
was shot and killed
+
embarrassment
bled to death
+
exasperation
starved to death
+
exhilaration
died of thirst
+
disappointment
I died.
+
It is cold.
fell to the passing years
+
What a wind!
danced
+
  And what a wind!
I saw a performance of
+
It is a nice temperature today.
a performance of
+
The weather looks to be fine today.
was performed
+
The stars are bold tonight.
performed
+
It is a starless night.
perform
+
It is hot.
chanted
+
I hope this fog lifts soon.
demanded submission from
+
I hope this mist passes.
escalated a conflict with
+
Look at those clouds!
refused to give a name
+
The weather does not look too bad today.
Somebody refused to name themself
+
What is this? 
Somebody named themself
+
It is raining.
You refused to name yourself
+
It is snowing.
You named yourself
+
Curse this fog!  I cannot see a thing.
self-identified
+
nuances
in this dubious place
+
righteous
I have communed with
+
indignation
I have performed the rites of
+
self
in this holy place
+
Hello
I played make believe.
+
Hey
I played with
+
I'm a true
I realized
+
I thought you called yourself
I am awoken to
+
([lip])
Is that a weapon?
+
Greetings.
Is this an attack?
+
Salutations
I have fallen for
+
Greetings
and I broke up.
+
([LIP])
and I are divorced.
+
expectancy
I am a parent.
+
hopelessness
Children.
+
Only a fool would travel alone at night!  Take shelter or the bogeyman will get you.
a production order violation
+
Night is falling.  You'd better stay indoors, or the bogeyman will get you.
a export prohibition violation
+
The sun will set soon.  Be careful that the bogeyman doesn't get you.
attempted
+
Don't travel alone at night, or the bogeyman will get you.
perpetrated
+
Hopefully your friends can dissuade you from this foolishness.
leapt from a great height
+
Traveling alone in the wilds?!  You know better than that.
was drained of blood
+
Only a hero such as yourself can travel at night.  The bogeyman would get me.
was slaughtered
+
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
I saw
+
Don't walk off with anything.
preach
+
It is amazing how far you've come.  Welcome home.
a robbery
+
It's good to see you have companions to travel with on your adventures.
I preached
+
I know you can handle yourself, but be careful out there.
a kidnapping
+
Are you still dancing?
a theft
+
Are in a foul mood?
a job order violation
+
You'll get nothing from me with your flattery.
a murder
+
Are you stalking a dangerous beast?
a telling of
+
  Best keep your head down.
the story of
+
I hear that there is an insurrection against
was preached
+
I hear that
I told the story of
+
lost
sermon
+
informed
a sermon
+
that tribute would no longer be offered
preached
+
  I hear
was recited
+
has a real mean streak.
played
+
accepted a peace offer from
a recital of
+
to stop the conflict between
recited
+
refused an offer of peace from
was told
+
regarding the conflict between
I recited
+
agreed to
told the story of
+
offer of tribute from
story of
+
refused
I murdered
+
demand of tribute from
This is my fight too.
+
How are you, my
I defeated
+
It's great to have a friend like you!
I abducted
+
And what exactly do you want?
I am together with my
+
Are you ready to learn?
I am reunited with my
+
Welcome home, my child.
I am separated from
+
.  What can I do for you?
Oh, where is
+
.  Please be respectful of the materials.
I made a suggestion about work allocations in a meeting.
+
I am honored to be in your presence. 
I requested that more weapons be produced in a meeting.
+
It is an honor. 
I asked to become a citizen.
+
Your name precedes you.  Thank you for all that you have done. 
I brought up the lack of jobs in a meeting.
+
It is good to finally meet you! 
I won't go down without a fight!
+
An honor as always.  How can I be of service?
You can't take me alive!
+
.  It is good to see you.
I cannot just stand by.
+
is dumbstruck for a moment.
I have a part in this.
+
A legend?  Here?  I can scarcely believe it. 
I was cried on by an unhappy worshipper.
+
Do you have wisdom to share, preacher?
I was yelled at by an unhappy citizen.
+
Do you have a story to tell?
I told somebody that I am being prevented from leaving.
+
Have you written a new poem?
I was yelled at by an unhappy worshipper.
+
Is it time to make music?
I yelled at somebody in charge.
+
Don't try to throw your weight around.
I cried on somebody in charge.
+
I have nothing for you.
I complained to my priest.
+
I value your loyalty.
I cried on my priest.
+
It really is a pleasure to speak with you again.
my own
+
Thank you for keeping us safe.
arranged
+
Don't let the enemy rest.
in my personal museum
+
Are you hunting for treasure?
I was near to
+
Thank you for protecting our wisdom.
a piece
+
Been in any good scraps today?
on display
+
Let's not hurt anybody.
I was cried on by an unhappy citizen.
+
Make any good deals lately?
A visitor complained about being prevented from leaving.
+
Long live the cause!
I shall name you
+
ORDINAL
This is a true masterpiece.
+
UNIT_NAME
I have improved my
+
INDEF_FAMILY_RELATIONSHIP
I have mastered
+
SITE
A battle!
+
SUBREGION
There's fighting!
+
HIST_FIG
Who's skulking around there?
+
ABSTRACT_BUILDING
Somebody up to no good...
+
(to
This is a fight!
+
CONTEXT
In the midst of conflict...
+
INCIDENT
It is drinking the blood of the living.
+
CRIME
The battle rages...
+
REGION_WEATHER
I can't believe
+
CREATION_ZONE
It feeds on blood.
+
BATTLEFIELD
This is a masterpiece.
+
INTERACTION_INSTANCE
is dead?
+
ARCH_ELEMENT
Can it all end so quickly?
+
in order to find better lives
Our time in
+
moved on in search of a better future
So easily broken...
+
after the horrible mismanagement of
Those injuries...
+
We had to pull out of
How fleeting life is...
+
left to found a new settlement
Gruesome wounds!
+
This place has been conquered
Has the tide turned?
+
We formed
How fragile we are...
+
I hear that a group calling itself
has killed.
+
We founded
Slayer.
+
I hear that a group from
, slayer of
+
left to reclaim the ruins
, slayer.
+
after an insurrection
Death...
+
waited out an insurrection in
is really dead.
+
crushed an insurrection in
is so brief...
+
We reclaimed
Death is all around us.
+
is not in
I was not able to petition for citizenship.
+
I do not have
I was not able to bring up the lack of jobs.
+
does not possess
I practiced at the archery target.
+
stops and pays attention to you.
I had a sparring session.
+
was destroyed.
a ghost
+
is in
I did my combat drills.
+
I have
the ghost of my friend
+
just before an army
the ghost of an acquaintance
+
descended upon the place.
I've been on a long patrol.
+
I heard that
I was nauseated by the sun.
+
I heard that there was an incident.
I could not find anybody in charge to complain at.
+
We banded up as
I could not find anybody in charge to comfort me.
+
and escaped
I could not find a priest to complain at.
+
I hear that refugees calling themselves
I could not find a priest to comfort me.
+
fled
I was not able to make suggestions about work allocations.
+
A great monster from the underground is said to have emerged from the darkness.
I was unable to request weapon production.
+
A vile beast from the caverns now walks the land.
I'm starving.
+
A lurking pest has come up from the underground.
I have been away from people for a long time.
+
At the end of the world dwell the fiercest beasts of legend.
I'm dehydrated.
+
Terrible monstrosities live deep under the ground.
I'm hungry.
+
The world is safer for travelers when night creatures no longer stalk the darkness.
I haven't slept for a very long time.
+
A force of evil has arisen in the world.
I'm thirsty.
+
Something truly horrifying has vomited itself forth from the depths of the world.
I've been out in the sunshine again after a long time away.
+
Vanquishing a great beast on our behalf would bring us all much glory.
I'm sleepy.
+
Mastering the forces of nature would glorify us in the eyes of the world.
I need some excitement in my life.
+
Demons from the underworld must not be permitted to walk freely upon the land.
I need to learn something new.
+
Not far from here, a fearsome creature has made its home.
It has been long time since I've done something creative.
+
A savage beast from the thick of the wilds hunts us at will.
I miss having art in my life.
+
A ferocious wild animal has been set on us by nature.
I need time to contemplate.
+
A ferocious unnatural beast has become the bane of our people.
I need something to do.
+
A beast from the wilds has been harassing our people.
I need a drink.
+
A small but organized military order have been causing us much hardship.
I must pray to
+
A marauding warband is threatening our people.
My clothes are in tatters.
+
Malicious outlaws have brought terror to our doorsteps.
My clothes actually rotted right off of my body.
+
Particular outlaws have been causing us much hardship.
My spouse lost the baby.
+
assumes a beastly form to terrorize us.
I am wearing old clothes.
+
Our people have been pestered by skulking villains.
I was released from confinement.
+
A highly-organized military order is threatening our people.
I lost the baby.
+
An organized military order have brought terror to our doorsteps.
I lost a pet.
+
This insidious evil is
I threw something.
+
Seek this place if you hunt
I had a nightmare about my deceased child.
+
The creature is
I had a nightmare about my deceased animal training partner.
+
  Body corrupted beyond reckoning,
I had a nightmare about my deceased mother.
+
Creatures grow mighty out in the wildest regions.
I had a nightmare about my deceased father.
+
You might win fame by putting down a wild beast of great renown.
I had a nightmare about my deceased lover.
+
Sometimes animals just get out of control.
I had a nightmare about my deceased sibling.
+
Seek this place if you wish to confront
I had a nightmare about my deceased pet.
+
BELIEF_SYSTEM
I had a nightmare about my deceased spouse.
+
DIVINATION_SET
tortured
+
SPEAKER
I was
+
DANCE_FORM
tormented
+
RHYTHM
possessed
+
CULTURAL_IDENTITY
I had a nightmare about the dead.
+
AGREEMENT
haunted
+
POETIC_FORM
I had a nightmare about my deceased friend.
+
MUSICAL_FORM
I had a nightmare about my deceased acquaintance.
+
ARMY
the ghost of my child
+
ARMY_CONTROLLER
the ghost of my animal training partner
+
ARMY_TRACKING_INFO
the ghost of my mother
+
A vile monster from the bowels of the earth has been preying on our people.
the ghost of my father
+
A beast from underground has been assailing us.
the ghost of my lover
+
At times, creeping things slither out from below ground.
the ghost of my sibling
+
We are besieged by a terrifying monster from the harshest wilderness.
the ghost of a pet
+
A beast horrible beyond imagining threatens us.
the ghost of my spouse
+
A creature of the night has our people cowering in fear.
I was close to a waterfall.
+
The forces of darkness have descended upon us.
I got caught in dust underground.
+
A terror most foul from the evil depths nigh the underworld plagues us.
I got caught in a miasma.
+
A great beast threatens to bring ruin upon our people.
I was caught in smoke underground.
+
We have been under siege by an ancient force of nature.
I was out in a blizzard.
+
It is time to send our cursed enemy back to the underworld.
It was snowing on me.
+
Our people have been tormented by a fearsome foe.
It was raining on me.
+
AUDIENCE
I was in a snow storm.
+
A night creature has infiltrated our communities and now makes prey of us.
will be recognized.
+
An evil lurks within.
I can now reside in
+
As you know, we are at war.  You might be able to strike our enemies where our armies cannot reach.
I was re-elected.
+
It is a place of great evil.
has been recognized.
+
looks around nervously and leans forward, speaking quietly.
My punishment was reduced.
+
  It is rumored that the dead rise and stalk the living!
I won the election.
+
That place is blessed.
I was considering the demands I've made.
+
There is a library there
A criminal could not be properly punished.
+
There is a tomb
was abandoned.
+
housing
The guildhall petition for
+
is there.
was ignored.
+
There is a tavern there
The agreement to establish a temple for
+
There is a temple
The temple petition for
+
The head of the family is
was rejected.
+
is overcome for a moment.
I am now part of
+
]  No...  I don't want to talk about it.
I was denied residency in
+
There is a great keep there
A criminal's punishment was delayed.
+
I've defeated many fearsome opponents!
There are not enough cages and chains.
+
We are in
Nobody could be punished for failing to obey my commands.
+
  [You receive a detailed description.]
My punishment was delayed.
+
I've heard of a place called
My request was approved.
+
STORKIS
My request was ignored.
+
[PRO_OBJ]
The agreement to establish a guildhall for
+
[PRO_POS]
I was rejected by
+
I don't know very much about it.
I wish to make something.
+
STRANGUS
I must practice the fighting arts.
+
AUGIS
I need to pause and reflect upon myself.
+
Savage beasts call it their home.
We must make merry again.
+
!  It's terrifying.
I'd like to hear somebody eloquent.
+
have been known to hunt out there.
I long to uphold the traditions.
+
roam freely out there.
I want to spend some time with family.
+
has been harassing people over in
I want to see my friends.
+
The army of
I could really use a good meal.
+
is marching here!
I just want to fight somebody.
+
is marching on
I want to see a great beast.
+
A bandit gang calling itself
I need more.
+
, led by
I long to make romance.
+
has been harassing people right here on the streets of
It would nice to get out in nature and see some creatures.
+
over at
I need to perfect my skills.
+
  They have a
I just want to slow down and take it easy for a while.
+
somewhere
I have unmet needs.
+
A sprawling criminal organization has left our people living in fear.
I've been injured badly.
+
A scheming criminal gang has eluded capture for far too long.
I just wish to help somebody.
+
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
I want to puzzle over something.
+
There are foul goings-on
I need to wear fine things.
+
Can you lead me to battle and a warrior's death?
I need to get away from here and wander the world.
+
is our family's ancestor.
This place could really use some more trouble.
+
is the head of the family.
I'm feeling argumentative.
+
Our family's ancestor is
I was out in the rain.
+
But mostly I just like to drink.
I've been rained on.
+
How I long for some excitement in my life...
I was able to rest up.
+
I've always dreamed of seeing far-away places.
I was caught in freakish weather.
+
I would give anything to be away from here.  I can't stand the boredom!
It was very hard to sleep with the noise.
+
forgetful guard
I couldn't sleep at all with all the noise.
+
I am a slave of
I've been wounded.
+
I am a prisoner of
I didn't sleep soundly due to the noise.
+
Please help me to escape from this place.
dining
+
There's absolutely nothing interesting around here.
sleeping
+
I am a
Somebody has better
+
, as are you
burial
+
I have no interest in your objectives.
I don't have enough weapon racks.
+
I cannot give up my quest for
I don't have enough armor stands.
+
I cannot abandon my pilgrimage.
I don't have enough chests.
+
I cannot, for I am on an important journey.
I don't have enough cabinets.
+
It is I that would lead you, but I have no need of your protection.
I formed a bond with my animal training partner.
+
Ha!  Such enthusiasm from one such as yourself.
I was rescued.
+
With a band so large, what share of the glory would I have?
I didn't have a dining room.
+
I'm sorry.  I can't go with you.
There aren't enough chairs.
+
A demonstration of your skill might convince me.
I ate at a crowded table.
+
Keep practicing!
I ate in a dining room.
+
Maybe after you've improved.  Prove you have what it takes.  The life of the traveling performer is a hard one.
arrangements than I do.
+
Can you manage a troupe so large?
There aren't enough dining tables.
+
I'd love to travel and create art.
I put a piece on display.
+
The performing arts are so important.  Let's go!
I finished up some work.
+
Let's spread the joy!
I chained up a creature.
+
The performances will be great.
I gelded a creature.
+
express
I slaughtered an animal.
+
State your values (new menu)
I put a creature in a cage.
+
Demand an item (barter screen)
I brought somebody to rest in bed.
+
Express your emotions (new menu)
I felled a tree.
+
hello
Tax collection went smoothly.
+
Nevermind
I disappointed the nobility.
+
nevermind
I was misinformed about a room during tax collection.
+
Summarize the many troubles
I pleased the nobility.
+
I am unfit to brave danger with you.
I do not have adequate protection.
+
I would...  rather not.
I was unable to reach a room during tax collection.
+
Greet listener
The tax collector's escorts stole my property.
+
greet
I lost some property to taxes.
+
The surrounding area is called
I have entered the nobility.
+
Search first in
I was knocked out by a cave-in.
+
a dark tower
I toppled something over.
+
the dungeon
I have attained a higher rank of nobility.
+
That's such a fantastic idea.  I can't wait to be off!
There wasn't enough work last season.
+
It's such a noble pursuit.  Let's go immediately!
I smashed up a building.
+
It would be so great to perform and make people happy.
My mandate was ignored.
+
I so love the performing arts.  It's time to go!
A mandate deadline was missed.
+
Take me away from here.
I had to eat vermin to survive.
+
Let us leave as soon as possible.
I started a fist fight.
+
This is a cause worthy of struggle.
I had to eat my beloved pet to survive.
+
I'm sorry.  My duty is here.
I had to eat one of my favorite animals to survive.
+
I've always wanted to travel the world.  Let us be off!
I don't have a shirt.
+
Excitement!  Adventure!  I am thrilled to join you.
I have no shoes.
+
I will agree to guide you if you lead me to glory and death.
My deadline was met.
+
I will agree to travel with you if you lead me to glory and death.
I am uncovered.
+
I'm not sure exactly where to look.
I ate rotten food.
+
Hey...  that sounds like a great idea!
I put on a
+
Surely any place is better than this.  Let's set off immediately!
I could not find the hammer.
+
Nothing beats the open road.  Let us be off!
I have been eating the same old food.
+
Ask listener to wait here
I was beat somebody with the hammer.
+
wait
I was beaten with the hammer.
+
stay
I beat somebody as a punishment.
+
Ask listener to follow you
I was beaten as a punishment.
+
Request a guide to
I ate a meal.
+
Ask for directions to
I had a drink.
+
Ask for the whereabouts of
truly splendid
+
treasure
item.
+
Inquire about any troubles
superior
+
Offer your service
n exceptional
+
bandit
well-crafted
+
skulking
finely-crafted
+
ruffian
I had a drink, but it had gone bad.
+
Order listener to
I drank water without a well.
+
drive the forces of
I drank water mixed with pus.
+
Tell listener that nothing has changed
I drank foul water.
+
leave
I drank gooey water.
+
Complain about the agreement
I drank water mixed with ichor.
+
complain
I drank slime.
+
Bring up the journey together
I drank vomit.
+
Cancel the agreement
I slept in the grass.
+
cancel
I slept on a rough cave floor.
+
Gift a (large) pet or mount (new menu)
I slept on the floor.
+
Express horror at the gift
I slept in the mud.
+
Express thanks for the gift
I slept without a proper room.
+
Claim this site for yourself (group naming menu)
I slept in a bedroom.
+
Claim this site for yourself and
I had a drink without using a goblet.
+
Name pet (new menu)
I was near to a caged
+
Ask favor, place request, make demand or issue order (new menu)
I taught
+
favor
I learned about
+
Create a performance troupe together (group naming menu)
My artwork was defaced.
+
Investigate or interrogate (new menu)
I was evicted.
+
investigate
I slept in the dirt.
+
interrogate
I slept on a pile of driftwood.
+
Ask about
I slept on rocks.
+
Bring up specific incident or rumor (new menu)
I slept on ice.
+
who
I just don't understand
+
Ask for directions (new menu)
I've been discussing
+
directions
powerful knowledge
+
thanks
I've made a breakthrough regarding
+
Give
I read
+
Ask about somebody (new menu)
I learned
+
's presence in
I wrote
+
Spread rumor of your possession of
an untitled composition
+
absence
I was accosted by
+
's absence from
I was pestered by
+
Spread rumor of your abduction
I got into an argument
+
Spread rumor of the abduction of
I am forming a grudge against
+
's destruction
friends with
+
Spread rumor of the
a new friend
+
Spread rumor of the occupation of
The tax collection did not go smoothly.
+
Spread rumor of your reunion with
I made
+
Spread rumor of the reunion of
There was a scholarly lecture in
+
Bring up your death
There was a performance in
+
Bring up the death of
I played with my pet.
+
Spread rumor of
I was confined.
+
Spread rumor of the insurrection
I acquired something.
+
Order
I adopted a new pet.
+
Rent room for
was given away.
+
Request free room
I acquired
+
List available services
The criminal was convicted and I received justice.
+
list
My family received justice when the criminal was convicted.
+
Yell out service order
An animal was convicted of a crime.
+
buy
The victim of a crime was somehow convicted of that very offense.
+
sell
A child was turned away from sanctuary.
+
Ask about available services, drinks, rooms, etc.
Somebody dead was convicted of a crime.
+
Spread rumor of your lack of possession of
I was expelled.
+
Trade or settle debts
was expelled.
+
barter
I have been drinking the same old booze.
+
rebels
I drank bloody water.
+
stakeholders
I was attacked by the dead.
+
guards
I was attacked by my own dead
+
Summarize the local disposition of the forces of
I killed somebody in a sparring accident.
+
relations
I was attacked.
+
Summarize the hold of
I had a bath.
+
on its territory
I had a bath with soap!
+
Give an order based on
I shared a personal insight with an acquaintance.
+
's relationship with
I shared a personal insight with somebody.
+
Go into
I shared a personal insight with my child.
+
Bring up
I shared a personal insight with my friend.
+
the destruction of
I shared a personal insight with my mother.
+
Bring up your reunion with
I shared a personal insight with my father.
+
Bring up the reunion of
I shared a personal insight with my lover.
+
Summarize the conflict in which
I shared a personal insight with my sibling.
+
you slew
My friend shared a personal insight with me.
+
(This occurred
An acquaintance shared a personal insight with me.
+
troublemaker
My father shared a personal insight with me.
+
Accuse the speaker of being a troublemaker
My child shared a personal insight with me.
+
Summarize your views on
My sibling shared a personal insight with me.
+
Discuss the missing artifact
My mother shared a personal insight with me.
+
Summarize your views on the opposition to
My spouse shared a personal insight with me.
+
Describe the refugees created by the attack of
My lover shared a personal insight with me.
+
accuse
I discussed my problems with my child.
+
Ask the listener for the location of
I discussed my problems with my friend.
+
Agree to have
I discussed my problems with my mother.
+
accept homage from
I discussed my problems with my father.
+
agree
I discussed my problems with my lover.
+
accept
I discussed my problems with my sibling.
+
refusal
Somebody shared a personal insight with me.
+
Suggest that the listener trade
I discussed my problems with my spouse.
+
suggest
My father discussed their problems with me.
+
cease
My child discussed their problems with me.
+
Accept that the listener will not trade
My sibling discussed their problems with me.
+
the object
My mother discussed their problems with me.
+
Ask about listener's family
My spouse discussed their problems with me.
+
Ask for permission to stay for a day
My lover discussed their problems with me.
+
Ask for a cease to hostilities
I discussed my problems with an acquaintance.
+
rob
I discussed my problems with somebody.
+
Demand that the listener yield
I received water.
+
surrender
I gave somebody water.
+
Demand that
I have a new sibling.
+
Demand the listener's identity
I have become a parent
+
Demand that the listener drop
I got married.
+
drop
I have new siblings.
+
Offer to have
I've been mulling over
+
homage
I gave birth to
+
Cancel tribute from
my lover
+
Offer peace between
my sibling
+
Refuse to have
my pet
+
Agree to make peace between
my spouse
+
Refuse to make peace between
There was an incident.
+
Ask about the structure you are in
The body of
+
Ask about the listener's master or boss
I received food.
+
boss
I gave somebody food.
+
show
I had an intellectual discussion with my spouse.
+
Ask listener to join you (new menu)
I had an intellectual discussion with my lover.
+
Confirm service order
my acquaintance
+
Exchange, give, take or show personal items
decayed without burial.
+
exchange
my child
+
extend
my animal training partner
+
Extend room rental for
my mother
+
Extend use of free room
my father
+
Try to calm the listener
I had an intellectual discussion with somebody.
+
Tell a joke
I shared a personal insight with my spouse.
+
feelings
I had an intellectual discussion with my friend.
+
Make a flattering remark
I had an intellectual discussion with an acquaintance.
+
flatter
I had an intellectual discussion with my father.
+
Inquire about listener's profession
I had an intellectual discussion with my child.
+
Ask how listener is feeling
I had an intellectual discussion with my sibling.
+
Ask about the listener's schemes and plots
I had an intellectual discussion with my mother.
+
scheme
I was on an infiltration mission.
+
plan
This must be stopped by any means at our disposal.
+
Invoke true name to banish listener
I received a cut of corruptly-obtained funds.
+
invoke
I was far away.
+
banish
I accepted bribed in exchange for offering leniency.
+
Invoke true name to compel service from listener
I embezzled funds.
+
Comment on natural surroundings
I prey on the blood of civilized creatures.
+
Ask about the surrounding area
I am unnaturally ageless.
+
surroundings
That's terrific!
+
Comment on weather
It accords with my faith.
+
Offer encouragement
That is sad but not unexpected.
+
encourage
That is terrible.
+
Ask about the local ruler
I hate it.
+
Ask about this site's neighbors and trade partners
I am afraid of it.
+
neighbors
It is terrifying.
+
village
I don't know anything about that.
+
Return to current topic (new menu)
It was okay.
+
Bypass greeting (new menu)
I'm conflicted.
+
bypass
It was great.
+
Change the subject (new menu)
It was good.
+
quit
It was legendary.
+
Say goodbye
It was fantastic.
+
Accuse listener of being a night creature
Preaching is my calling.
+
Impatiently say goodbye
I enjoyed performing.
+
Ask listener to adopt
This storyteller
+
Accept the position
This recitation
+
Refuse the position
I concur!
+
Agree to the adoption
This preacher
+
transfer
No doubt.
+
Offer listener your position as
Truly.
+
adopt
I agree completely.
+
Brag about your past violent acts
So true, so true.
+
brag
I talked to my sibling.
+
boast
I talked to my mother.
+
Welcome yourself to your new home
I talked to my spouse.
+
Raise alarm
I talked to my lover.
+
exile
Somebody discussed their problems with me.
+
Ask if anybody fled from this site
I visited with my pet.
+
Ask about other groups with a stake in this site
My friend discussed their problems with me.
+
withdraw
An acquaintance discussed their problems with me.
+
Ask about the position of this group's forces
I conducted a meeting in
+
Refuse the adoption
a setting worthy of legends
+
Ask listener why they are traveling
I talked to an acquaintance.
+
Ask how strong this group's hold over its lands is
I talked to somebody.
+
decline
I visited with my animal training partner.
+
Leave
I talked to my friend.
+
Kick listener out of
I talked to my father.
+
Invite listener to join
I talked to my child.
+
invite
an awful setting
+
Accept invitation to join
a very poor setting
+
Refuse invitation to join
a horribly substandard setting
+
Refuse listener work as
a horrible setting
+
Ask to join
a very good setting
+
Accept into
a good setting
+
Refuse request to join
a fantastic setting
+
diagnosticians
a great setting
+
surgeons
I talked to somebody important to our traditions.
+
bone doctors
It was
+
Reply to greeting (impersonation)
I thought about my tomb.
+
impersonate
I do not have a tomb.
+
State
I conducted an official meeting in a dining room.
+
's location
I had no room for an official meeting.
+
Ask to be rescued
a poor setting
+
Reply to greeting
I conducted an official meeting in a bedroom.
+
reply
doesn't belong here.
+
Refuse conversation
makes me retch.
+
Revoke listener's status as a
is terrible.
+
revoke
is just bad.
+
Invite listener to become a
is a waste of time.
+
Ask to become a
couldn't be much worse.
+
Refuse invitation to become a
stinks!
+
Accept invitation to become a
is lousy.
+
Refuse request to become a
This is my favorite poetry.
+
Accept as a
I love the reflective lyrics of the accompaniment.
+
Request duty or advice pertaining to service as a
The lyrics of the accompaniment are my favorite poetry.
+
Give report pertaining to service as a
The lyrics are my favorite poetry.
+
report
The accompaniment is my favorite music.
+
Praise listener for completing the task
This is my favorite music.
+
Ask what happened
? Awful.
+
Ask listener to join you and be rescued
This is my favorite dance.
+
return
I love the riddle in the lyrics.
+
Refuse to share this information
I love riddles.
+
Say that you have no family
I hate self-absorbed poetry.
+
Say that you don't remember
I love the riddle in the lyrics of the accompaniment.
+
scribes
I hate the self-absorbed lyrics of the accompaniment.
+
Grant listener work as
I hate the self-absorbed lyrics.
+
grant
I love the reflective lyrics.
+
Grant
I love reflective poetry.
+
scholars
The lyrics of the accompaniment are so funny!
+
mercenaries
The lyrics are so funny!
+
monster slayers
The lyrics are so embarrassing!
+
Ask for
This poetry is so embarrassing!
+
to made
I hate riddles.
+
tavern keepers
The lyrics of the accompaniment are so embarrassing!
+
Ask to be made a
Why is there a riddle in the lyrics of the accompaniment? I hate riddles.
+
State that you are conflicted
Why is there a riddle in the lyrics? I hate riddles.
+
State that it is terrific
is fantastic!
+
State that they are outlaws
is awesome!
+
State that you are right in all matters
This chanter
+
terrible
This dancer
+
State opinion that it is terrifying
player
+
terrifying
This singer
+
State that you don't know anything about it
That sounds just like the
+
State opinion that it is sad but not unexpected
is great.
+
expected
is splendid.
+
State opinion that it is terrible
! Amazing ability.
+
performing
That sounds almost like the
+
State that it was legendary
. How can I even describe the skill?
+
State that it was fantastic
is legendary.
+
State that preaching is your calling
is magnificant!
+
preaching
? Unbelievable talent!
+
calling
has promise.
+
State that you enjoyed performing
That sounds vaguely like the
+
State your general fear
is pretty good.
+
State that it accords with your faith
is alright!
+
accords
That sounds like the
+
faith
is good.
+
State that it is for the best
is really quite good!
+
State that you don't care
shows such talent.
+
State your general hatred
Is that supposed to be the
+
Ask listener's course of action
is no good.
+
Request suggestion for course of action
could be worse.
+
Ask listener to join you as entertainer
is middling.
+
vigilant
is alright.
+
Offer condolences
could be better.
+
sorry
is okay.
+
State that you weren't acquainted
is fine.
+
Tell listener to enjoy peace and remain vigilant
You have my thanks.
+
enjoy
in a time before time
+
Suggest talking to
We are rid of a nuisance.
+
to offer condolences
The defenseless are safer from outlaws.
+
Suggest traveling to
We are saved from a dangerous enemy!
+
State opinion that it is not your problem
We are rid of an enemy.
+
State opinion that it was inevitable
We are saved from a mighty enemy!
+
inevitable
We are saved from a fearsome enemy!
+
State opinion that this is the life for you
a few hours ago
+
Ask listener to join you in a rescue
not one day ago
+
Ask listener to join you in an insurrection
not a half hour ago
+
State opinion that it must be stopped with violent force
not one hour ago
+
site
a few minutes ago
+
Respond to join request
not a quarter hour ago
+
respond
in the future
+
entertain
just now
+
Ask listener to join you on adventures
months ago
+
Ask listener to guide you to a location
a year ago
+
State that listener saved you from an enemy
a month ago
+
State that listener protected the defenseless from outlaws
a few months ago
+
protected
a week ago
+
defenseless
a few weeks ago
+
saved
a few days ago
+
State that listener had a good hunt
several days ago
+
State that you love solemn poems
a creature
+
State that you hate solemn poems
creatures
+
State that listener's hunt saved you from an enemy
long, long ago
+
State that you disapprove of ribald poems
I slew
+
State that you love light poems
many years ago
+
State that you hate light poems
long ago
+
Lay quest to retrieve
a few years ago
+
Exhort to finish current quest
several years ago
+
apologize
I love ribald poetry.
+
Refer listener to somebody older
Must the lyrics of the accompaniment be so off-putting?
+
refer
I love the ribald lyrics of the accompaniment.
+
Comply with order
I love the ribald lyrics.
+
Agree to follow
I love the raunchy lyrics!
+
Apologize for being otherwise occupied
I love raunchy poetry!
+
oulaws
This poetry is so funny!
+
Grant sleep permission
I love the raunchy lyrics of the accompaniment!
+
Deny sleep permission
These lyrics are too breezy.
+
deny
I prefer more weighty subject matter myself.
+
bad
I love light poetry.
+
State that this is your favorite dance
Couldn't the lyrics of the accompaniment be a bit more somber?
+
favorite
I love the light lyrics of the accompaniment.
+
State that this is your favorite music
I love the light lyrics.
+
State that this is great
These lyrics are simply unacceptable.
+
State that this is good
I hate this sleazy sort of poetry.
+
State that this is okay
This legendary hunt has saved us from a mighty enemy!
+
State that this is no good
This magnificent hunt has saved us from a fearsome enemy!
+
State that it was okay
These lyrics are too austere.
+
Agree completely
I can't stand poetry this serious.
+
State that this is fantastic
I love solemn poetry.
+
State that it was great
The lyrics of the accompaniment are way too serious.
+
State that it was good
I love the solemn lyrics of the accompaniment.
+
raunchy
I love the solemn lyrics.
+
poems
That was a worthy hunt.
+
State that you love ribald poems
That was hunter's work.
+
State your amusement
That was a magnificent hunt!
+
funny
That was a great hunt!
+
State that you love raunchy poems
This hunt has rid us of a nuisance.
+
State that you love riddles
That was a legendary hunt!
+
State that you hate riddles
This great hunt has saved us from a dangerous enemy!
+
State that you are embarrassed by this kind of humor
This worthy hunt has rid us of an enemy.
+
State that this is your favorite poetry
What a wind!
+
State that you love reflective poetry
And what a wind!
+
State that you hate reflective poetry
It is hot.
+
Say something about your family's ancestor
It is cold.
+
ancestor
The stars are bold tonight.
+
Say something about your family
It is a starless night.
+
Announce that you are hunting in your lair
The weather does not look too bad today.
+
grovel
The weather looks to be fine today.
+
Ask listener to wait until you've returned home
nuances
+
Say something general about your emotional state or thoughts
It is a nice temperature today.
+
thoughts
many died
+
Say something about the local area
by the forces of
+
Tell the listener that they've found you
many foes
+
Grovel before your new master
was slain
+
Provide the whereabouts of
a member
+
Explain your current journey
the forces
+
explain
Looks to be snowing outside.
+
Say something about this site's trade partners
Look at the fog out there!
+
Refuse to cease hostilities
falling outside?
+
Agree to comply with demand
Looks like rain outside.
+
Refuse to comply with demand
It is freezing cold!
+
Refuse to yield
Is that
+
hawk
the forces of
+
Yield in terror
It is scorching hot!
+
Yield
sunset
+
Agree to cease hostilities
out there.
+
Prophesize
Seems a pleasant enough
+
prophesize
There is fog outside.
+
Hawk your wares
There is a mist outside.
+
lair
I hope this mist passes.
+
Express astonishment at seeing
Look at those clouds!
+
surprise
Curse this fog! I cannot see a thing.
+
Praise for returning
I hope this fog lifts soon.
+
Ask listener to come to the market later
It is raining.
+
Remind listener of pending service
It is snowing.
+
pending
I wonder what the weather is like outside.
+
Tell listener that no services are available
What is this?
+
Initiate bartering
happiness
+
Ask listener to come to the trade depot later
misery
+
later
. Please be respectful of the materials.
+
Ask listener to come to your store later
How are you, my
+
Ask listener to come closer
. What can I do for you?
+
Do business
You are welcome at
+
exhort
It is good to finally meet you!
+
finish
Welcome home, my child.
+
Charge to serve
It is an honor.
+
Give your opinion of
Your name precedes you. Thank you for all that you have done.
+
opinion
Long live the cause!
+
Provide the location of specific place
Thank you for keeping us safe.
+
Provide the location of
Let's not hurt anybody.
+
Recommend
Make any good deals lately?
+
Profess total ignorance
Are you ready to learn?
+
Tell the listener that
Been in any good scraps today?
+
Tell listener to try a shopkeeper
It's great to have a friend like you!
+
shopkeeper
And what exactly do you want?
+
Tell listener about
It really is a pleasure to speak with you again.
+
Provide directions to
Do you have wisdom to share, preacher?
+
Tell listener both of you must be at location
I have nothing for you.
+
both
I value your loyalty.
+
Tell listener you don't work here
Thank you for protecting our wisdom.
+
Mention services to listener
Don't try to throw your weight around.
+
Announce your night creature status
Don't let the enemy rest.
+
announce
Are you hunting for treasure?
+
State your incredulity
Are you stalking a dangerous beast?
+
mock
Don't walk off with anything.
+
State your age emphatically
Are in a foul mood?
+
Say something about your profession
You'll get nothing from me with your flattery.
+
talk
Is it time to make music?
+
Say something about your schemes
Are you still dancing?
+
Refuse the interrogation
Do you have a story to tell?
+
Mock the repeated failure of the interrogator
Have you written a new poem?
+
Make terrified outburst regarding fleeing conflict
Greetings
+
outburst
Greetings.
+
State intention to flee conflict
Salutations
+
Say something about your master(s)
([LIP])
+
Fail the struggle against great despair
([lip])
+
Fail the struggle against great dismay
A legend? Here? I can scarcely believe it.
+
Fail the struggle against great distress
I am honored to be in your presence.
+
Fail the struggle against great fright
. It is good to see you.
+
Fail the struggle against great sadness
is dumbstruck for a moment.
+
Fail the struggle against great terror
I thought you called yourself
+
Fail the struggle against great agony
An honor as always. How can I be of service?
+
Fail the struggle against great anguish
I'm a true
+
Fail the struggle against great horror
We formed
+
Fail the struggle against great grief
in order to find better lives
+
Fail the struggle against great rage
This place has been conquered
+
Fail the struggle against great fear
has been conquered
+
failed to load conflict report incident
left to reclaim the ruins
+
Fail the struggle against great alarm
left to found a new settlement
+
Fail the struggle against great shock
We founded
+
Accept the compliment
I hear that a group from
+
thank
just before an army
+
Accept calming
and escaped
+
State that calming was unneeded
I hear that refugees calling themselves
+
Deride the attempt to calm
We had to pull out of
+
Reject the compliment
We banded up as
+
reject
moved on in search of a better future
+
Reject the attempt to calm
after the horrible mismanagement of
+
Flatter the listener
is not in
+
Deride flattery
is in
+
deride
I have
+
(not your values)
I heard that there was an incident.
+
Argue
was destroyed.
+
Acquiesce (changes your values)
descended upon the place.
+
acquiesce
I heard that
+
Dismiss the listener's argument
ENTITY
+
dismiss
something
+
Respond passively
CONTEXT
+
Agree to drop the argument
I do not have
+
Reject the joke
does not possess
+
Express outrage over dismissal
I know you've seen your share of adventure, but be careful or the bogeyman may get you.
+
dismissal
Only a fool would travel alone at night! Take shelter or the bogeyman will get you.
+
Press the argument
Traveling alone in the wilds?! You know better than that.
+
unneeded
Only a hero such as yourself can travel at night. The bogeyman would get me.
+
Approve of the joke
I know you can handle yourself, but be careful out there.
+
approve
Hopefully your friends can dissuade you from this foolishness.
+
State feelings of great aversion
It is amazing how far you've come. Welcome home.
+
State feelings of great awe
It's good to see you have companions to travel with on your adventures.
+
State feelings of great bitterness
demand of tribute from
+
State feelings of great boredom
accepted a peace offer from
+
State feelings of great anxiety
offer of tribute from
+
State feelings of great apathy
refused
+
State feelings of great arousal
Don't travel alone at night, or the bogeyman will get you.
+
State feelings of great astonishment
agreed to
+
State feelings of great amazement
Night is falling. You'd better stay indoors, or the bogeyman will get you.
+
State feelings of great ambivalence
The sun will set soon. Be careful that the bogeyman doesn't get you.
+
State feelings of great anger
has a real mean streak.
+
State feelings of great annoyance
Best keep your head down.
+
State feelings of great admiration
that tribute would no longer be offered
+
State feelings of great agitation
I hear
+
State feelings of great aggravation
regarding the conflict between
+
State feelings of great alienation
informed
+
State feelings of great emptiness
to stop the conflict between
+
State feelings of great exasperation
refused an offer of peace from
+
State feelings of great ferocity
We reclaimed
+
State feelings of great frustration
I hear that a group calling itself
+
State feelings of great displeasure
waited out an insurrection in
+
State feelings of great eagerness
crushed an insurrection in
+
State feelings of great embarrassment
after an insurrection
+
State feelings of great empathy
I hear that there is an insurrection against
+
State feelings of great disappointment
I hear that
+
State feelings of great disgust
BELIEF_SYSTEM
+
State feelings of great disillusionment
IMAGE_SET
+
State feelings of great dislike
RHYTHM
+
State feelings of great caring
OCCUPATION
+
State feelings of great confusion
DANCE_FORM
+
State feelings of great contempt
POETIC_FORM
+
State feelings of great dejection
MUSICAL_FORM
+
Verbally struggle against great fear
A great beast threatens to bring ruin upon our people.
+
Verbally struggle against great sadness
We have been under siege by an ancient force of nature.
+
State feelings of great satisfaction
An evil lurks within.
+
State feelings of great love
As you know, we are at war. You might be able to strike our enemies where our armies cannot reach.
+
Verbally struggle against great horror
AUDIENCE
+
Verbally struggle against great grief
A night creature has infiltrated our communities and now makes prey of us.
+
State feelings of great triumph
DIVINATION_SET
+
State feelings of great grim satisfaction
SPEAKER
+
State feelings of great suspicion
A vile monster from the bowels of the earth has been preying on our people.
+
Verbally struggle against great alarm
A beast from underground has been assailing us.
+
Verbally struggle against great shock
The forces of darkness have descended upon us.
+
Fail the struggle against great misery
A terror most foul from the evil depths nigh the underworld plagues us.
+
Fail the struggle against great mortification
A beast horrible beyond imagining threatens us.
+
Fail the internal struggle, completely shaken
A creature of the night has our people cowering in fear.
+
Fail the struggle against existential crisis
It is time to send our cursed enemy back to the underworld.
+
Verbally struggle against great misery
Our people have been tormented by a fearsome foe.
+
Verbally struggle against great mortification
Vanquishing a great beast on our behalf would bring us all much glory.
+
Verbally struggle, greatly shaken
Mastering the forces of nature would glorify us in the eyes of the world.
+
State feelings of great acceptance
A ferocious unnatural beast has become the bane of our people.
+
Verbally struggle against great despair
A beast from the wilds has been harassing our people.
+
Verbally struggle against great dismay
A savage beast from the thick of the wilds hunts us at will.
+
Verbally struggle against great distress
A ferocious wild animal has been set on us by nature.
+
Verbally struggle against great fright
At times, creeping things slither out from below ground.
+
State feelings of great vengefulness
We are besieged by a terrifying monster from the harshest wilderness.
+
Verbally struggle against great terror
ORDINAL
+
Verbally struggle against great agony
UNIT_NAME
+
Verbally struggle against great anguish
FAMILY_RELATIONSHIP
+
State feelings of great bliss
NUMBER
+
State feelings of great excitement
SUBREGION
+
State feelings of great gaiety
HIST_FIG
+
State feelings of great joy
ABSTRACT_BUILDING
+
State feelings of great affection
FORMATION
+
State feelings of great amusement
ARCH_ELEMENT
+
State feelings of great contentment
JUSTIFICATION
+
State feelings of great delight
SPHERE
+
State feelings of great worry
DEF_SPHERE
+
State feelings of great wrath
INDEF_FAMILY_RELATIONSHIP
+
State feelings of great zeal
INCIDENT
+
State feelings of great adoration
WRITTEN_CONTENT
+
State feelings of great tenderness
IDENTITY
+
State feelings of great uneasiness
BATTLEFIELD
+
State feelings of great unhappiness
INTERACTION_INSTANCE
+
State feelings of great wonder
ACTIVITY
+
State feelings of great self-pity
CULTURAL_IDENTITY
+
State feelings of great servility
AGREEMENT
+
State feelings of great shame
ARMY_CONTROLLER
+
State feelings of great sympathy
ARMY_TRACKING_INFO
+
State feelings, greatly enraptured
VEHICLE
+
State feelings, greatly thrilled
REGION_WEATHER
+
Verbally struggle against looming existential crisis
CREATION_ZONE
+
Verbally struggle, greatly defeated
has been harassing people over in
+
State feelings of great joviality
The army of
+
State feelings of great jubilation
, led by
+
State feelings of great pleasure
has been harassing people right here on the streets of
+
State feelings of great pride
around here
+
State feelings of great freedom
A bandit gang calling itself
+
State feelings of great flee
called
+
State feelings of great happiness
somewhere
+
State feelings of great jolliness
forgetful guard
+
State feelings of great elation
I am a slave of
+
State feelings of great enjoyment
of the
+
State feelings of great exhilaration
, as are you
+
State feelings of great fondness
There's absolutely nothing interesting around here.
+
State feelings of great irritation
I am a
+
State feelings of great isolation
is marching here!
+
State feelings of great loathing
is marching on
+
State feelings of great loneliness
Can you lead me to battle and a warrior's death?
+
State feelings of great hopelessness
is our family's ancestor.
+
State feelings of great humiliation
I've always dreamed of seeing far-away places.
+
State feelings of great insult
I would give anything to be away from here. I can't stand the boredom!
+
State feelings of great interest
But mostly I just like to drink.
+
State feelings of great grumpiness
How I long for some excitement in my life...
+
State feelings of great guilt
I am a prisoner of
+
State feelings of great hatred
Please help me to escape from this place.
+
State feelings of great hope
named
+
State feelings of great gloom
There is a tavern there
+
State feelings of great glumness
] No... I don't want to talk about it.
+
State feelings of great gratitude
There is a great keep there
+
State feelings of great grouchiness
The head of the family is
+
State feelings of great repentance
is overcome for a moment.
+
State feelings of great resentment
is the head of the family.
+
State feelings of great restlessness
Our family's ancestor is
+
State feelings of great righteous indignation
A great monster from the underground is said to have emerged from the darkness.
+
State feelings of great rejection
A vile beast from the caverns now walks the land.
+
State feelings of great relief
A force of evil has arisen in the world.
+
State feelings of great regret
Something truly horrifying has vomited itself forth from the depths of the world.
+
State feelings of great remorse
Terrible monstrosities live deep under the ground.
+
State feelings of great outrage
The world is safer for travelers when night creatures no longer stalk the darkness.
+
State feelings of great panic
Demons from the underworld must not be permitted to walk freely upon the land.
+
State feelings of great patience
Not far from here, a fearsome creature has made its home.
+
State feelings of great passion
This insidious evil is
+
State feelings of great lust
Seek this place if you hunt
+
State feelings of great nervousness
Sometimes animals just get out of control.
+
State feelings of great nostalgia
Seek this place if you wish to confront
+
State feelings of great optimism
Creatures grow mighty out in the wildest regions.
+
State feelings of astonishment
You might win fame by putting down a wild beast of great renown.
+
State feelings of aversion
A lurking pest has come up from the underground.
+
State feelings of awe
At the end of the world dwell the fiercest beasts of legend.
+
State feelings of bitterness
A small but organized military order have been causing us much hardship.
+
State feelings of annoyance
A marauding warband is threatening our people.
+
State feelings of anxiety
A highly-organized military order is threatening our people.
+
State feelings of apathy
An organized military order have brought terror to our doorsteps.
+
State feelings of arousal
assumes a beastly form to terrorize us.
+
State feelings of alienation
Our people have been pestered by skulking villains.
+
State feelings of amazement
The creature is
+
State feelings of ambivalence
Body corrupted beyond reckoning,
+
State feelings of anger
over at
+
State feelings of acceptance
They have a
+
State feelings of admiration
A lowly group of outcasts have perpetrated enough crimes against our community to gain notice.
+
State feelings of agitation
There are foul goings-on
+
State feelings of aggravation
A sprawling criminal organization has left our people living in fear.
+
State feelings of empathy
A scheming criminal gang has eluded capture for far too long.
+
State feelings of emptiness
Malicious outlaws have brought terror to our doorsteps.
+
State feelings of exasperation
Particular outlaws have been causing us much hardship.
+
State feelings of ferocity
to the
+
State feelings of dislike
I've always wanted to travel the world. Let us be off!
+
State feelings of displeasure
Excitement! Adventure! I am thrilled to join you.
+
State feelings of eagerness
Surely any place is better than this. Let's set off immediately!
+
State feelings of embarassment
Nothing beats the open road. Let us be off!
+
State feelings of dejection
I'm not sure exactly where to look.
+
State feelings of disappointment
Hey... that sounds like a great idea!
+
State feelings of disgust
That's such a fantastic idea. I can't wait to be off!
+
State feelings of disillusionment
It's such a noble pursuit. Let's go immediately!
+
State feelings of boredom
This is a cause worthy of struggle.
+
State feelings of caring
I'm sorry. My duty is here.
+
State feelings of confusion
Take me away from here.
+
State feelings of contempt
Let us leave as soon as possible.
+
State feelings of grim satisfaction
I will agree to guide you if you lead me to glory and death.
+
Verbally struggle against fear
I will agree to travel with you if you lead me to glory and death.
+
Verbally struggle against sadness
A demonstration of your skill might convince me.
+
State feelings of satisfaction
Keep practicing!
+
Verbally struggle against horror
Let's spread the joy!
+
Verbally struggle against grief
The performances will be great.
+
State feelings of triumph
I'd love to travel and create art.
+
Verbally struggle against rage
The performing arts are so important. Let's go!
+
State feelings of great euphoria
It would be so great to perform and make people happy.
+
State feelings of suspicion
I so love the performing arts. It's time to go!
+
Verbally struggle against alarm
It is a place of great evil.
+
Verbally struggle against shock
looks around nervously and leans forward, speaking quietly.
+
State feelings, greatly expectant
housing
+
Verbally struggle against great doubt
is there.
+
State feelings of great enthusiasm
There is a library there
+
Verbally struggle against great pessimism
There is a tomb
+
Verbally struggle against fright
There is a temple
+
Verbally struggle against misery
there
+
Verbally struggle against mortification
I don't know very much about it.
+
Verbally struggle, shaken
I am the
+
Verbally struggle against anguish
have been known to hunt out there.
+
Verbally struggle against despair
roam freely out there.
+
Verbally struggle against dismay
Savage beasts call it their home.
+
Verbally struggle against distress
! It's terrifying.
+
State feelings of joy
It is rumored that the dead rise and stalk the living!
+
State feelings of vengefulness
That place is blessed.
+
Verbally struggle against terror
I've defeated many fearsome opponents!
+
Verbally struggle against agony
We are in
+
State feelings of love
[PRO_OBJ]
+
State feelings of bliss
[PRO_POS]
+
State feelings of excitement
STORKIS
+
State feelings of gaiety
[PRO_SUB]
+
State feelings of adoration
STRANGUS
+
State feelings of affection
AUGIS
+
State feelings of amusement
a dark tower
+
State feelings of contentment
the dungeon
+
State feelings of wonder
The surrounding area is called
+
State feelings of worry
Search first in
+
State feelings of wrath
[You receive a detailed description.]
+
State feelings of zeal
I've heard of a place called
+
State feelings of sympathy
incident
+
State feelings of tenderness
I have no interest in your objectives.
+
State feelings of uneasiness
I cannot give up my quest for
+
State feelings of unhappiness
With a band so large, what share of the glory would I have?
+
State feelings of righteous indignation
I'm sorry. I can't go with you.
+
State feelings of self-pity
It is I that would lead you, but I have no need of your protection.
+
State feelings of servility
Ha! Such enthusiasm from one such as yourself.
+
State feelings of shame
Maybe after you've improved. Prove you have what it takes. The life of the traveling performer is a hard one.
+
State feelings of pride
Can you manage a troupe so large?
+
State feelings, enraptured
I am unfit to brave danger with you.
+
State feelings, thrilled
I would... rather not.
+
Verbally struggle against existential crisis
I cannot abandon my pilgrimage.
+
State feelings of jolliness
I cannot, for I am on an important journey.
+
State feelings of joviality
nothing
+
State feelings of jubilation
diplomacy
+
State feelings of pleasure
artifact
+
State feelings of fondness
criminal
+
State feelings of freedom
occupation
+
State feelings of glee
conflict
+
State feelings of happiness
treasure
+
State feelings of delight
leader
+
State feelings of elation
the destruction of
+
State feelings of enjoyment
writing
+
State feelings of exhilaration
conspiracy to slow labor
+
State feelings of interest
building
+
State feelings of irritation
insurrection
+
State feelings of isolation
flight
+
State feelings of loathing
crushed
+
State feelings of hope
weather
+
State feelings of hopelessness
creature
+
State feelings of humiliation
subject
+
State feelings of insult
intruder
+
State feelings of grouchiness
position
+
State feelings of grumpiness
slayer
+
State feelings of guilt
monster
+
State feelings of hatred
tavern
+
State feelings of frustration
doctors
+
State feelings of gloom
adventure
+
State feelings of glumness
protected
+
State feelings of gratitude
performing
+
State feelings of remorse
riddle
+
State feelings of repentance
failed to load conflict report incident
+
State feelings of resentment
argument
+
State feelings of restlessness
somebody whose name I don't know
+
State feelings of passion
VERMIN_SOIL
+
State feelings of rejection
VERMIN_FISH
+
State feelings of relief
LOOSE_CLUSTERS
+
State feelings of regret
LARGE_ROAMING
+
State feelings of optimism
DOES_NOT_EXIST
+
State feelings of outrage
FANCIFUL
+
State feelings of panic
MUNDANE
+
State feelings of patience
VERMIN_ROTTER
+
State feelings of loneliness
VERMIN_GROUNDER
+
State feelings of lust
VERMIN_EATER
+
State feelings of nervousness
HIVE_PRODUCT
+
State feelings of nostalgia
UBIQUITOUS
+
State minor feeling of arousal
ARTIFICIAL_HIVEABLE
+
State minor feeling of astonishment
VERMIN_SOIL_COLONY
+
State minor feeling of aversion
GENERAL_CHILD_NAME
+
State minor feeling of awe
GENERAL_BABY_NAME
+
State minor feeling of anger
TRIGGERABLE_GROUP
+
State minor feeling of annoyance
CLUSTER_NUMBER
+
State minor feeling of anxiety
POPULATION_NUMBER
+
State minor feeling of apathy
UNDERGROUND_DEPTH
+
State minor feeling of aggravation
CHANGE_FREQUENCY_PERC
+
State minor feeling of alienation
FREQUENCY
+
State minor feeling of amazement
SOLDIER_ALTTILE
+
State minor feeling of ambivalence
ALTTILE
+
Dismiss minor feeling of being shaken
GLOWTILE
+
State minor feeling of acceptance
CREATURE_SOLDIER_TILE
+
State minor feeling of admiration
CREATURE_TILE
+
State minor feeling of agitation
GLOWCOLOR
+
State minor feeling of embarrassment
<SWAP>
+
State minor feeling of empathy
REMOVE_MATERIAL
+
State minor feeling of emptiness
PLUS_MATERIAL
+
State minor feeling of exasperation
SELECT_MATERIAL
+
State minor feeling of disillusionment
Unrecognized Material Template:
+
State minor feeling of dislike
USE_MATERIAL_TEMPLATE
+
State minor feeling of displeasure
USE_MATERIAL
+
State minor feeling of eagerness
MATERIAL
+
State minor feeling of contempt
PROCEDURAL_CREATURE_GRAPHICS
+
State minor feeling of dejection
REMOVE_TISSUE
+
State minor feeling of disappointment
SELECT_TISSUE
+
State minor feeling of disgust
Unrecognized Tissue Template:
+
State minor feeling of bitterness
USE_TISSUE_TEMPLATE
+
State minor feeling of boredom
USE_TISSUE
+
State minor feeling of caring
TISSUE
+
State minor feeling of confusion
PROFESSION_NAME
+
Dismiss minor feeling of rage
Caste Selection Fails:
+
State minor feeling of grim satisfaction
SELECT_ADDITIONAL_CASTE
+
Dismiss minor feeling of fear
SELECT_CASTE
+
Dismiss minor feeling of sadness
USE_CASTE
+
Dismiss minor feeling of shock
PCG_LAYERING
+
Dismiss minor feeling of horror
DEFAULT
+
Dismiss minor feeling of grief
Custom butcher object shape not found:
+
State minor feeling of triumph
: No tissue thickness
+
Verbally struggle against pessimism
: Tissue
+
State feelings of euphoria
was not found, using first tissue instead
+
State minor feeling of suspicion
, layer
+
Dismiss minor feeling of alarm
has no body parts and creature doesn't have [DOES_NOT_EXIST], adding [DOES_NOT_EXIST] to creature
+
Verbally struggle, defeated
: Special attack interaction token not recognized :
+
State feelings, expectant
: Special attack material missing state -- set to liquid
+
Verbally struggle against doubt
LOCAL_CREATURE_MAT
+
State feelings of enthusiasm
Unrecognized Color Token:
+
Dismiss minor feeling of distress
: Cannot find SPECIFIC_FOOD:CREATURE token
+
Dismiss minor feeling of fright
: Cannot find SPECIFIC_FOOD:PLANT token
+
Dismiss minor feeling of misery
a child
+
Dismiss minor feeling of mortification
a girl
+
Dismiss minor feeling of agony
null app_mod_selection
+
Dismiss minor feeling of anguish
Tile page token not recognized:
+
Dismiss minor feeling of despair
ADD_COLOR
+
Dismiss minor feeling of dismay
decaplets
+
State minor feeling of gaiety
nonuplets
+
State minor feeling of joy
octuplets
+
State minor feeling of vengefulness
septuplets
+
Dismiss minor feeling of terror
sextuplets
+
State minor feeling of satisfaction
quintuplets
+
State minor feeling of love
quadruplets
+
State minor feeling of bliss
triplets
+
State minor feeling of excitement
Unrecognized Creature Token:
+
State minor feeling of zeal
SOURCE_ENID
+
State minor feeling of adoration
SOURCE_HFID
+
State minor feeling of affection
GENERATED
+
State minor feeling of amusement
SLAIN_SPEECH
+
State minor feeling of unhappiness
PREFSTRING
+
State minor feeling of wonder
EQUIPMENT_WAGON
+
State minor feeling of worry
SAVAGE
+
State minor feeling of wrath
COPY_TAGS_FROM
+
State minor feeling of shame
CREATURE
+
State minor feeling of sympathy
SELECT_CREATURE
+
State minor feeling of tenderness
CUT_CREATURE
+
State minor feeling of uneasiness
logs/current_entry.txt
+
State minor feeling of restlessness
#NAAM?
+
State minor feeling of righteous indignation
LOG_CURRENT_ENTRY
+
State minor feeling of self-pity
GO_TO_TAG could not find target, setting to end:
+
State minor feeling of servility
GO_TO_TAG
+
State minor feeling of pleasure
GO_TO_END
+
State minor feeling of pride
GO_TO_START
+
State feelings, somewhat enraptured
APPLY_CURRENT_CREATURE_VARIATION
+
State feelings, somewhat thrilled
Unrecognized Creature Variation:
+
State minor feeling of happiness
APPLY_CREATURE_VARIATION
+
State minor feeling of jolliness
Unrecognized Creature Copy (Order is important!):
+
State minor feeling of joviality
: Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
+
State minor feeling of jubilation
Custom tissue shape not found:
+
State minor feeling of exhilaration
(no mat3)
+
State minor feeling of fondness
(no mat1)
+
State minor feeling of freedom
(empty tissue)
+
State minor feeling of glee
Creature Tissue Material Failure:
+
State minor feeling of contentment
*** Error(s) finalizing the creature
+
State minor feeling of delight
POP_RATIO
+
State minor feeling of elation
SLAIN_CASTE_SPEECH
+
State minor feeling of enjoyment
TLCM_GENETIC_MODEL
+
State minor feeling of insult
APP_MOD_GENETIC_MODEL
+
State minor feeling of interest
TLCM_IMPORTANCE
+
State minor feeling of irritation
TLCM_NOUN
+
State minor feeling of isolation
TLCM_TIMING
+
State minor feeling of hatred
) Was Not Used
+
State minor feeling of hope
AMPHIBIOUS
+
State minor feeling of hopelessness
AQUATIC
+
State minor feeling of humiliation
BABYNAME
+
State minor feeling of gratitude
CHILDNAME
+
State minor feeling of grouchiness
CASTE_PROFESSION_NAME
+
State minor feeling of grumpiness
FEATURE_ATTACK_GROUP
+
State minor feeling of guilt
SUPERNATURAL
+
State minor feeling of ferocity
NATURAL_ANIMAL
+
State minor feeling of frustration
NATURAL
+
State minor feeling of gloom
MAGICAL
+
State minor feeling of glumness
VEGETATION
+
State minor feeling of regret
MOUNT_EXOTIC
+
State minor feeling of remorse
Unrecognized Creature Caste Body Token:
+
State minor feeling of repentance
Duplicate Body Token:
+
State minor feeling of resentment
REMAINS_UNDETERMINED
+
State minor feeling of patience
REMAINS_ON_VERMIN_BITE_DEATH
+
State minor feeling of passion
DIE_WHEN_VERMIN_BITE
+
State minor feeling of rejection
COLONY_EXTERNAL
+
State minor feeling of relief
VERMIN_HATEABLE
+
State minor feeling of nostalgia
zombie
+
State minor feeling of optimism
NUMBERED_NAME
+
State minor feeling of outrage
many babies
+
State minor feeling of panic
quindecaplets
+
State minor feeling of loathing
quattuordecaplets
+
State minor feeling of loneliness
tredecaplets
+
State minor feeling of lust
duodecaplets
+
State minor feeling of nervousness
undecaplets
+
Acknowledge lack of apathy
TISSUE_LAYER_APPEARANCE_MODIFIER
+
Acknowledge lack of arousal
TSU_NOUN
+
Acknowledge lack of astonishment
TISSUE_STYLE_UNIT
+
Acknowledge lack of aversion
PLUS_TL_GROUP
+
Acknowledge lack of ambivalence
SET_TL_GROUP
+
Acknowledge lack of anger
PLUS_BP_GROUP
+
Acknowledge lack of annoyance
SET_BP_GROUP
+
Acknowledge lack of anxiety
BODY_APPEARANCE_MODIFIER
+
Acknowledge lack of agitation
BP_APPEARANCE_MODIFIER
+
Acknowledge lack of aggravation
BP Remove Type
+
Acknowledge lack of alienation
BP_REMOVE_TYPE
+
Acknowledge lack of amazement
BP Add Type
+
Acknowledge lack of mortification
BP_ADD_TYPE
+
Acknowledge lack of being shaken
Was Not Used
+
Acknowledge lack of acceptance
Shearable Tissue
+
Acknowledge lack of admiration
SHEARABLE_TISSUE_LAYER
+
Acknowledge lack of eagerness
Color Mod Ending With (
+
Acknowledge lack of embarrassment
TL_COLOR_MODIFIER
+
Acknowledge lack of empathy
NO_END
+
Acknowledge lack of emptiness
APP_MOD_RATE
+
Acknowledge lack of disgust
APP_MOD_IMPORTANCE
+
Acknowledge lack of disillusionment
APP_MOD_NOUN
+
Acknowledge lack of dislike
APP_MOD_DESC_RANGE
+
Acknowledge lack of displeasure
BP Mod
+
Acknowledge lack of confusion
LAYS_UNUSUAL_EGGS
+
Acknowledge lack of contempt
NATURAL_SKILL
+
Acknowledge lack of dejection
NOSMELLYROT
+
Acknowledge lack of disappointment
SPECIALATTACK_SUCK_BLOOD
+
Acknowledge lack of awe
SPECIALATTACK_INJECT_EXTRACT
+
Acknowledge lack of bitterness
SPECIALATTACK_INTERACTION
+
Acknowledge lack of boredom
ATTACK_FLAG_EDGE
+
Acknowledge lack of caring
ATTACK_FLAG_WITH
+
Acknowledge lack of triumph
NOFEAR
+
Acknowledge lack of rage
GETS_INFECTIONS_FROM_ROT
+
Acknowledge lack of grim satisfaction
GETS_WOUND_INFECTIONS
+
Acknowledge lack of fear
CANOPENDOORS
+
Acknowledge lack of alarm
UNDERSWIM
+
Acknowledge lack of shock
BEACH_FREQUENCY
+
Acknowledge lack of horror
ITEMCORPSE_QUALITY
+
Acknowledge lack of grief
ITEMCORPSE
+
State minor feeling of enthusiasm
NOEXERT
+
Dismiss minor feeling of pessimism
HASSHELL
+
State minor feeling of euphoria
NOMEAT
+
Acknowledge lack of suspicion
NOBONES
+
Dismiss minor existential crisis
NOSKIN
+
Dismiss minor feeling of defeat
NOSKULL
+
State feelings, somewhat expectant
PARALYZEIMMUNE
+
Dismiss minor doubts
NOSTUCKINS
+
Acknowledge lack of dismay
NO_THOUGHT_CENTER_FOR_MOVEMENT
+
Acknowledge lack of distress
ARENA_RESTRICTED
+
Acknowledge lack of fright
NOTHOUGHT
+
Acknowledge lack of misery
CAVE_ADAPT
+
Acknowledge lack of terror
LIGAMENTS
+
Acknowledge lack of agony
HAS_NERVES
+
Acknowledge lack of anguish
TENDONS
+
Acknowledge lack of despair
NOPAIN
+
Acknowledge lack of excitement
CDI token precedes any CAN_DO_INTERACTION tag:
+
Acknowledge lack of gaiety
CAN_DO_INTERACTION
+
Acknowledge lack of joy
RETRACT_INTO_BP
+
Acknowledge lack of vengefulness
RELSIZE
+
Acknowledge lack of sadness
Unrecognized Creature Caste Body Gloss Token:
+
Acknowledge lack of satisfaction
BODYGLOSS
+
Acknowledge lack of love
Body Token Recognized But Could Not Connect:
+
Acknowledge lack of bliss
BODYPART
+
Acknowledge lack of wrath
ATTACK
+
Acknowledge lack of zeal
EBO_SHAPE
+
Acknowledge lack of adoration
ANY_HARD_STONE
+
Acknowledge lack of affection
EBO_ITEM
+
Acknowledge lack of uneasiness
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
+
Acknowledge lack of unhappiness
EXTRA_BUTCHER_OBJECT
+
Acknowledge lack of wonder
Unrecognized CDI Token:
+
Acknowledge lack of worry
ATTACK_CONTACT_PERC
+
Acknowledge lack of servility
ATTACK_VERB
+
Acknowledge lack of shame
ATTACK_SKILL
+
Acknowledge lack of sympathy
seems to have correct format but could not find proper BPs in any caste, so not added
+
Acknowledge lack of tenderness
Attack
+
Acknowledge lack of resentment
CHILD_TISSUE_LAYER_GROUP
+
Acknowledge lack of restlessness
CHILD_BODYPART_GROUP
+
Acknowledge lack of righteous indignation
TISSUE_LAYER
+
Acknowledge lack of self-pity
ATTACK_FLAG_CANLATCH
+
Acknowledge lack of jubilation
ATTACK_FLAG_BAD_MULTIATTACK
+
Acknowledge lack of pleasure
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
+
Acknowledge lack of pride
ATTACK_PREPARE_AND_RECOVER
+
Acknowledge lack of rapture
ATTACK_VELOCITY_MODIFIER
+
Acknowledge lack of glee
ATTACK_PRIORITY
+
Acknowledge lack of happiness
ATTACK_PENETRATION_PERC
+
Acknowledge lack of jolliness
VISION_ARC
+
Acknowledge lack of joviality
CLUTCH_SIZE
+
Acknowledge lack of enjoyment
EGG_SIZE
+
Acknowledge lack of exhilaration
LAYS_EGGS
+
Acknowledge lack of fondness
PRONE_TO_RAGE
+
Acknowledge lack of freedom
GRAZER
+
Acknowledge lack of amusement
STANDARD_GRAZER
+
Acknowledge lack of contentment
DIURNAL
+
Acknowledge lack of delight
ALL_ACTIVE
+
Acknowledge lack of elation
EQUIPS
+
Acknowledge lack of humiliation
UTTERANCES
+
Acknowledge lack of insult
CAN_SPEAK
+
Acknowledge lack of interest
SLOW_LEARNER
+
Acknowledge lack of irritation
CAN_LEARN
+
Acknowledge lack of guilt
INTELLIGENT
+
Acknowledge lack of hatred
FEATURE_BEAST
+
Acknowledge lack of hope
SEMIMEGABEAST
+
Acknowledge lack of hopelessness
MEGABEAST
+
Acknowledge lack of glumness
VESPERTINE
+
Acknowledge lack of gratitude
MATUTINAL
+
Acknowledge lack of grouchiness
CREPUSCULAR
+
Acknowledge lack of grumpiness
NOCTURNAL
+
Acknowledge lack of exasperation
NIGHT_CREATURE_BOGEYMAN
+
Acknowledge lack of ferocity
NIGHT_CREATURE_HUNTER
+
Acknowledge lack of frustration
NIGHT_CREATURE
+
Acknowledge lack of gloom
NIGHT_CREATURE_EXPERIMENTER
+
Acknowledge lack of relief
SPREAD_EVIL_SPHERES_IF_RULER
+
Acknowledge lack of regret
UNIQUE_DEMON
+
Acknowledge lack of remorse
SMELL_TRIGGER
+
Acknowledge lack of repentance
LOW_LIGHT_VISION
+
Acknowledge lack of panic
SENSE_CREATURE_CLASS
+
Acknowledge lack of patience
NONAUSEA
+
Acknowledge lack of passion
NOSTUN
+
Acknowledge lack of rejection
TRANCES
+
Acknowledge lack of nervousness
NOEMOTION
+
Acknowledge lack of nostalgia
NO_CONNECTIONS_FOR_MOVEMENT
+
Acknowledge lack of optimism
OPPOSED_TO_LIFE
+
Acknowledge lack of outrage
NO_PHYS_ATT_RUST
+
Acknowledge lack of isolation
NO_PHYS_ATT_GAIN
+
Acknowledge lack of loathing
EXTRAVISION
+
Acknowledge lack of loneliness
NO_FEVERS
+
Acknowledge lack of lust
NO_DIZZINESS
+
Start new conversation with
ODOR_STRING
+
Shout out to everybody
ODOR_LEVEL
+
Assume an identity
SYNDROME_DILUTION_FACTOR
+
somebody whose name I don't know
CARNIVORE
+
Continue shouting
BONECARN
+
Continue conversation with
BLOODSUCKER
+
View
CANNOT_CLIMB
+
Acknowledge lack of doubt
CANNOT_JUMP
+
Acknowledge lack of enthusiasm
STANCE_CLIMBER
+
Acknowledge lack of pessimism
CRAZED
+
Acknowledge lack of euphoria
GENERAL_MATERIAL_FORCE_MULTIPLIER
+
Acknowledge lack of a thrill
MATERIAL_FORCE_MULTIPLIER
+
Acknowledge lack of existential crisis
PERSONALITY
+
Acknowledge lack of defeat
CREATURE_CLASS
+
Acknowledge lack of expectancy
ROOT_AROUND
+
REMOVE_MATERIAL
GOBBLE_VERMIN_CLASS
+
USE_TISSUE
GOBBLE_VERMIN_CREATURE
+
Unrecognized Material Template:
IMMOBILE
+
USE_MATERIAL_TEMPLATE
REMAINS_COLOR
+
PLUS_MATERIAL
CASTE_GLOWCOLOR
+
SELECT_MATERIAL
CASTE_COLOR
+
USE_MATERIAL
CASTE_NAME
+
Caste Selection Fails:
SPECIFIC_FOOD
+
USE_CASTE
REMAINS
+
USE_STANDARD_NEX_BODY_PALETTE
NO_UNIT_TYPE_COLOR
+
SELECT_ADDITIONAL_CASTE
NO_DRINK
+
SELECT_CASTE
NO_EAT
+
PROCEDURAL_CREATURE_GRAPHICS
CANNOT_UNDEAD
+
PCG_LAYERING
NOT_LIVING
+
PORTRAIT
VERMIN_MICRO
+
Unrecognized Tissue Template:
LIGHT_GEN
+
USE_TISSUE_TEMPLATE
IMMOBILE_LAND
+
REMOVE_TISSUE
LOCAL_POPS_CONTROLLABLE
+
SELECT_TISSUE
LOCAL_POPS_PRODUCE_HEROES
+
CREATURE
STRANGE_MOODS
+
SELECT_CREATURE
PACK_ANIMAL
+
Unrecognized Creature Copy (Order is important!):
WAGON_PULLER
+
COPY_TAGS_FROM
COMMON_DOMESTIC
+
logs
NO_SLEEP
+
CUT_CREATURE
THICKWEB
+
logs/current_entry.txt
WEBBER
+
SOURCE_ENID
TRAINABLE_WAR
+
SOURCE_HFID
TRAINABLE_HUNTING
+
LOG_CURRENT_ENTRY
TRAINABLE
+
Unrecognized Creature Token:
PET_EXOTIC
+
PREFSTRING
OUTSIDER_CONTROLLABLE
+
EQUIPMENT_WAGON
TRAPAVOID
+
GENERATED
LOCKPICKER
+
SLAIN_SPEECH
AMBUSHPREDATOR
+
: Special attack material missing state -- set to liquid
NOBREATHE
+
: Numbered body parts cannot have children -- number set to 1 (make individual parts if possible)
ALCOHOL_DEPENDENT
+
(empty tissue)
MULTIPART_FULL_VISION
+
Creature Tissue Material Failure:
MEANDERER
+
(no mat3)
NIGHT_CREATURE_NIGHTMARE
+
(no mat1)
CURIOUSBEAST_GUZZLER
+
GO_TO_TAG
CURIOUSBEAST_ITEM
+
GO_TO_END
CURIOUSBEAST_EATER
+
*** Error(s) finalizing the creature
PATTERNFLIER
+
GO_TO_TAG could not find target, setting to end:
COOKABLE_LIVE
+
Unrecognized Creature Variation:
MISCHIEVOUS
+
APPLY_CREATURE_VARIATION
MISCHIEVIOUS
+
GO_TO_START
NOT_BUTCHERABLE
+
APPLY_CURRENT_CREATURE_VARIATION
IMMOLATE
+
VERMIN_ROTTER
ADOPTS_OWNER
+
VERMIN_GROUNDER
DIVE_HUNTS_VERMIN
+
MUNDANE
HUNTS_VERMIN
+
UBIQUITOUS
RETURNS_VERMIN_KILLS_TO_OWNER
+
ARTIFICIAL_HIVEABLE
AT_PEACE_WITH_WILDLIFE
+
VERMIN_EATER
VERMINHUNTER
+
HIVE_PRODUCT
FLEEQUICK
+
VERMIN_FISH
remains
+
LOOSE_CLUSTERS
SMALL_REMAINS
+
VERMIN_SOIL_COLONY
BENIGN
+
VERMIN_SOIL
LARGE_PREDATOR
+
FANCIFUL
NO_WINTER
+
STP
NO_AUTUMN
+
LARGE_ROAMING
NO_SUMMER
+
DOES_NOT_EXIST
NO_SPRING
+
SAVAGE
TRADE_CAPACITY
+
CREATURE_SOLDIER_TILE
SWIMS_INNATE
+
CREATURE_TILE
SWIMS_LEARNED
+
GENERAL_BABY_NAME
GRASSTRAMPLE
+
TRIGGERABLE_GROUP
NO_VEGETATION_PERTURB
+
GENERAL_CHILD_NAME
DIFFICULTY
+
UNDERGROUND_DEPTH
BUILDINGDESTROYER
+
CHANGE_FREQUENCY_PERC
VIEWRANGE
+
CLUSTER_NUMBER
TEST_ALL
+
POPULATION_NUMBER
HABIT_NUM
+
TSU_NOUN
LAIR_CHARACTERISTIC
+
TISSUE_STYLE_UNIT
LAIR_HUNTER_SPEECH
+
SHEARABLE_TISSUE_LAYER
LAIR_HUNTER
+
TISSUE_LAYER_APPEARANCE_MODIFIER
CASTE_SOLDIER_TILE
+
PLUS_BP_GROUP
CASTE_TILE
+
SET_BP_GROUP
EGG_MATERIAL
+
PLUS_TL_GROUP
EXERTION
+
SET_TL_GROUP
EXTREME_EMOTION
+
NUMBERED_NAME
CONTINUOUS
+
many babies
SECRETION
+
zombie
SPOUSE_CONVERSION_TARGET
+
tredecaplets
SPOUSE_CONVERTER
+
duodecaplets
CONVERTED_SPOUSE
+
quindecaplets
MILKABLE
+
quattuordecaplets
EXTRACT
+
TL_COLOR_MODIFIER
CASTE_SOLDIER_ALTTILE
+
NO_END
CASTE_ALTTILE
+
) Was Not Used
CASTE_GLOWTILE
+
Color Mod Ending With (
NO_GENDER
+
APP_MOD_NOUN
FEMALE
+
APP_MOD_DESC_RANGE
FIREIMMUNE_SUPER
+
APP_MOD_RATE
FIREIMMUNE
+
APP_MOD_IMPORTANCE
MAGMA_VISION
+
BP Remove Type
MULTIPLE_LITTER_RARE
+
BP_REMOVE_TYPE
WEBIMMUNE
+
BP Mod
BODY_SIZE
+
Shearable Tissue
PETVALUE_DIVISOR
+
BP Add Type
PETVALUE
+
BP_ADD_TYPE
DESCRIPTION
+
Unrecognized Color Token:
GNAWER
+
: Cannot find SPECIFIC_FOOD:CREATURE token
MAXAGE
+
LOCAL_CREATURE_MAT
LITTERSIZE
+
: No tissue thickness
ORIENTATION
+
: Tissue
STEALTH_SLOWS
+
: Cannot find SPECIFIC_FOOD:PLANT token
AGILITY
+
has no body parts and creature doesn't have [DOES_NOT_EXIST], adding [DOES_NOT_EXIST] to creature
STRENGTH
+
: Special attack interaction token not recognized :
LAYERS_SLOW
+
was not found, using first tissue instead
NO_BUILD_UP
+
, layer
CHANGE_BODY_SIZE_PERC
+
nonuplets
GRAVITATE_BODY_SIZE
+
octuplets
MODVALUE
+
undecaplets
ATTACK_TRIGGER
+
quintuplets
Unknown GAIT flag
+
quadruplets
Attribute range not in increasing order, repaired
+
septuplets
PHYS_ATT_RANGE
+
sextuplets
SKILL_RUST_RATES
+
a boy
SKILL_LEARN_RATES
+
triplets
SKILL_RATES
+
twins
SKILL_LEARN_RATE
+
Tile page token not recognized:
SKILL_RUST_RATE
+
ADD_COLOR
SKILL_RATE
+
a girl
MENT_ATT_RATES
+
null app_mod_selection
MENT_ATT_RANGE
+
EBO_SHAPE
Attribute cap perc less than 100, set to 100
+
BODYPART
PHYS_ATT_CAP_PERC
+
Gastroliths seem to have correct format but could not find proper BPs in any caste, so not added
PHYS_ATT_RATES
+
EXTRA_BUTCHER_OBJECT
Attribute range greater than
+
ANY_HARD_STONE
, repaired
+
EBO_ITEM
Attribute range less than
+
CDI
SELECT_TISSUE_LAYER
+
Unrecognized CDI Token:
Tissue layer not added because no BP found:
+
CDI token precedes any CAN_DO_INTERACTION tag:
Unknown Body Part Position Token:
+
Unrecognized Creature Caste Body Gloss Token:
Unknown Body Group/Relation Token(s):
+
RETRACT_INTO_BP
NORMAL
+
ATTACK_FLAG_BAD_MULTIATTACK
TISSUE_LAYER_OVER
+
ATTACK_FLAG_INDEPENDENT_MULTIATTACK
TISSUE_LAYER_UNDER
+
ATTACK_FLAG_WITH
MENT_ATT_CAP_PERC
+
ATTACK_FLAG_CANLATCH
Body detail plan not found:
+
ATTACK_PRIORITY
BODY_DETAIL_PLAN
+
ATTACK_PREPARE_AND_RECOVER
PLUS_TISSUE_LAYER
+
ATTACK_VELOCITY_MODIFIER
MANNERISM_EYELIDS
+
ATTACK_VERB
MANNERISM_STRETCH
+
ATTACK_SKILL
MANNERISM_POSTURE
+
ATTACK_PENETRATION_PERC
MANNERISM_BREATH
+
ATTACK_CONTACT_PERC
MANNERISM_SIT
+
CHILD_TISSUE_LAYER_GROUP
MANNERISM_WALK
+
CHILD_BODYPART_GROUP
MANNERISM_SMILE
+
seems to have correct format but could not find proper BPs in any caste, so not added
MANNERISM_LAUGH
+
Attack
MANNERISM_KNUCKLES
+
AQUATIC
MANNERISM_HAIR
+
BABYNAME
MANNERISM_MOUTH
+
AMPHIBIOUS
MANNERISM_EYES
+
CHILDNAME
MANNERISM_HEAD
+
CASTE_PROFESSION_NAME
MANNERISM_EAR
+
SLAIN_CASTE_SPEECH
MANNERISM_NOSE
+
TLCM_GENETIC_MODEL
MANNERISM_FINGERS
+
FEATURE_ATTACK_GROUP
MANNERISM_LEG
+
POP_RATIO
MANNERISM_TONGUE
+
TLCM_NOUN
MANNERISM_HANDS
+
TLCM_TIMING
MANNERISM_ARMS
+
APP_MOD_GENETIC_MODEL
MANNERISM_FEET
+
TLCM_IMPORTANCE
MANNERISM_NAILS
+
Duplicate Body Token:
MANNERISM_CHEEK
+
Body Token Recognized But Could Not Connect:
MANNERISM_LIPS
+
Unrecognized Creature Caste Body Token:
FIXED_TEMP
+
DIE_WHEN_VERMIN_BITE
HOMEOTHERM
+
COLONY_EXTERNAL
VERMIN_NOTRAP
+
REMAINS_UNDETERMINED
VERMIN_NOFISH
+
REMAINS_ON_VERMIN_BITE_DEATH
VERMIN_NOROAM
+
PEARL
FISHITEM
+
MOUNT_EXOTIC
PENETRATEPOWER
+
MAGICAL
VERMIN_BITE
+
NO_PHYS_ATT_RUST
TISSUE_MAT_STATE
+
NO_PHYS_ATT_GAIN
SUBORDINATE_TO_TISSUE
+
CRAZED
TISSUE_SHAPE
+
OPPOSED_TO_LIFE
STYLEABLE
+
NO_DIZZINESS
COSMETIC
+
ODOR_STRING
INSULATION
+
EXTRAVISION
MAJOR_ARTERIES
+
NO_FEVERS
CONNECTS
+
LOW_LIGHT_VISION
CV_ADD_TAG
+
ODOR_LEVEL
CV_NEW_TAG
+
SMELL_TRIGGER
*** Error(s) finalizing the template
+
TRANCES
LOCAL_PLANT_MAT
+
NOEMOTION
Unrecognized Tissue Template Token:
+
NONAUSEA
TISSUE_TEMPLATE
+
NOSTUN
Tissue Template
+
LISP
TISSUE_LEAKS
+
GENERAL_MATERIAL_FORCE_MULTIPLIER
CVCT_TARGET
+
ROOT_AROUND
CVCT_MASTER
+
GOBBLE_VERMIN_CLASS
CV_CONVERT_CTAG
+
BONECARN
CV_CONVERT_TAG
+
GOBBLE_VERMIN_CREATURE
CV_REMOVE_CTAG
+
SYNDROME_DILUTION_FACTOR
CV_ADD_CTAG
+
CANNOT_JUMP
CV_NEW_CTAG
+
STANCE_CLIMBER
CV_REMOVE_TAG
+
BLOODSUCKER
needs 3 tokens:
+
CANNOT_CLIMB
BP_POSITION
+
GETS_INFECTIONS_FROM_ROT
ADD_TISSUE
+
GETS_WOUND_INFECTIONS
needs 2 tokens:
+
NOSTUCKINS
ADD_MATERIAL
+
NOFEAR
Unrecognized Creature Variation Token:
+
BEACH_FREQUENCY
CREATURE_VARIATION
+
ITEMCORPSE_QUALITY
CVCT_REPLACEMENT
+
CANOPENDOORS
TISSUE_NAME
+
NATURAL_SKILL
TL_PAIN_RECEPTORS
+
NOSMELLYROT
TL_VASCULAR
+
ITEMCORPSE
TL_HEALING_RATE
+
LAYS_UNUSUAL_EGGS
TL_MAJOR_ARTERIES
+
SPECIALATTACK_INTERACTION
TL_CONNECTS
+
ATTACK_FLAG_EDGE
TL_RELATIVE_THICKNESS
+
SPECIALATTACK_SUCK_BLOOD
SET_LAYER_TISSUE
+
SPECIALATTACK_INJECT_EXTRACT
THICKENS_ON_STRENGTH
+
ARENA_RESTRICTED
PAIN_RECEPTORS
+
NOTHOUGHT
VASCULAR
+
NO_CONNECTIONS_FOR_MOVEMENT
HEALING_RATE
+
NO_THOUGHT_CENTER_FOR_MOVEMENT
RELATIVE_THICKNESS
+
HAS_NERVES
TISSUE_MATERIAL
+
TENDONS
missing plural string
+
CAVE_ADAPT
Tissue Definition
+
LIGAMENTS
FUNCTIONAL
+
HASSHELL
SPLINTABLE
+
NOMEAT
SETTABLE
+
NOPAIN
CONNECTIVE_TISSUE_ANCHOR
+
NOEXERT
STRUCTURAL
+
NOSKULL
ARTERIES
+
PARALYZEIMMUNE
THICKENS_ON_ENERGY_STORAGE
+
NOBONES
BREATHE
+
NOSKIN
FLIGHT
+
CURIOUSBEAST_ITEM
MUSCULAR
+
CURIOUSBEAST_EATER
THOUGHT
+
FLEEQUICK
NERVOUS
+
CURIOUSBEAST_GUZZLER
isn't strong but is very large
+
PATTERNFLIER
is very large yet weak
+
COOKABLE_LIVE
is very weak despite being very large overall
+
LOCKPICKER
is very large with strong muscles
+
AMBUSHPREDATOR
is very large and very muscular
+
NOT_BUTCHERABLE
is incredibly muscular and very large
+
TRAPAVOID
is weak and skinny yet has a large build overall
+
MULTIPART_FULL_VISION
is very large yet also very weak and incredibly skinny
+
MEANDERER
is incredibly muscular and fat, with a large build overall
+
NOBREATHE
is very large
+
ALCOHOL_DEPENDENT
is skinny but with a very large body overall
+
SMALL_REMAINS
is very large yet quite skinny as well
+
NO_AUTUMN
has a very large frame but is incredibly skinny
+
NO_SUMMER
is fat and has a very large body overall
+
NO_WINTER
has a very large body with quite a bit of fat on it
+
DIVE_HUNTS_VERMIN
is very large and just incredibly fat
+
NO_SPRING
has a large body but is quite weak
+
IMMOLATE
is large yet frail
+
AT_PEACE_WITH_WILDLIFE
is large and muscular
+
VERMINHUNTER
is very muscular with a large body
+
RETURNS_VERMIN_KILLS_TO_OWNER
has bulky muscles on a large body
+
EQUIPS
is weak and skinny yet has a reasonably large body overall
+
NOCTURNAL
has a large body but it is very skinny and frail
+
DIURNAL
is large, muscular and fat
+
CAN_LEARN
is large
+
CAN_SPEAK
is large yet skinny
+
CLUTCH_SIZE
is large yet very skinny
+
EGG_SIZE
has a large body but is incredibly skinny
+
INTELLIGENT
is large and fat
+
VISION_ARC
has a large body and is very fat
+
STANDARD_GRAZER
has a large body made larger still by mounds of fat
+
LAYS_EGGS
has ill-defined muscles but is large overall
+
PRONE_TO_RAGE
Unrecognized Body Detail Plan Token:
+
NIGHT_CREATURE_NIGHTMARE
BP_LAYERS_OVER
+
NIGHT_CREATURE_BOGEYMAN
BP_LAYERS_UNDER
+
SPREAD_EVIL_SPHERES_IF_RULER
BP_LAYERS
+
MATUTINAL
BP_RELSIZE
+
CREPUSCULAR
needs 6 tokens:
+
VESPERTINE
BP_RELATION
+
PETVALUE_DIVISOR
is gigantic but incredibly skinny with virtually no muscles to speak of
+
PETVALUE
is huge, muscular and fat
+
GRAVITATE_BODY_SIZE
is gigantic with huge muscles and hanging rolls of lard
+
MAXAGE
body part
+
LITTERSIZE
[CREATURE:
+
GNAWER
[OBJECT:CREATURE]
+
ORIENTATION
creature_layer
+
NO_GENDER
chunks
+
MAGMA_VISION
bears untold amounts of fat over a gigantic frame
+
MULTIPLE_LITTER_RARE
isn't very muscular but has a gigantic build
+
FIREIMMUNE_SUPER
is enormous yet very weak
+
VIEWRANGE
is gigantic yet incredibly weak
+
MODVALUE
is gigantic and muscular
+
FLY
is very muscular and just gigantic overall
+
CRAWL
is gigantic with incredible muscles
+
AGILITY
is gigantic yet weak and skinny
+
Unknown GAIT flag
is very large, fat and muscular
+
STEALTH_SLOWS
is very large and bears great lard rolls and impressive muscles
+
CHANGE_BODY_SIZE_PERC
is gigantic
+
LAYERS_SLOW
is enormous yet skinny
+
NO_BUILD_UP
has an enormous build but is very skinny
+
NO_DRINK
is incredibly skinny yet gigantic overall
+
NO_EAT
is gigantic and quite fat
+
NO_SLEEP
is very fat and enormous overall
+
NO_UNIT_TYPE_COLOR
is has large muscles on a incredibly broad body
+
LIGHT_GEN
is incredibly muscular and broad-bodied
+
CANNOT_UNDEAD
has an incredibly broad body that is somewhat weak with only a little fat on it
+
REMAINS_COLOR
has an extremely broad frame with few traces of either muscle or fat
+
CASTE_GLOWCOLOR
has an incredibly broad body with some muscle and fat on it
+
IMMOBILE_LAND
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
+
SPECIFIC_FOOD
is stout
+
CASTE_COLOR
has a short, broad build overall but is somewhat skinny
+
CASTE_NAME
has an incredibly broad body with almost no fat on it
+
WEBBER
is fat with an extremely broad body
+
TRAINABLE_WAR
has an extremely broad body with lots of fat on it
+
WEBIMMUNE
has an incredibly broad body hung with curtains of lard
+
THICKWEB
is somewhat weak and has a body that is incredibly broad
+
PET_EXOTIC
has an extremely broad body but is weak
+
TRAINABLE_HUNTING
has an incredibly broad body but is very frail
+
TRAINABLE
is muscular with an extremely broad body
+
LOCAL_POPS_PRODUCE_HEROES
is incredibly muscular and has a very broad body
+
STRANGE_MOODS
has a very broad body overall but it is weak with little fat on it
+
LOCAL_POPS_CONTROLLABLE
has a very broad body but it is frail with very little fat on it
+
MANNERISM_HAIR
has a very broad, muscular, fat body
+
MANNERISM_MOUTH
has a very broad body, with enormous lard pockets packed in with the giant muscles
+
MANNERISM_LIPS
is incredibly broad-bodied
+
MANNERISM_KNUCKLES
has an extremely broad body with little fat
+
MANNERISM_EAR
has an extremely broad body with very little fat
+
MANNERISM_NOSE
is fat and very broad
+
MANNERISM_EYES
is very broad and fat
+
MANNERISM_HEAD
has a very broad body and is incredibly fat
+
MANNERISM_STRETCH
has a broad body that is somewhat weak
+
MANNERISM_POSTURE
has ill-defined muscles on an otherwise broad body
+
MANNERISM_FINGERS
has a very broad body but it is frail
+
MANNERISM_EYELIDS
is muscular and very broad
+
MANNERISM_WALK
is very muscular and broad
+
MANNERISM_SMILE
is lanky and frail
+
MANNERISM_BREATH
is muscular, tall and thin
+
MANNERISM_SIT
is tall, thin and very muscular
+
HOMEOTHERM
is tall and thin with incredible muscles
+
VERMIN_NOTRAP
is tall and thin, weak with few traces of fat
+
SKILL_RATE
has a tall, skinny body that is very frail
+
FISHITEM
is lanky, with strong muscles and some fat
+
PENETRATEPOWER
would be lanky were it not for the massive muscles and slabs of lard
+
VERMIN_NOFISH
has a tall, thin body with little fat
+
VERMIN_NOROAM
has a tall, thin frame with very little fat on it
+
MANNERISM_TONGUE
has a tall, narrow body that is just incredibly skinny
+
MANNERISM_HANDS
has a tall, thin body layered with some fat
+
MANNERISM_LEG
has a tall, thin frame but manages to be very fat
+
MANNERISM_NAILS
packs extraordinary obesity on to what was once a tall and thin body
+
MANNERISM_CHEEK
is lanky with ill-defined muscles
+
MANNERISM_ARMS
is lanky and weak
+
MANNERISM_FEET
has a stout muscular body
+
TEST_ALL
is stout and very muscular
+
HABIT_NUM
is stout and incredibly muscular
+
PUS
has a short broad body but is kind of weak and skinny at the same time
+
LAIR_HUNTER_SPEECH
has a short body that is broad yet with few traces of muscle or fat
+
HABIT
is stout, muscular and fat
+
LAIR_CHARACTERISTIC
has a short, broad body stacked thick with muscles and lard
+
SWIMS_INNATE
is lanky
+
SWIMS_LEARNED
has a short, broad body with very little fat
+
LAIR_HUNTER
has a short, broad frame with almost no fat on it
+
TRADE_CAPACITY
is short, broad and fat
+
DIFFICULTY
has a short broad body with a lot of fat on it
+
BUILDINGDESTROYER
is short, broad and morbidly obese
+
GRASSTRAMPLE
has a short broad body with ill-defined muscles
+
NO_VEGETATION_PERTURB
has a short broad body with little in the way of muscles
+
SPOUSE_CONVERTER
has a short broad body but is very frail
+
CONVERTED_SPOUSE
has managed to put some muscle and fat on an extremely thin frame
+
MANNERISM_LAUGH
could be incredibly thin but has massive lardy rolls and enormous muscles
+
SPOUSE_CONVERSION_TARGET
is long and slim
+
CASTE_SOLDIER_ALTTILE
has a long, thin frame with little fat
+
CASTE_ALTTILE
has a long, thin body with very little fat
+
MILKABLE
has a long, thin body with almost no fat on it
+
CASTE_TILE
has a long, thin body with some fat on it
+
EGG_MATERIAL
has a long, thin body with a lot of fat on it
+
CASTE_GLOWTILE
is extremely thin with ill-defined muscles
+
CASTE_SOLDIER_TILE
is very weak and extremely thin
+
EXERTION
is extremely thin and frail
+
EXTREME_EMOTION
is muscular and extremely thin
+
THICKENS_ON_ENERGY_STORAGE
is very muscular and incredibly thin
+
THICKENS_ON_STRENGTH
has an extremely thin body packed with huge muscles
+
TISSUE_MATERIAL
is weak with little fat and just incredibly thin overall
+
missing plural string
is a frail, extremely skinny thing
+
TL_PAIN_RECEPTORS
has a very thin build buried underneath endless muscles and fat
+
TL_VASCULAR
is incredibly thin
+
TISSUE_NAME
has an incredibly thin body with little fat
+
TL_CONNECTS
has an extremely thin body with very litte fat on it
+
TL_RELATIVE_THICKNESS
has an extremely thin body with almost no fat on it
+
TL_HEALING_RATE
has an incredibly thin frame with some fat on it
+
TL_MAJOR_ARTERIES
has an extremely thin frame with a lot of fat on it
+
FLIGHT
has an extremely thin frame underlying a massive lardy edifice
+
MUSCULAR
is weak and very thin
+
SPLINTABLE
is very thin and weak
+
SETTABLE
is muscular and very thin
+
FUNCTIONAL
is very muscular and thin
+
SCARS
is incredibly muscular and very thin
+
CONNECTIVE_TISSUE_ANCHOR
is weak and has a very thin body with very little fat
+
STRUCTURAL
has a very thin, frail body without visible traces of fat
+
MENT_ATT_RANGE
would be very thin but has opted for some muscle and fat
+
Attribute cap perc less than 100, set to 100
is broad-bodied, though weak and skinny
+
MENT_ATT_CAP_PERC
is frail and very skinny yet with an overall broad body
+
MENT_ATT_RATES
is broad-bodied, muscular and fat
+
Attribute range greater than
has a broad body bearing impressive muscles and a great load of fat
+
, repaired
is very broad-bodied
+
PHYS_ATT_CAP_PERC
has a very broad body with little fat
+
PHYS_ATT_RATES
has a very broad frame with very little fat on it
+
PHYS_ATT_RANGE
has a very broad body but almost no fat
+
SKILL_RUST_RATES
is broad-bodied and very fat
+
Attribute range less than
has a broad body made broader still by no shortage of surrounding lard
+
Attribute range not in increasing order, repaired
is broad with little muscle
+
SKILL_LEARN_RATE
is broad yet weak
+
SKILL_RUST_RATE
has a broad body but it is very frail
+
SKILL_LEARN_RATES
is broad and muscular
+
SKILL_RATES
is very muscular with a broad body
+
ARG4
has incredible muscles stretched over a broad body
+
ARG3
has a long, thin frame, frail with very little fat
+
SET_LAYER_TISSUE
has a long, thin body, thickened by muscle and fat
+
ARG5
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
+
Body detail plan not found:
has a broad body
+
BODY_DETAIL_PLAN
has a broad body with little fat
+
ARG2
has a broad body with very little fat
+
ARG1
has a broad body with almost no fat on it
+
Tissue layer not added because no BP found:
is broad and fat
+
Unknown Body Part Position Token:
has a long, thin frame hidden beneath copious rolls of lard
+
PLUS_TISSUE_LAYER
is long, thin and somewhat weak
+
SELECT_TISSUE_LAYER
is long, weak and thin
+
TISSUE_LAYER_OVER
is long and thin but very weak
+
TISSUE_LAYER_UNDER
is long, thin and muscular
+
Unknown Body Group/Relation Token(s):
is long and thin with strong muscles
+
is gigantic with huge muscles and hanging rolls of lard
has a long, thin frame strapped with incredible muscles
+
is gigantic but incredibly skinny with virtually no muscles to speak of
has a long, thin body that is somewhat weak with little fat
+
is huge, muscular and fat
is very skinny and even more tall
+
creature_layer
is incredibly tall and skinny
+
Null color selection at pregnancy start, creature
is fat and extremely tall
+
[CREATURE:
is very fat and extremely tall
+
[OBJECT:CREATURE]
is incredibly tall and fat
+
Unrecognized Body Detail Plan Token:
is scrawny yet extremely tall
+
BP_LAYERS_OVER
is incredibly tall yet weak
+
chunks
is incredibly tall but has a frail body
+
chunk
is very tall and muscular
+
BP_RELSIZE
is very tall with huge muscles
+
needs 6 tokens:
is weak and skinny but very tall overall
+
BP_LAYERS_UNDER
is very tall and skinny but also very weak
+
BP_LAYERS
is very tall with plenty of muscle and fat
+
is gigantic
is very tall with huge muscles and great lardy rolls
+
is enormous yet skinny
is incredibly tall
+
is very large, fat and muscular
is skinny and extremely tall
+
is very large and bears great lard rolls and impressive muscles
is very tall and incredibly skinny
+
is gigantic and quite fat
is fat and very tall
+
is very fat and enormous overall
is very tall and fat
+
has an enormous build but is very skinny
is very tall with a hanging apron of lard
+
is incredibly skinny yet gigantic overall
is very tall yet somewhat weak
+
is enormous yet very weak
is very tall yet weak
+
is gigantic yet incredibly weak
is very tall yet frail
+
bears untold amounts of fat over a gigantic frame
is muscular and very tall
+
isn't very muscular but has a gigantic build
has loaded a tall body with incredible muscles
+
is gigantic with incredible muscles
is tall, weak and skinny
+
is gigantic yet weak and skinny
is tall, extremely skinny and frail
+
is gigantic and muscular
is tall, muscular and fat
+
is very muscular and just gigantic overall
is very muscular, tall and obese
+
CV_NEW_TAG
is very tall
+
*** Error(s) finalizing the template
is skinny and very tall
+
CV_REMOVE_TAG
is very tall and skinny
+
CV_ADD_TAG
is very thin
+
LOCAL_PLANT_MAT
has a very thin body with little fat
+
Unrecognized Tissue Template Token:
has a very thin frame with very little fat
+
SUBORDINATE_TO_TISSUE
has a very thin body with almost no fat on it
+
TISSUE_SHAPE
has a very thin frame with a bit of fat on it
+
TISSUE_LEAKS
has much fat on a very thin frame
+
TISSUE_MAT_STATE
would be very thin but bears an enormous lardy burden
+
INSULATION
is somewhat scrawny and very thin
+
STYLEABLE
is thin and frail
+
COSMETIC
is wiry
+
BP_POSITION
is thin and very muscular
+
ADD_TISSUE
is thin but has incredible muscles
+
BP_RELATION
is thin, skinny and weak
+
needs 3 tokens:
is thin, frail and incredibly skinny
+
Unrecognized Creature Variation Token:
has a generally thin build with some muscle and fat on it
+
needs 2 tokens:
has a thin frame but it is loaded with muscles and great layers of fat
+
ADD_MATERIAL
has a thin body with little fat
+
CVCT_MASTER
has a thin body with very little fat
+
CV_CONVERT_CTAG
has a thin body with almost no fat on it
+
CVCT_REPLACEMENT
has a thin frame with some fat on it
+
CVCT_TARGET
has a once-thin frame, now belarded
+
CV_ADD_CTAG
has what was once a thin frame, now bearing enormous, thick layers of fat
+
CV_NEW_CTAG
is thin and scrawny
+
CV_CONVERT_TAG
is thin and weak
+
CV_REMOVE_CTAG
is muscular and incredibly tall
+
has a tall, narrow body that is just incredibly skinny
is very muscular and extremely tall
+
has a tall, thin body layered with some fat
is incredibly tall and muscular
+
has a tall, thin body with little fat
is incredibly tall and a bit skinny, with ill-defined muscles
+
has a tall, thin frame with very little fat on it
is very frail with an extremely tall and skinny body
+
is lanky with ill-defined muscles
is incredibly tall with strong muscles and some fat
+
is lanky and weak
is incredibly tall, layered with massive muscles and hanging sacks of lard
+
has a tall, thin frame but manages to be very fat
is thin
+
packs extraordinary obesity on to what was once a tall and thin body
has a very long body that is beset by a morbid corpulence
+
is tall, thin and very muscular
is somewhat weak and very long
+
is tall and thin with incredible muscles
is weak and very long
+
is lanky and frail
is very long and frail
+
is muscular, tall and thin
is muscular and very long
+
is lanky, with strong muscles and some fat
is very long and muscular
+
would be lanky were it not for the massive muscles and slabs of lard
is very long and incredibly muscular
+
is tall and thin, weak with few traces of fat
is weak and skinny with a very long body overall
+
has a tall, skinny body that is very frail
is long, muscular and fat
+
is short, broad and fat
is extremely muscular, obese and long
+
has a short broad body with a lot of fat on it
is very long
+
has a short, broad body with very little fat
is skinny and very long
+
has a short, broad frame with almost no fat on it
is very long and skinny
+
has a short broad body with little in the way of muscles
is very long and incredibly skinny
+
has a short broad body but is very frail
is fat and very long
+
is short, broad and morbidly obese
is very long and fat
+
has a short broad body with ill-defined muscles
is long and scrawny
+
is stout and incredibly muscular
is long but weak
+
has a short broad body but is kind of weak and skinny at the same time
is long with a frail body
+
has a stout muscular body
is long and muscular
+
is stout and very muscular
is very muscular with a long body
+
has a short, broad body stacked thick with muscles and lard
has an incredibly muscular, long body
+
is lanky
is long, weak and skinny
+
has a short body that is broad yet with few traces of muscle or fat
has a frail body, long and incredibly skinny
+
is stout, muscular and fat
is incredibly short yet has extremely strong muscles hidden under massive lardy rolls
+
is skinny but with a very large body overall
is long
+
is very large yet quite skinny as well
is long and skinny
+
is incredibly muscular and fat, with a large build overall
is long and very skinny
+
is very large
is long and incredibly skinny
+
has a very large body with quite a bit of fat on it
is fat and long
+
is very large and just incredibly fat
is long and very fat
+
has a very large frame but is incredibly skinny
is long and incredibly fat
+
is fat and has a very large body overall
is tall and fat
+
is very weak despite being very large overall
is tall and very fat
+
is very large with strong muscles
is tall and belarded by great hanging sacks of fat
+
isn't strong but is very large
is tall and scrawny
+
is very large yet weak
is tall but has quite ill-defined muscles
+
is weak and skinny yet has a large build overall
is pretty tall but also very frail
+
is very large yet also very weak and incredibly skinny
is tall and muscular
+
is very large and very muscular
is tall and very muscular
+
is incredibly muscular and very large
is incredibly long yet is also weak and skinny
+
is large yet very skinny
is frail and really skinny but also extremely long
+
has a large body but is incredibly skinny
is extremely long with muscle and fat in equal measure
+
is large
is incredibly long with impressive muscles and great sacks of lard
+
is large yet skinny
is tall
+
has a large body made larger still by mounds of fat
is tall and skinny
+
has ill-defined muscles but is large overall
is tall and very skinny
+
is large and fat
is tall and incredibly skinny
+
has a large body and is very fat
is extremely long and very fat
+
is large and muscular
is incredibly long, encapsulated in massive layers of lard
+
is very muscular with a large body
is somewhat weak and extremely long
+
has a large body but is quite weak
is weak and extremely long
+
is large yet frail
is very frail and incredibly long
+
has a large body but it is very skinny and frail
is muscular and extremely long
+
is large, muscular and fat
is very muscular and incredibly long
+
has bulky muscles on a large body
is incredibly long and muscular
+
is weak and skinny yet has a reasonably large body overall
has a very long body, frail and skinny
+
is broad with little muscle
is very long, muscular and fat
+
is broad yet weak
is extremely muscular and lardy and also very long
+
is broad-bodied and very fat
is incredibly long
+
has a broad body made broader still by no shortage of surrounding lard
is skinny and incredibly long
+
is very muscular with a broad body
is very skinny and extremely long
+
has incredible muscles stretched over a broad body
is incredibly long and skinny
+
has a broad body but it is very frail
is fat and incredibly long
+
is broad and muscular
is short and muscular
+
is broad-bodied, muscular and fat
is short with well-defined muscles
+
has a broad body bearing impressive muscles and a great load of fat
isn't tall but has incredible muscles
+
is broad-bodied, though weak and skinny
is weak, short and skinny
+
is frail and very skinny yet with an overall broad body
is short, very weak and incredibly skinny
+
has a very broad frame with very little fat on it
isn't very tall but makes up for it with muscle and fat
+
has a very broad body but almost no fat
is short yet layered with equal parts of giant muscles and lardy slabs
+
is very broad-bodied
is very short
+
has a very broad body with little fat
is short and very skinny
+
is long, weak and thin
is short and incredibly skinny
+
is long and thin but very weak
is short and fat
+
has a long, thin frame hidden beneath copious rolls of lard
is short and obese
+
is long, thin and somewhat weak
is short and just incredibly fat
+
has a long, thin frame strapped with incredible muscles
is short and not very strong
+
has a long, thin body that is somewhat weak with little fat
is weak and short
+
is long, thin and muscular
is short and very weak
+
is long and thin with strong muscles
is very muscular if incredibly short
+
has a long body and would be slim were it not for the massive layers of lard over equally gigantic muscles
has an extremely short body that is incredibly muscular
+
has a broad body
is weak and skinny as well as incredibly short
+
has a long, thin frame, frail with very little fat
is incredibly short, skinny and frail
+
has a long, thin body, thickened by muscle and fat
is incredibly short, if muscular and fat
+
has a broad body with almost no fat on it
is as short as can be yet has great muscles and rolls of lard
+
is broad and fat
is short
+
has a broad body with little fat
is short and skinny
+
has a broad body with very little fat
is very short yet impressively muscular and enormously fat
+
has an extremely broad body with lots of fat on it
is skinny and extremely short
+
has an incredibly broad body hung with curtains of lard
is very skinny and even more short
+
has an incredibly broad body with almost no fat on it
has an incredibly short body but still manages to be very fat
+
is fat with an extremely broad body
is incredibly short and bears massive lardy rolls
+
has an incredibly broad body but is very frail
is scrawny and extremely short
+
is muscular with an extremely broad body
is weak as well as incredibly short
+
is somewhat weak and has a body that is incredibly broad
is as short as they come and very frail on top of that
+
has an extremely broad body but is weak
is weak and extremely short
+
has an incredibly broad body that is somewhat weak with only a little fat on it
is incredibly short and frail
+
has an extremely broad frame with few traces of either muscle or fat
is muscular and extremely short
+
is has large muscles on a incredibly broad body
is very muscular and incredibly short
+
is incredibly muscular and broad-bodied
has put on an extreme amount of muscle, especially for one so short
+
is stout
is weak, skinny and incredibly short
+
has a short, broad build overall but is somewhat skinny
is extremely short, weak and thin
+
has an incredibly broad body with some muscle and fat on it
is muscular and fat yet at the same time incredibly short
+
has a massive broad body, highly muscular, with thick rolls of lard hanging from it
is incredibly short
+
has a very broad body and is incredibly fat
is skinny and incredibly short
+
has a broad body that is somewhat weak
is very skinny and extremely short
+
is fat and very broad
is incredibly short and skinny
+
is very broad and fat
is fat and incredibly short
+
is muscular and very broad
is very fat and extremely short
+
is very muscular and broad
is incredibly short but somehow packs in an enormous amount of fat
+
has ill-defined muscles on an otherwise broad body
is extremely short with little muscle
+
has a very broad body but it is frail
is very weak and very short
+
has a very broad body but it is frail with very little fat on it
is very short with well-defined muscular
+
has a very broad, muscular, fat body
is very muscular and very short
+
is incredibly muscular and has a very broad body
packs enormous muscles on to a very short body
+
has a very broad body overall but it is weak with little fat on it
is weak, skinny and very short
+
has an extremely broad body with little fat
is very short, very weak and very skinny
+
has an extremely broad body with very little fat
is very short yet muscular and fat
+
has a very broad body, with enormous lard pockets packed in with the giant muscles
is very short but covered with great amounts of lard and with huge muscles
+
is incredibly broad-bodied
is skinny and very short
+
is thin and very muscular
is very short and skinny
+
is thin but has incredible muscles
is very short and incredibly skinny
+
is thin and frail
is fat and very short
+
is wiry
is very short and fat
+
has a generally thin build with some muscle and fat on it
carries massive amounts of fat, especially for one so short
+
has a thin frame but it is loaded with muscles and great layers of fat
is somewhat weak and very short
+
is thin, skinny and weak
is weak and really short
+
is thin, frail and incredibly skinny
has a small build and is weak and skinny
+
has a very thin frame with very little fat
has a small build and is very weak and incredibly skinny
+
has a very thin body with almost no fat on it
has a small build but is muscular and fat
+
is very thin
has a small build yet is strapped with massive amounts of muscle and lard
+
has a very thin body with little fat
is average in size
+
would be very thin but bears an enormous lardy burden
is skinny
+
is somewhat scrawny and very thin
is very skinny
+
has a very thin frame with a bit of fat on it
is incredibly skinny
+
has much fat on a very thin frame
has a small build but is very fat
+
is incredibly tall and muscular
packs massive amounts of fat on to a small build
+
is incredibly tall and a bit skinny, with ill-defined muscles
is small and scrawny
+
is muscular and incredibly tall
is weak and small
+
is very muscular and extremely tall
is very weak and small
+
is incredibly tall, layered with massive muscles and hanging sacks of lard
is small yet muscular
+
is thin
is very muscular yet has a small build
+
is very frail with an extremely tall and skinny body
has incredible muscles over a small build
+
is incredibly tall with strong muscles and some fat
is very weak, skinny and small
+
has a thin body with almost no fat on it
is muscular and fat yet has a very small overall build
+
has a thin frame with some fat on it
is very small yet with huge slabs of lard and muscle
+
has a thin body with little fat
is small
+
has a thin body with very little fat
is skinny with a small build
+
is thin and scrawny
is very skinny with a small build
+
is thin and weak
is incredibly skinny with a small build
+
has a once-thin frame, now belarded
is small and fat
+
has what was once a thin frame, now bearing enormous, thick layers of fat
is very small and fat
+
is extremely thin and frail
has a very small body bedecked with lardy rolls
+
is muscular and extremely thin
is very small with ill-defined muscles
+
is extremely thin with ill-defined muscles
is weak and very small
+
is very weak and extremely thin
is muscular and very small
+
is weak with little fat and just incredibly thin overall
is very small yet very muscular
+
is a frail, extremely skinny thing
is incredibly muscular for one so small
+
is very muscular and incredibly thin
is weak, skinny and very small
+
has an extremely thin body packed with huge muscles
is very short and quite weak
+
is long and slim
is very short and frail
+
has a long, thin frame with little fat
is muscular and very short
+
has managed to put some muscle and fat on an extremely thin frame
is very short and muscular
+
could be incredibly thin but has massive lardy rolls and enormous muscles
carries great muscles on a very short body
+
has a long, thin body with some fat on it
is weak and skinny and also very short
+
has a long, thin body with a lot of fat on it
is very short, weak and skinny
+
has a long, thin body with very little fat
is very short in length but muscular and fat as well
+
has a long, thin body with almost no fat on it
is short and weak
+
is muscular and very thin
is very muscular with a short body
+
is very muscular and thin
is incredibly muscular if a little short
+
is weak and very thin
is weak, skinny and short
+
is very thin and weak
is short in length but muscular and fat
+
has a very thin, frail body without visible traces of fat
is short with great muscles and copious amounts of lard
+
would be very thin but has opted for some muscle and fat
has a very short body buttressed by rolls of lard
+
is incredibly muscular and very thin
is very short with ill-defined muscles
+
is weak and has a very thin body with very little fat
is incredibly muscular
+
has an incredibly thin body with little fat
is weak and skinny
+
has an extremely thin body with very litte fat on it
is very weak and incredibly skinny
+
has a very thin build buried underneath endless muscles and fat
is muscular and fat
+
is incredibly thin
is strapped with massive amounts of muscle and lard
+
has an extremely thin frame with a lot of fat on it
is short and very fat
+
has an extremely thin frame underlying a massive lardy edifice
is short and incredibly fat
+
has an extremely thin body with almost no fat on it
is short and scrawny
+
has an incredibly thin frame with some fat on it
is fat
+
is extremely long with muscle and fat in equal measure
is very fat
+
is incredibly long with impressive muscles and great sacks of lard
is corpulent
+
is incredibly long yet is also weak and skinny
is scrawny
+
is frail and really skinny but also extremely long
is weak
+
is tall and very skinny
is very weak
+
is tall and incredibly skinny
is muscular
+
is tall
is very muscular
+
is tall and skinny
oozing
+
is tall and belarded by great hanging sacks of fat
dripping
+
is tall and scrawny
running with
+
is tall and fat
spraying
+
is tall and very fat
gushing
+
is tall and muscular
gouting
+
is tall and very muscular
torn open
+
is tall but has quite ill-defined muscles
broken open
+
is pretty tall but also very frail
completely swollen
+
is extremely muscular and lardy and also very long
blistered
+
is incredibly long
condensed
+
has a very long body, frail and skinny
frozen
+
is very long, muscular and fat
boiled
+
is incredibly long and skinny
melted
+
is fat and incredibly long
frost-bitten
+
is skinny and incredibly long
dented.
+
is very skinny and extremely long
slightly swollen
+
is somewhat weak and extremely long
swollen
+
is weak and extremely long
quite swollen
+
is extremely long and very fat
very swollen
+
is incredibly long, encapsulated in massive layers of lard
heavily swollen
+
is very muscular and incredibly long
sunken
+
is incredibly long and muscular
small-irised
+
is very frail and incredibly long
large-irised
+
is muscular and extremely long
wide-set
+
is weak and skinny but very tall overall
close-set
+
is very tall and skinny but also very weak
narrow
+
is very tall and muscular
is incredibly small, weak and skinny, so as to be almost nothing
+
is very tall with huge muscles
is muscular and fat and very, very small
+
is incredibly tall
is tiny yet incredibly muscular and lardy
+
is skinny and extremely tall
is very small
+
is very tall with plenty of muscle and fat
is skinny and very small
+
is very tall with huge muscles and great lardy rolls
is very small and skinny
+
is fat and extremely tall
is incredibly skinny and very small
+
is very fat and extremely tall
is fat and very small
+
is very skinny and even more tall
bears an enormous amount of fat for one so tiny
+
is incredibly tall and skinny
is tiny with ill-defined muscles
+
is incredibly tall yet weak
is tiny and weak
+
is incredibly tall but has a frail body
is tiny and utterly weak
+
is incredibly tall and fat
is muscular yet with a incredibly small body overall
+
is scrawny yet extremely tall
has an extremely small body but it is very muscular
+
is tall, extremely skinny and frail
is a minuscule bundle of muscles
+
is tall, muscular and fat
is tiny, skinny and weak
+
has loaded a tall body with incredible muscles
are spilled.
+
is tall, weak and skinny
is mangled beyond recognition.
+
is skinny and very tall
is tiny
+
is very tall and skinny
is incredibly small and skinny
+
is very muscular, tall and obese
is very skinny with an overall minuscule build
+
is very tall
is tiny overall and in particular incredibly skinny
+
is very tall and fat
is fat yet tiny
+
is very tall with a hanging apron of lard
is tiny yet very fat
+
is very tall and incredibly skinny
smashed open
+
is fat and very tall
cut open
+
is very tall yet frail
have compound fractures
+
is muscular and very tall
has a compound fracture
+
is very tall yet somewhat weak
fractured.
+
is very tall yet weak
broken.
+
is very skinny and extremely short
has been partially butchered.
+
is incredibly short and skinny
is gelded.
+
is incredibly short
somewhat short
+
is skinny and incredibly short
very short
+
is incredibly short but somehow packs in an enormous amount of fat
somewhat tall
+
is extremely short with little muscle
extremely tall
+
is fat and incredibly short
is gone.
+
is very fat and extremely short
body is
+
is muscular and extremely short
clear-voiced
+
is very muscular and incredibly short
raspy-voiced
+
is weak and extremely short
extremely short
+
is incredibly short and frail
somewhat long
+
is extremely short, weak and thin
quite long
+
is muscular and fat yet at the same time incredibly short
extremely long
+
has put on an extreme amount of muscle, especially for one so short
somewhat narrow
+
is weak, skinny and incredibly short
extremely narrow
+
is very short and incredibly skinny
somewhat broad
+
is fat and very short
extraordinarily broad
+
is skinny and very short
slightly wide-set
+
is very short and skinny
very wide-set
+
is somewhat weak and very short
slightly close-set
+
is weak and really short
incredibly close-set
+
is very short and fat
slightly low
+
carries massive amounts of fat, especially for one so short
extremely low
+
is very muscular and very short
somewhat high
+
packs enormous muscles on to a very short body
incredibly high
+
is very weak and very short
have very thin irises
+
is very short with well-defined muscular
have slightly large irises
+
is very short yet muscular and fat
have large irises
+
is very short but covered with great amounts of lard and with huge muscles
have very large irises
+
is weak, skinny and very short
slightly protruding
+
is very short, very weak and very skinny
bulging
+
is very long
slightly sunken
+
is skinny and very long
deeply sunken
+
is long, muscular and fat
straight
+
is extremely muscular, obese and long
concave
+
is fat and very long
convex
+
is very long and fat
smooth
+
is very long and skinny
wrinkled
+
is very long and incredibly skinny
protruding
+
is weak and very long
great-lobed
+
is very long and frail
flattened
+
has a very long body that is beset by a morbid corpulence
splayed out
+
is somewhat weak and very long
hooked
+
is very long and incredibly muscular
upturned
+
is weak and skinny with a very long body overall
sparse
+
is muscular and very long
jutting-chinned
+
is very long and muscular
narrow-chinned
+
is long and skinny
broad-chinned
+
is long and very skinny
low-cheekboned
+
is incredibly short yet has extremely strong muscles hidden under massive lardy rolls
high-cheekboned
+
is long
crowded
+
is long and very fat
gapped
+
is long and incredibly fat
fuse-lobed
+
is long and incredibly skinny
high-voiced
+
is fat and long
deep-voiced
+
is long with a frail body
greasy
+
is long and muscular
round-chinned
+
is long and scrawny
square-chinned
+
is long but weak
recess-chinned
+
is long, weak and skinny
are fuse-lobed
+
has a frail body, long and incredibly skinny
are free-lobed
+
is very muscular with a long body
have large hanging lobes
+
has an incredibly muscular, long body
have great swinging lobes
+
is incredibly muscular if a little short
slightly flattened
+
is weak, skinny and short
very flattened
+
is short and weak
somewhat splayed out
+
is very muscular with a short body
very splayed out
+
has a very short body buttressed by rolls of lard
tangled
+
is very short with ill-defined muscles
widely-spaced
+
is short in length but muscular and fat
small-lobed
+
is short with great muscles and copious amounts of lard
nearly fuse-lobed
+
is muscular and very short
free-lobed
+
is very short and muscular
hanging-lobed
+
is very short and quite weak
have small lobes
+
is very short and frail
have nearly fused lobes
+
is very short, weak and skinny
spots
+
is very short in length but muscular and fat as well
mottled
+
carries great muscles on a very short body
striped
+
is weak and skinny and also very short
crinkly
+
is corpulent
somewhat greasy
+
is scrawny
slightly rounded
+
is fat
very round
+
is very fat
has a high-pitched, grating voice
+
is muscular
has a high-pitched, clear voice
+
is very muscular
has a deep, guttural voice
+
is weak
stripes
+
is very weak
mixed with
+
is very weak and incredibly skinny
with some
+
is muscular and fat
with flecks of
+
is incredibly muscular
with a touch of
+
is weak and skinny
extremely wrinkled
+
is short and incredibly fat
slightly thin-irised
+
is short and scrawny
thin-irised
+
is strapped with massive amounts of muscle and lard
very thin-irised
+
is short and very fat
slightly large-irised
+
is short and fat
very large-irised
+
is short and obese
have slightly thin irises
+
is short and very skinny
have thin irises
+
is short and incredibly skinny
slightly convex
+
is weak and short
very convex
+
is short and very weak
incredibly straight
+
is short and just incredibly fat
coiled
+
is short and not very strong
slightly smooth
+
isn't tall but has incredible muscles
very smooth
+
is weak, short and skinny
slightly wrinkled
+
is short and muscular
slightly sparse
+
is short with well-defined muscles
quite sparse
+
is short yet layered with equal parts of giant muscles and lardy slabs
extremely sparse
+
is very short
slightly dense
+
is short, very weak and incredibly skinny
quite dense
+
isn't very tall but makes up for it with muscle and fat
extremely dense
+
is very skinny and even more short
somewhat concave
+
has an incredibly short body but still manages to be very fat
incredibly concave
+
is very short yet impressively muscular and enormously fat
slightly hooked
+
is skinny and extremely short
sharply hooked
+
is weak as well as incredibly short
slightly upturned
+
is as short as they come and very frail on top of that
incredibly upturned
+
is incredibly short and bears massive lardy rolls
somewhat thin
+
is scrawny and extremely short
very thin
+
is weak and skinny as well as incredibly short
slightly thick
+
is incredibly short, skinny and frail
very thick
+
is very muscular if incredibly short
has a round chin
+
has an extremely short body that is incredibly muscular
has a very round chin
+
is short
has an angular chin
+
is short and skinny
has a square chin
+
is incredibly short, if muscular and fat
has a deeply recessed
+
is as short as can be yet has great muscles and rolls of lard
has a recessed
+
is tiny and weak
has a prominent
+
is tiny and utterly weak
has a jutting
+
bears an enormous amount of fat for one so tiny
tied in a pony tail
+
is tiny with ill-defined muscles
arranged in double braids
+
is a minuscule bundle of muscles
braided
+
is tiny, skinny and weak
neatly combed
+
is muscular yet with a incredibly small body overall
stubble
+
has an extremely small body but it is very muscular
clean-shaven
+
is tiny yet incredibly muscular and lardy
medium-length
+
is very small
very long
+
is incredibly small, weak and skinny, so as to be almost nothing
very long
+
is muscular and fat and very, very small
massive
+
is incredibly skinny and very small
the marks of old wounds, including
+
is fat and very small
the marks of numerous old wounds, the chief among them
+
is skinny and very small
bears
+
is very small and skinny
unkempt
+
have compound fractures
very large
+
has a compound fracture
straight scar.
+
smashed open
curving scar.
+
cut open
very short
+
has been partially butchered. 
short
+
is gelded. 
has a grating, raspy voice
+
fractured. 
has a clear voice
+
broken. 
has a very clear voice
+
is tiny
has a high, clear voice
+
is incredibly small and skinny
has a low, clear voice
+
are spilled. 
has a high squeaky voice
+
is mangled beyond recognition. 
has a fairly deep and raspy voice
+
is fat yet tiny
has a clear, deep voice
+
is tiny yet very fat
has low cheekbones
+
is very skinny with an overall minuscule build
has high cheekbones
+
is tiny overall and in particular incredibly skinny
has very high cheekbones
+
is small and scrawny
has a low voice
+
is weak and small
has a very deep voice
+
has a small build but is very fat
has a high voice
+
packs massive amounts of fat on to a small build
has a very high-pitched voice
+
is very muscular yet has a small build
has a scratchy voice
+
has incredible muscles over a small build
has a deeply recessed, narrow
+
is very weak and small
has a narrow, jutting
+
is small yet muscular
has a deeply recessed, broad
+
has a small build but is muscular and fat
has a massive
+
has a small build yet is strapped with massive amounts of muscle and lard
round chin
+
has a small build and is weak and skinny
square chin
+
has a small build and is very weak and incredibly skinny
has very low cheekbones
+
is very skinny
has a narrow
+
is incredibly skinny
has a very narrow
+
is average in size
has a broad
+
is skinny
has a very broad
+
is very small with ill-defined muscles
has a narrow, recessed
+
is weak and very small
has a narrow, prominent
+
is very small and fat
has a broad, recessed
+
has a very small body bedecked with lardy rolls
has a broad, prominent
+
is incredibly muscular for one so small
narrow-chin
+
is weak, skinny and very small
broad-chin
+
is muscular and very small
prominent-chin
+
is very small yet very muscular
jutting-chin
+
is very small yet with huge slabs of lard and muscle
recessed-chin
+
is small
massive-chin
+
is very weak, skinny and small
muscular
+
is muscular and fat yet has a very small overall build
very large
+
is incredibly skinny with a small build
gigantic
+
is small and fat
jagged scar.
+
is skinny with a small build
dent.
+
is very skinny with a small build
very small
+
great-lobed
small
+
thin
skinny
+
high-voiced
chubby
+
deep-voiced
guttural-voiced
+
square-chinned
splayed
+
recess-chinned
average
+
round-chinned
scrawny
+
broad-chinned
towering
+
low-cheekboned
round-chin
+
jutting-chinned
square-chin
+
narrow-chinned
low-cheekbones
+
gapped
high-cheekbones
+
high-cheekboned
low-voiced
+
crowded
scratchy-voiced
+
condensed
squeaky-voiced
+
completely swollen
grating-voiced
+
blistered
CON_CAT
+
frost-bitten
CONTYPE
+
dented. 
STANCE
+
boiled
Unrecognized Creature Bodypart CONTYPE Token:
+
running with
UPPERBODY
+
spraying
LOWERBODY
+
oozing
INTERNAL
+
dripping
CIRCULATION
+
torn open
GELDABLE
+
broken open
THROAT
+
gushing
SKELETON
+
gouting
UNDER_PRESSURE
+
small-irised
TOTEMABLE
+
long
VERMIN_BUTCHER_ITEM
+
[P]
EMBEDDED
+
slightly swollen
APERTURE
+
very swollen
Unrecognized Creature Bodypart Token:
+
heavily swollen
Unrecognized Creature Body Token:
+
quite swollen
CONNECTOR
+
incredibly straight
PREVENTS_PARENT_COLLAPSE
+
slightly convex
SOCKET
+
very convex
CATEGORY
+
very smooth
DEFAULT_RELSIZE
+
slightly wrinkled
: number capped at 32
+
coiled
INDIVIDUAL_NAME
+
slightly smooth
anteater
+
very thin-irised
WEREBEAST_ANTEATER
+
extremely wrinkled
antelope
+
slightly thin-irised
WEREBEAST_ANTELOPE
+
have slightly thin irises
WEREBEAST_ELK
+
have thin irises
WEREBEAST_FOX
+
slightly large-irised
WEREBEAST_GECKO
+
very large-irised
gila monster
+
slightly upturned
WEREBEAST_GILA_MONSTER
+
incredibly upturned
giraffe
+
slightly hooked
WEREBEAST_COYOTE
+
sharply hooked
WEREBEAST_DEER
+
slightly thick
donkey
+
very thick
WEREBEAST_DONKEY
+
somewhat thin
elephant
+
extremely sparse
WEREBEAST_ELEPHANT
+
slightly dense
WEREBEAST_HEDGEHOG
+
slightly sparse
WEREBEAST_HORSE
+
quite sparse
WEREBEAST_HYENA
+
somewhat concave
iguana
+
incredibly concave
WEREBEAST_IGUANA
+
quite dense
jackal
+
extremely dense
WEREBEAST_GIRAFFE
+
quite long
WEREBEAST_GOAT
+
somewhat long
gopher
+
somewhat broad
WEREBEAST_GOPHER
+
extraordinarily broad
WEREBEAST_HARE
+
somewhat narrow
hedgehog
+
extremely narrow
WEREBEAST_BEAVER
+
somewhat tall
WEREBEAST_BISON
+
somewhat short
buffalo
+
clear-voiced
WEREBEAST_BUFFALO
+
raspy-voiced
WEREBEAST_BULL
+
is gone. 
capybara
+
body is
WEREBEAST_APE
+
have large irises
armadillo
+
have very large irises
WEREBEAST_ARMADILLO
+
have very thin irises
badger
+
have slightly large irises
WEREBEAST_BADGER
+
slightly sunken
WEREBEAST_BEAR
+
deeply sunken
beaver
+
slightly protruding
WEREBEAST_CHAMELEON
+
bulging
chinchilla
+
slightly close-set
WEREBEAST_CHINCHILLA
+
incredibly close-set
WEREBEAST_CIVET
+
slightly wide-set
WEREBEAST_COATI
+
very wide-set
coyote
+
somewhat high
WEREBEAST_CAPYBARA
+
incredibly high
WEREBEAST_CAMEL
+
slightly low
WEREBEAST_CAT
+
extremely low
WEREBEAST_CAVY
+
has very high cheekbones
chameleon
+
has a low voice
WEREBEAST_PORCUPINE
+
has low cheekbones
rabbit
+
has high cheekbones
WEREBEAST_RABBIT
+
has a very high-pitched voice
raccoon
+
has a scratchy voice
WEREBEAST_RACCOON
+
has a very deep voice
WEREBEAST_RAT
+
has a high voice
rhinoceros
+
has a very clear voice
WEREBEAST_PANDA
+
has a high, clear voice
pangolin
+
has a grating, raspy voice
WEREBEAST_PANGOLIN
+
has a clear voice
panther
+
has a fairly deep and raspy voice
WEREBEAST_PANTHER
+
has a clear, deep voice
WEREBEAST_PIG
+
has a low, clear voice
porcupine
+
has a high squeaky voice
WEREBEAST_SKUNK
+
has a broad
WEREBEAST_SLOTH
+
has a very broad
squirrel
+
has a narrow
WEREBEAST_SQUIRREL
+
has a very narrow
WEREBEAST_TAPIR
+
has a broad, recessed
tortoise
+
has a broad, prominent
WEREBEAST_RHINOCEROS
+
has a narrow, recessed
WEREBEAST_SHEEP
+
has a narrow, prominent
WEREBEAST_SHREW
+
has a deeply recessed, broad
WEREBEAST_SKINK
+
has a massive
WEREBEAST_LIZARD
+
has a deeply recessed, narrow
WEREBEAST_LLAMA
+
has a narrow, jutting
WEREBEAST_LORIS
+
has very low cheekbones
mammoth
+
small-lobed
WEREBEAST_MAMMOTH
+
nearly fuse-lobed
marmot
+
tangled
WEREBEAST_JACKAL
+
widely-spaced
kangaroo
+
have small lobes
WEREBEAST_KANGAROO
+
have nearly fused lobes
WEREBEAST_KOALA
+
hanging-lobed
WEREBEAST_LEMUR
+
have large hanging lobes
lizard
+
have great swinging lobes
WEREBEAST_MOOSE
+
are fuse-lobed
monkey
+
are free-lobed
WEREBEAST_MONKEY
+
somewhat splayed out
WEREBEAST_MOUSE
+
very splayed out
opossum
+
slightly flattened
WEREBEAST_OPOSSUM
+
very flattened
WEREBEAST_MARMOT
+
has a deep, guttural voice
WEREBEAST_MOLE
+
stripes
mongoose
+
has a high-pitched, grating voice
WEREBEAST_MONGOOSE
+
has a high-pitched, clear voice
monitor
+
with flecks of
WEREBEAST_MONITOR_LIZARD
+
with a touch of
assigndesjobs
+
mixed with
assignbuildingjobs
+
with some
season_count
+
striped
precise_phase
+
crinkly
cursor
+
spots
gamemode
+
mottled
season
+
slightly rounded
season_timer
+
very round
cur_rain
+
somewhat greasy
cur_snow
+
slit
cur_rain_counter
+
big
cur_snow_counter
+
chubby
cur_weather
+
very small
weathertimer
+
jagged scar. 
index1_8
+
dent. 
index1_9
+
low-cheekbones
index1_10
+
high-cheekbones
index1_11
+
round-chin
index1_12
+
square-chin
index1_13
+
squeaky-voiced
index1_14
+
grating-voiced
index1_15
+
low-voiced
gametype
+
scratchy-voiced
index1_1
+
tiny
index1_2
+
guttural-voiced
index1_3
+
splayed
index1_4
+
squat
index1_5
+
braided
index1_6
+
neatly combed
index1_7
+
tied in a pony tail
WEREBEAST_WOMBAT
+
arranged in double braids
WEREBEAST_ZEBRA
+
medium-length
WEREBEAST_TORTOISE
+
stubble
warthog
+
clean-shaven
WEREBEAST_WARTHOG
+
has an angular chin
weasel
+
has a square chin
WEREBEAST_WEASEL
+
has a round chin
WEREBEAST_WOLF
+
has a very round chin
wombat
+
has a prominent
jobvalue_setter
+
has a jutting
buildreq
+
has a deeply recessed
scrollx
+
has a recessed
scrolly
+
straight scar. 
scrollz
+
curving scar. 
linelim
+
very large
linechar
+
huge
version
+
tiny
min_load_version
+
very short
movie_version
+
a
event_flow
+
the marks of old wounds, including
plot_event
+
very long
jobvalue
+
massive
index1_56
+
bears
index1_57
+
unkempt
index1_58
+
the marks of numerous old wounds, the chief among them
index1_59
+
bear
index1_60
+
narrow-chin
index1_61
+
broad-chin
index1_62
+
NEX_BODY
index1_63
+
recessed-chin
index1_48
+
massive-chin
index1_49
+
prominent-chin
index1_50
+
jutting-chin
index1_51
+
APERTURE
index1_52
+
VERMIN_BUTCHER_ITEM
index1_53
+
EMBEDDED
index1_54
+
UNDER_PRESSURE
index1_55
+
TOTEMABLE
index1_72
+
SKELETON
index1_73
+
Unrecognized Creature Bodypart CONTYPE Token:
index1_74
+
CONTYPE
index1_75
+
INDIVIDUAL_NAME
index1_76
+
Unrecognized Creature Bodypart Token:
index1_77
+
DEFAULT_RELSIZE
index1_78
+
: number capped at 32
index1_79
+
PREVENTS_PARENT_COLLAPSE
index1_64
+
SOCKET
index1_65
+
CONNECTOR
index1_66
+
GELDABLE
index1_67
+
Unrecognized Creature Body Token:
index1_68
+
WEREBEAST_ANTELOPE
index1_69
+
antelope
index1_70
+
WEREBEAST_ANTEATER
index1_71
+
anteater
index1_24
+
WEREBEAST_GILA_MONSTER
index1_25
+
gila monster
index1_26
+
WEREBEAST_GECKO
index1_27
+
gecko
index1_28
+
WEREBEAST_FOX
index1_29
+
fox
index1_30
+
WEREBEAST_ELK
index1_31
+
elk
index1_16
+
WEREBEAST_ELEPHANT
index1_17
+
elephant
index1_18
+
WEREBEAST_DONKEY
index1_19
+
donkey
index1_20
+
WEREBEAST_DEER
index1_21
+
deer
index1_22
+
WEREBEAST_COYOTE
index1_23
+
coyote
index1_40
+
WEREBEAST_IGUANA
index1_41
+
iguana
index1_42
+
WEREBEAST_HYENA
index1_43
+
hyena
index1_44
+
WEREBEAST_HORSE
index1_45
+
horse
index1_46
+
WEREBEAST_HEDGEHOG
index1_47
+
hedgehog
index1_32
+
WEREBEAST_HARE
index1_33
+
hare
index1_34
+
WEREBEAST_GOPHER
index1_35
+
gopher
index1_36
+
WEREBEAST_GOAT
index1_37
+
goat
index1_38
+
WEREBEAST_GIRAFFE
index1_39
+
giraffe
index1_120
+
WEREBEAST_BULL
index1_121
+
bull
index1_122
+
WEREBEAST_BUFFALO
index1_123
+
buffalo
index1_124
+
WEREBEAST_BISON
index1_125
+
bison
index1_126
+
WEREBEAST_BEAVER
index1_127
+
beaver
index1_112
+
WEREBEAST_BEAR
index1_113
+
WEREBEAST_BADGER
index1_114
+
badger
index1_115
+
WEREBEAST_ARMADILLO
index1_116
+
armadillo
index1_117
+
WEREBEAST_APE
index1_118
+
WEREBEAST_COATI
index1_119
+
coati
index1_136
+
WEREBEAST_CIVET
gamemode_cansave
+
civet
modejob
+
WEREBEAST_CHINCHILLA
modeitem
+
chinchilla
modeseason
+
WEREBEAST_CHAMELEON
selectingtaskobject
+
chameleon
addingtask
+
WEREBEAST_CAVY
addingtask_sub
+
cavy
index1_128
+
WEREBEAST_CAT
index1_129
+
cat
index1_130
+
WEREBEAST_CAMEL
index1_131
+
camel
index1_132
+
WEREBEAST_CAPYBARA
index1_133
+
capybara
index1_134
+
WEREBEAST_RAT
index1_135
+
rat
index1_88
+
WEREBEAST_RACCOON
index1_89
+
raccoon
index1_90
+
WEREBEAST_RABBIT
index1_91
+
rabbit
index1_92
+
WEREBEAST_PORCUPINE
index1_93
+
porcupine
index1_94
+
WEREBEAST_PIG
index1_95
+
pig
index1_80
+
WEREBEAST_PANTHER
index1_81
+
panther
index1_82
+
WEREBEAST_PANGOLIN
index1_83
+
pangolin
index1_84
+
WEREBEAST_PANDA
index1_85
+
panda
index1_86
+
WEREBEAST_TAPIR
index1_87
+
tapir
index1_104
+
WEREBEAST_SQUIRREL
index1_105
+
squirrel
index1_106
+
WEREBEAST_SLOTH
index1_107
+
sloth
index1_108
+
WEREBEAST_SKUNK
index1_109
+
skunk
index1_110
+
WEREBEAST_SKINK
index1_111
+
skink
index1_96
+
WEREBEAST_SHREW
index1_97
+
shrew
index1_98
+
WEREBEAST_SHEEP
index1_99
+
sheep
index1_100
+
WEREBEAST_RHINOCEROS
index1_101
+
rhinoceros
index1_102
+
WEREBEAST_MAMMOTH
index1_103
+
mammoth
standingorder_smelter
+
WEREBEAST_LORIS
standingorder_other
+
loris
standingorder_gatherrefuse_outside
+
WEREBEAST_LLAMA
standingorder_gatherrefuse_outside_vermin
+
llama
standingorder_gatherrefuse_chasm_corpses
+
WEREBEAST_LIZARD
standingorder_gatherrefuse_chasm_skulls
+
lizard
standingorder_gatherrefuse_chasm_skins
+
WEREBEAST_LEMUR
standingorder_gatherrefuse_chasm_bones
+
lemur
standingorder_zone_drinking
+
WEREBEAST_KOALA
standingorder_zone_fishing
+
koala
standingorder_slaughter
+
WEREBEAST_KANGAROO
standingorder_butcher
+
kangaroo
standingorder_tan
+
WEREBEAST_JACKAL
standingorder_fishery
+
jackal
standingorder_kitchen
+
WEREBEAST_OPOSSUM
standingorder_kiln
+
opossum
standingorder_forbid_floor_and_wall_cleaning
+
WEREBEAST_MOUSE
standingorder_forbid_trap_cleaning
+
WEREBEAST_MONKEY
standingorder_forbid_rearming_traps
+
monkey
standingorder_forbid_cages_from_sprung_traps
+
WEREBEAST_MOOSE
standingorder_forbid_toppled_building_items
+
moose
index2_1
+
WEREBEAST_MONITOR_LIZARD
index2_2
+
monitor
index2_3
+
WEREBEAST_MONGOOSE
standingorder_gatherrefuse_chasm_strand_tissue
+
mongoose
standingorder_gatherrefuse_chasm_shell
+
WEREBEAST_MOLE
standingorder_gatherrefuse_chasm_othernonmetal
+
mole
standingorder_autoforbid_projectile
+
WEREBEAST_MARMOT
standingorder_autoforbid_your_corpse
+
marmot
standingorder_autoforbid_other_corpse
+
cursor
standingorder_autoforbid_your_items
+
precise_phase
standingorder_autoforbid_other_items
+
season_count
buildjob_unit
+
assignbuildingjobs
buildjob_item
+
assigndesjobs
buildjob_building
+
year
buildjob_flowx
+
weathertimer
buildjob_flowy
+
cur_weather
buildjob_flowz
+
cur_snow_counter
buildjob_item1
+
cur_rain_counter
modeunit
+
cur_snow
buildjob_sizerad
+
cur_rain
buildjob_sizeroom
+
season_timer
buildjob_assignroom
+
linechar
buildjob_mastering
+
index1_14
buildjob_give_to
+
index1_13
buildjob_popback
+
index1_12
buildjob_type
+
index1_11
buildjob_selected
+
index1_10
standingorder_gatherbodies
+
index1_9
standingorder_gatherrefuse
+
index1_8
standingorder_gatheranimals
+
index1_7
standingorder_gatherfurniture
+
index1_6
standingorder_allharvest
+
index1_5
standingorder_loom
+
index1_4
standingorder_dyed_clothes
+
index1_3
standingorder_collect_web
+
index1_2
squadcount
+
index1_1
modeview
+
gametype
modepage
+
gamemode
modestation
+
WEREBEAST_ZEBRA
paused
+
zebra
standingorder_gatherstone
+
WEREBEAST_WOMBAT
standingorder_gatherwood
+
wombat
standingorder_gatherfood
+
WEREBEAST_WOLF
throwitem
+
wolf
dung_target
+
WEREBEAST_WEASEL
dung_targlist
+
weasel
interactitem
+
WEREBEAST_WARTHOG
interactinvslot
+
warthog
dung_attackmode
+
WEREBEAST_TORTOISE
dung_dodgemode
+
tortoise
dung_chargedefendmode
+
line
oscrollz
+
linelim
dunginv_relitem
+
buildreq
dunginv
+
jobvalue_setter
dunginv_inv
+
jobvalue
dunginv_depth
+
plot_event
dunginv_flag
+
event_flow
dunginv_index
+
movie_version
next_civ_global_id
+
min_load_version
next_nem_global_id
+
gview
next_artifact_global_id
+
index1_62
next_job_global_id
+
index1_61
next_schedule_global_id
+
index1_60
next_proj_global_id
+
index1_59
next_building_global_id
+
index1_58
next_machine_global_id
+
index1_57
dung_swimmode
+
index1_56
handleannounce
+
index1_55
preserveannounce
+
index1_54
updatelightstate
+
index1_53
dung_buildinginteract
+
index1_52
next_item_global_id
+
index1_51
next_unit_global_id
+
index1_50
next_soul_global_id
+
index1_49
itemmade
+
index1_48
itemmade_subtype
+
index1_47
itemmade_subcat1
+
index1_78
itemmade_subcat2
+
index1_77
itemmade_number
+
index1_76
plotinfo
+
index1_75
index2_4
+
index1_74
index2_5
+
index1_73
index2_6
+
index1_72
index2_7
+
index1_71
index2_8
+
index1_70
index2_9
+
index1_69
index2_10
+
index1_68
index2_11
+
index1_67
unitprintstack_clear
+
index1_66
menuposition
+
index1_65
looklist
+
index1_64
olookx
+
index1_63
olooky
+
index1_30
olookz
+
index1_29
oscrollx
+
index1_28
oscrolly
+
index1_27
mainview
+
index1_26
texture
+
index1_25
d_init
+
index1_24
unitprintstack
+
index1_23
unitprintstack_cur
+
index1_22
unitprintstack_start
+
index1_21
DEBUG_SAFEDWARVES
+
index1_20
DEBUG_NOANIMALS
+
index1_19
DEBUG_NOTHIRST
+
index1_18
DEBUG_NOHUNGER
+
index1_17
DEBUG_NOSLEEP
+
index1_16
DEBUG_VISIBLEAMBUSHERS
+
index1_15
DEBUG_QUICKMODE_MINING
+
index1_46
DEBUG_ALWAYSHAPPY
+
index1_45
filecomp_buffer
+
index1_44
filecomp_buffer2
+
index1_43
filecomp_buffer_aux
+
index1_42
filecomp_buffer2_aux
+
index1_41
DEBUG_SHOW_RIVER
+
index1_40
DEBUG_FASTCAVEIN
+
index1_39
DEBUG_CONTINUOUS
+
index1_38
DEBUG_NOMOOD
+
index1_37
mt_virtual_buffer
+
index1_36
mt_buffer
+
index1_35
mt_virtual_seed_type
+
index1_34
enabler
+
index1_33
game.external_flag
+
index1_32
BEAST_AMORPHOUS
+
index1_31
BEAST_AMORPHOUS_SHELL_BACK
+
index1_126
BEAST_SNAKE
+
index1_125
DEBUG_NEVERBERSERK
+
index1_124
DEBUG_DISABLEHUMANCARAVAN
+
index1_123
DEBUG_GAMELOG
+
index1_122
DEBUG_MEGAFAST
+
index1_121
option_exceptions
+
index1_120
standingorder_mixfoods
+
index1_119
mt_index
+
index1_118
mt_cur_buffer
+
index1_117
next_formation_global_id
+
index1_116
next_activity_global_id
+
index1_115
next_interaction_instance_global_id
+
index1_114
next_written_content_global_id
+
index1_113
next_identity_global_id
+
index1_112
next_incident_global_id
+
index1_111
next_crime_global_id
+
addingtask
next_vehicle_global_id
+
selectingtaskobject
next_flow_guide_global_id
+
modeseason
next_histfig_global_id
+
modeitem
next_histevent_global_id
+
modejob
next_histeventcol_global_id
+
gamemode_cansave
next_unitchunk_global_id
+
index1_136
next_art_imagechunk_global_id
+
index1_135
next_task_global_id
+
index1_134
next_squad_global_id
+
index1_133
next_scale_global_id
+
index1_132
next_rhythm_global_id
+
index1_131
next_occupation_global_id
+
index1_130
next_belief_system_global_id
+
index1_129
next_image_set_global_id
+
index1_128
next_divination_set_global_id
+
index1_127
manucomp
+
index1_94
manucomp2
+
index1_93
next_army_global_id
+
index1_92
next_army_controller_global_id
+
index1_91
next_army_tracking_info_global_id
+
index1_90
next_cultural_identity_global_id
+
index1_89
next_agreement_global_id
+
index1_88
next_poetic_form_global_id
+
index1_87
next_musical_form_global_id
+
index1_86
next_dance_form_global_id
+
index1_85
BEAST_WORM_SHORT_SHELL_BACK
+
index1_84
BEAST_WORM_SHORT_TRUNK
+
index1_83
BEAST_WORM_SHORT_ANTENNAE
+
index1_82
BEAST_INSECT
+
index1_81
BEAST_INSECT_MANDIBLES
+
index1_80
BEAST_INSECT_HORNS
+
index1_79
BEAST_INSECT_WINGS_LACY_BACK
+
index1_110
BEAST_INSECT_WINGS_FEATHERED_FRONT
+
index1_109
BEAST_WORM_SHORT_WINGS_LACY_BACK
+
index1_108
BEAST_WORM_SHORT_WINGS_LACY_FRONT
+
index1_107
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
+
index1_106
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
+
index1_105
BEAST_WORM_SHORT_WINGS_BAT_BACK
+
index1_104
BEAST_WORM_SHORT_EYE_ONE
+
index1_103
BEAST_WORM_SHORT_EYE_TWO
+
index1_102
BEAST_WORM_SHORT_EYE_THREE
+
index1_101
BEAST_SPIDER
+
index1_100
BEAST_SPIDER_MANDIBLES
+
index1_99
BEAST_SPIDER_HORNS
+
index1_98
BEAST_SPIDER_WINGS_LACY_FRONT
+
index1_97
BEAST_SPIDER_WINGS_FEATHERED_FRONT
+
index1_96
BEAST_SPIDER_WINGS_BAT_FRONT
+
index1_95
BEAST_SPIDER_EYE_ONE
+
standingorder_gatherrefuse_chasm_skins
BEAST_SPIDER_EYE_TWO
+
standingorder_gatherrefuse_chasm_skulls
BEAST_INSECT_WINGS_BAT_FRONT
+
standingorder_gatherrefuse_chasm_corpses
BEAST_INSECT_EYE_ONE
+
standingorder_gatherrefuse_outside_vermin
BEAST_INSECT_EYE_TWO
+
standingorder_gatherrefuse_outside
BEAST_INSECT_EYE_THREE
+
standingorder_other
BEAST_INSECT_PROBOSCIS
+
standingorder_smelter
BEAST_INSECT_SHELL_BACK
+
standingorder_kiln
BEAST_INSECT_TRUNK
+
standingorder_kitchen
BEAST_INSECT_ANTENNAE
+
standingorder_fishery
BEAST_SNAKE_EYE_ONE
+
standingorder_tan
BEAST_SNAKE_EYE_TWO
+
standingorder_butcher
BEAST_SNAKE_EYE_THREE
+
standingorder_slaughter
BEAST_SNAKE_SHELL_BACK
+
standingorder_zone_fishing
BEAST_SNAKE_TRUNK
+
standingorder_zone_drinking
BEAST_SNAKE_ANTENNAE
+
standingorder_collect_web
BEAST_WORM_LONG
+
index2_2
BEAST_WORM_LONG_MANDIBLES
+
index2_1
BEAST_SNAKE_MANDIBLES
+
standingorder_forbid_toppled_building_items
BEAST_SNAKE_HORNS
+
standingorder_forbid_cages_from_sprung_traps
BEAST_SNAKE_WINGS_LACY_BACK
+
standingorder_forbid_rearming_traps
BEAST_SNAKE_WINGS_LACY_FRONT
+
standingorder_forbid_trap_cleaning
BEAST_SNAKE_WINGS_FEATHERED_BACK
+
standingorder_forbid_floor_and_wall_cleaning
BEAST_SNAKE_WINGS_FEATHERED_FRONT
+
standingorder_autoforbid_other_items
BEAST_SNAKE_WINGS_BAT_BACK
+
standingorder_autoforbid_your_items
BEAST_SNAKE_WINGS_BAT_FRONT
+
standingorder_autoforbid_other_corpse
BEAST_WORM_LONG_EYE_TWO
+
standingorder_autoforbid_your_corpse
BEAST_WORM_LONG_EYE_THREE
+
standingorder_autoforbid_projectile
BEAST_WORM_LONG_SHELL_BACK
+
standingorder_gatherrefuse_chasm_othernonmetal
BEAST_WORM_LONG_TRUNK
+
standingorder_gatherrefuse_chasm_shell
BEAST_WORM_LONG_ANTENNAE
+
standingorder_gatherrefuse_chasm_strand_tissue
BEAST_WORM_SHORT
+
standingorder_gatherrefuse_chasm_bones
BEAST_WORM_SHORT_MANDIBLES
+
buildjob_item1
BEAST_WORM_SHORT_HORNS
+
buildjob_flowz
BEAST_WORM_LONG_HORNS
+
buildjob_flowy
BEAST_WORM_LONG_WINGS_LACY_BACK
+
buildjob_flowx
BEAST_WORM_LONG_WINGS_LACY_FRONT
+
buildjob_building
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
+
buildjob_item
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
+
buildjob_unit
BEAST_WORM_LONG_WINGS_BAT_BACK
+
buildjob_selected
BEAST_WORM_LONG_WINGS_BAT_FRONT
+
buildjob_type
BEAST_WORM_LONG_EYE_ONE
+
buildjob_popback
BEAST_HUMANOID_HORNS
+
buildjob_give_to
BEAST_HUMANOID_WINGS_LACY_BACK
+
buildjob_mastering
BEAST_HUMANOID_WINGS_LACY_FRONT
+
buildjob_assignroom
BEAST_HUMANOID_WINGS_FEATHERED_BACK
+
buildjob_sizeroom
BEAST_HUMANOID_WINGS_BAT_BACK
+
buildjob_sizerad
BEAST_HUMANOID_EYE_ONE
+
addingtask_sub
BEAST_HUMANOID_EYE_TWO
+
standingorder_dyed_clothes
BEAST_HUMANOID_EYE_THREE
+
standingorder_loom
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
+
standingorder_allharvest
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
+
standingorder_gatherfurniture
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
+
standingorder_gatheranimals
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
+
standingorder_gatherrefuse
BEAST_BIPEDAL_DINOSAUR_TRUNK
+
standingorder_gatherbodies
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
+
standingorder_gatherfood
BEAST_HUMANOID
+
standingorder_gatherwood
BEAST_HUMANOID_MANDIBLES
+
standingorder_gatherstone
BEAST_FRONT_GRASP_OCT
+
paused
BEAST_FRONT_GRASP_MANDIBLES
+
modestation
BEAST_FRONT_GRASP_HORNS
+
modepage
BEAST_FRONT_GRASP_WINGS_LACY_BACK
+
modeview
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
+
squadcount
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
+
modeunit
BEAST_FRONT_GRASP_WINGS_BAT_BACK
+
next_schedule_global_id
BEAST_FRONT_GRASP_EYE_ONE
+
next_job_global_id
BEAST_HUMANOID_TAIL_ONE
+
next_artifact_global_id
BEAST_HUMANOID_TAIL_TWO
+
next_nem_global_id
BEAST_HUMANOID_TAIL_THREE
+
next_civ_global_id
BEAST_HUMANOID_SHELL_BACK
+
next_soul_global_id
BEAST_HUMANOID_TRUNK
+
next_unit_global_id
BEAST_HUMANOID_ANTENNAE
+
next_item_global_id
BEAST_FRONT_GRASP
+
updatelightstate
BEAST_FRONT_GRASP_HEX
+
dung_swimmode
BEAST_SCORPION_WINGS_LACY_FRONT
+
dung_chargedefendmode
BEAST_SCORPION_WINGS_FEATHERED_BACK
+
dung_dodgemode
BEAST_SCORPION_WINGS_FEATHERED_FRONT
+
dung_attackmode
BEAST_SCORPION_WINGS_BAT_BACK
+
oscrollz
BEAST_SCORPION_WINGS_BAT_FRONT
+
oscrolly
BEAST_SCORPION_EYE_ONE
+
next_identity_global_id
BEAST_SCORPION_EYE_TWO
+
next_written_content_global_id
BEAST_SCORPION_EYE_THREE
+
next_interaction_instance_global_id
BEAST_SPIDER_EYE_THREE
+
next_activity_global_id
BEAST_SPIDER_SHELL_FRONT
+
next_formation_global_id
BEAST_SPIDER_TRUNK
+
next_squad_global_id
BEAST_SPIDER_ANTENNAE
+
next_task_global_id
BEAST_SCORPION
+
next_art_imagechunk_global_id
BEAST_SCORPION_MANDIBLES
+
next_unitchunk_global_id
BEAST_SCORPION_HORNS
+
next_histeventcol_global_id
BEAST_SCORPION_WINGS_LACY_BACK
+
next_histevent_global_id
BEAST_BIPEDAL_DINOSAUR_HORNS
+
next_histfig_global_id
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
+
next_flow_guide_global_id
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
+
next_machine_global_id
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
+
next_building_global_id
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
+
next_proj_global_id
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
+
plotinfo
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
+
itemmade_number
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
+
itemmade_subcat2
BEAST_SCORPION_TAIL_ONE
+
itemmade_subcat1
BEAST_SCORPION_TAIL_TWO
+
itemmade_subtype
BEAST_SCORPION_TAIL_THREE
+
itemmade
BEAST_SCORPION_SHELL_FRONT
+
index2_11
BEAST_SCORPION_TRUNK
+
index2_10
BEAST_SCORPION_ANTENNAE
+
index2_9
BEAST_BIPEDAL_DINOSAUR
+
index2_8
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
+
index2_7
BEAST_QUADRUPED_SLINKY_EYE_THREE
+
index2_6
BEAST_QUADRUPED_SLINKY_TAIL_ONE
+
index2_5
BEAST_QUADRUPED_SLINKY_TAIL_TWO
+
index2_4
BEAST_QUADRUPED_SLINKY_TAIL_THREE
+
index2_3
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
+
oscrollx
BEAST_QUADRUPED_SLINKY_TRUNK
+
olookz
BEAST_QUADRUPED_SLINKY_ANTENNAE
+
olooky
BEAST_WALRUS
+
olookx
BEAST_QUADRUPED_SLINKY_HORNS
+
looklist
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
+
menuposition
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
+
unitprintstack_clear
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
+
unitprintstack_start
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
+
unitprintstack_cur
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
+
unitprintstack
BEAST_QUADRUPED_SLINKY_EYE_ONE
+
d_init
BEAST_QUADRUPED_SLINKY_EYE_TWO
+
init
BEAST_WALRUS_EYE_THREE
+
texture
BEAST_WALRUS_TAIL_ONE
+
mainview
BEAST_WALRUS_TAIL_TWO
+
gps
BEAST_WALRUS_TAIL_THREE
+
game
BEAST_WALRUS_SHELL_BACK
+
enabler
BEAST_WALRUS_TRUNK
+
mt_virtual_seed_type
BEAST_WALRUS_ANTENNAE
+
mt_buffer
BEAST_SMALL_AMORPHOUS
+
mt_virtual_buffer
BEAST_WALRUS_MANDIBLES
+
mt_cur_buffer
BEAST_WALRUS_WINGS_LACY_BACK
+
mt_index
BEAST_WALRUS_WINGS_LACY_FRONT
+
start_dwarf_count
BEAST_WALRUS_WINGS_FEATHERED_BACK
+
standingorder_mixfoods
BEAST_WALRUS_WINGS_FEATHERED_FRONT
+
option_exceptions
BEAST_WALRUS_WINGS_BAT_BACK
+
DEBUG_MEGAFAST
BEAST_WALRUS_EYE_ONE
+
DEBUG_GAMELOG
BEAST_WALRUS_EYE_TWO
+
DEBUG_DISABLEHUMANCARAVAN
BEAST_QUADRUPED_BULKY
+
DEBUG_NEVERBERSERK
BEAST_QUADRUPED_BULKY_HEX
+
DEBUG_ALWAYSHAPPY
BEAST_QUADRUPED_BULKY_OCT
+
DEBUG_QUICKMODE_MINING
BEAST_QUADRUPED_BULKY_MANDIBLES
+
DEBUG_VISIBLEAMBUSHERS
BEAST_QUADRUPED_BULKY_HORNS
+
BEAST_AMORPHOUS_SHELL_BACK
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
+
BEAST_AMORPHOUS
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
+
unitst_set_automatic_professions
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
+
unitst_make_own
BEAST_FRONT_GRASP_EYE_TWO
+
history_figurest_create
BEAST_FRONT_GRASP_EYE_THREE
+
translate_name
BEAST_FRONT_GRASP_TAIL_ONE
+
buildingst_enddestruction
BEAST_FRONT_GRASP_TAIL_TWO
+
building_handlerst_create_building
BEAST_FRONT_GRASP_TAIL_THREE
+
item_handlerst_create_item
BEAST_FRONT_GRASP_SHELL_BACK
+
unitst_more_convenient_create
BEAST_FRONT_GRASP_TRUNK
+
world_summon_unit
BEAST_FRONT_GRASP_ANTENNAE
+
unitst_create
BEAST_QUADRUPED_BULKY_TAIL_THREE
+
unitst_choptree
BEAST_QUADRUPED_BULKY_SHELL_FRONT
+
buildingst_completebuild
BEAST_QUADRUPED_BULKY_TRUNK
+
job_handlerst_remove_job
BEAST_QUADRUPED_BULKY_ANTENNAE
+
game.external_flag
BEAST_QUADRUPED_SLINKY
+
next_image_set_global_id
BEAST_QUADRUPED_SLINKY_HEX
+
next_belief_system_global_id
BEAST_QUADRUPED_SLINKY_OCT
+
next_occupation_global_id
BEAST_QUADRUPED_SLINKY_MANDIBLES
+
next_rhythm_global_id
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
+
next_scale_global_id
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
+
next_dance_form_global_id
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
+
next_musical_form_global_id
BEAST_QUADRUPED_BULKY_EYE_ONE
+
next_poetic_form_global_id
BEAST_QUADRUPED_BULKY_EYE_TWO
+
next_agreement_global_id
BEAST_QUADRUPED_BULKY_EYE_THREE
+
next_cultural_identity_global_id
BEAST_QUADRUPED_BULKY_TAIL_ONE
+
next_army_tracking_info_global_id
BEAST_QUADRUPED_BULKY_TAIL_TWO
+
next_army_controller_global_id
BEAST_SMALL_WORM_SHORT_EYE_TWO
+
next_army_global_id
BEAST_SMALL_WORM_SHORT_EYE_THREE
+
next_vehicle_global_id
BEAST_SMALL_WORM_SHORT_SHELL_BACK
+
next_crime_global_id
BEAST_SMALL_WORM_SHORT_TRUNK
+
next_incident_global_id
BEAST_SMALL_WORM_SHORT_ANTENNAE
+
DEBUG_NOSLEEP
BEAST_SMALL_INSECT
+
DEBUG_NOHUNGER
BEAST_SMALL_INSECT_MANDIBLES
+
DEBUG_NOTHIRST
BEAST_SMALL_INSECT_HORNS
+
DEBUG_NOANIMALS
BEAST_SMALL_WORM_SHORT_MANDIBLES
+
DEBUG_SAFEDWARVES
BEAST_SMALL_WORM_SHORT_HORNS
+
DEBUG_NOMOOD
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
+
DEBUG_CONTINUOUS
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
+
DEBUG_FASTCAVEIN
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
+
DEBUG_SHOW_RIVER
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
+
filecomp_buffer2_aux
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
+
filecomp_buffer_aux
BEAST_SMALL_WORM_SHORT_EYE_ONE
+
filecomp_buffer2
BEAST_SMALL_INSECT_TRUNK
+
filecomp_buffer
BEAST_SMALL_INSECT_ANTENNAE
+
manucomp2
BEAST_SMALL_SPIDER
+
manucomp
BEAST_SMALL_SPIDER_MANDIBLES
+
next_divination_set_global_id
BEAST_SMALL_SPIDER_HORNS
+
BEAST_INSECT_WINGS_LACY_BACK
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
+
BEAST_INSECT_HORNS
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
+
BEAST_INSECT_MANDIBLES
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
+
BEAST_INSECT
BEAST_SMALL_INSECT_WINGS_LACY_BACK
+
BEAST_WORM_SHORT_ANTENNAE
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
+
BEAST_WORM_SHORT_TRUNK
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
+
BEAST_WORM_SHORT_SHELL_BACK
BEAST_SMALL_INSECT_EYE_ONE
+
BEAST_WORM_SHORT_EYE_THREE
BEAST_SMALL_INSECT_EYE_TWO
+
BEAST_WORM_SHORT_EYE_TWO
BEAST_SMALL_INSECT_EYE_THREE
+
BEAST_WORM_SHORT_EYE_ONE
BEAST_SMALL_INSECT_PROBOSCIS
+
BEAST_WORM_SHORT_WINGS_BAT_BACK
BEAST_SMALL_INSECT_SHELL_BACK
+
BEAST_WORM_SHORT_WINGS_FEATHERED_FRONT
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
+
BEAST_WORM_SHORT_WINGS_FEATHERED_BACK
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
+
BEAST_WORM_SHORT_WINGS_LACY_FRONT
BEAST_SMALL_SNAKE_EYE_ONE
+
BEAST_WORM_SHORT_WINGS_LACY_BACK
BEAST_SMALL_SNAKE_EYE_TWO
+
BEAST_WORM_SHORT_HORNS
BEAST_SMALL_SNAKE_EYE_THREE
+
BEAST_SPIDER_EYE_ONE
BEAST_SMALL_SNAKE_SHELL_BACK
+
BEAST_SPIDER_WINGS_BAT_FRONT
BEAST_SMALL_SNAKE_TRUNK
+
BEAST_SPIDER_WINGS_FEATHERED_FRONT
BEAST_SMALL_SNAKE_ANTENNAE
+
BEAST_SPIDER_WINGS_LACY_FRONT
BEAST_SMALL_AMORPHOUS_SHELL_BACK
+
BEAST_SPIDER_HORNS
BEAST_SMALL_SNAKE
+
BEAST_SPIDER_MANDIBLES
BEAST_SMALL_SNAKE_MANDIBLES
+
BEAST_SPIDER
BEAST_SMALL_SNAKE_HORNS
+
BEAST_INSECT_ANTENNAE
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
+
BEAST_INSECT_TRUNK
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
+
BEAST_INSECT_SHELL_BACK
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
+
BEAST_INSECT_PROBOSCIS
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
+
BEAST_INSECT_EYE_THREE
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
+
BEAST_INSECT_EYE_TWO
BEAST_SMALL_WORM_LONG_EYE_ONE
+
BEAST_INSECT_EYE_ONE
BEAST_SMALL_WORM_LONG_EYE_TWO
+
BEAST_INSECT_WINGS_BAT_FRONT
BEAST_SMALL_WORM_LONG_EYE_THREE
+
BEAST_INSECT_WINGS_FEATHERED_FRONT
BEAST_SMALL_WORM_LONG_SHELL_BACK
+
BEAST_WORM_LONG
BEAST_SMALL_WORM_LONG_TRUNK
+
BEAST_SNAKE_ANTENNAE
BEAST_SMALL_WORM_LONG_ANTENNAE
+
BEAST_SNAKE_TRUNK
BEAST_SMALL_WORM_SHORT
+
BEAST_SNAKE_SHELL_BACK
BEAST_SMALL_WORM_LONG
+
BEAST_SNAKE_EYE_THREE
BEAST_SMALL_WORM_LONG_MANDIBLES
+
BEAST_SNAKE_EYE_TWO
BEAST_SMALL_WORM_LONG_HORNS
+
BEAST_SNAKE_EYE_ONE
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
+
BEAST_SNAKE_WINGS_BAT_FRONT
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
+
BEAST_SNAKE_WINGS_BAT_BACK
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
+
BEAST_SNAKE_WINGS_FEATHERED_FRONT
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
+
BEAST_SNAKE_WINGS_FEATHERED_BACK
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
+
BEAST_SNAKE_WINGS_LACY_FRONT
BEAST_SMALL_HUMANOID
+
BEAST_SNAKE_WINGS_LACY_BACK
BEAST_SMALL_HUMANOID_MANDIBLES
+
BEAST_SNAKE_HORNS
BEAST_SMALL_HUMANOID_HORNS
+
BEAST_SNAKE_MANDIBLES
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
+
BEAST_SNAKE
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
+
BEAST_WORM_SHORT_MANDIBLES
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
+
BEAST_WORM_SHORT
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
+
BEAST_WORM_LONG_ANTENNAE
BEAST_SMALL_HUMANOID_EYE_ONE
+
BEAST_WORM_LONG_TRUNK
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
+
BEAST_WORM_LONG_SHELL_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
+
BEAST_WORM_LONG_EYE_THREE
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
+
BEAST_WORM_LONG_EYE_TWO
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
+
BEAST_WORM_LONG_EYE_ONE
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
+
BEAST_WORM_LONG_WINGS_BAT_FRONT
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
+
BEAST_WORM_LONG_WINGS_BAT_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
+
BEAST_WORM_LONG_WINGS_FEATHERED_FRONT
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
+
BEAST_WORM_LONG_WINGS_FEATHERED_BACK
BEAST_SMALL_FRONT_GRASP
+
BEAST_WORM_LONG_WINGS_LACY_FRONT
BEAST_SMALL_FRONT_GRASP_HEX
+
BEAST_WORM_LONG_WINGS_LACY_BACK
BEAST_SMALL_FRONT_GRASP_OCT
+
BEAST_WORM_LONG_HORNS
BEAST_SMALL_FRONT_GRASP_MANDIBLES
+
BEAST_WORM_LONG_MANDIBLES
BEAST_SMALL_FRONT_GRASP_HORNS
+
BEAST_HUMANOID_EYE_TWO
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
+
BEAST_HUMANOID_EYE_ONE
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
+
BEAST_HUMANOID_WINGS_BAT_BACK
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
+
BEAST_HUMANOID_WINGS_FEATHERED_BACK
BEAST_SMALL_HUMANOID_EYE_TWO
+
BEAST_HUMANOID_WINGS_LACY_FRONT
BEAST_SMALL_HUMANOID_EYE_THREE
+
BEAST_HUMANOID_WINGS_LACY_BACK
BEAST_SMALL_HUMANOID_TAIL_ONE
+
BEAST_HUMANOID_HORNS
BEAST_SMALL_HUMANOID_TAIL_TWO
+
BEAST_HUMANOID_MANDIBLES
BEAST_SMALL_HUMANOID_TAIL_THREE
+
BEAST_HUMANOID
BEAST_SMALL_HUMANOID_SHELL_BACK
+
BEAST_BIPEDAL_DINOSAUR_ANTENNAE
BEAST_SMALL_HUMANOID_TRUNK
+
BEAST_BIPEDAL_DINOSAUR_TRUNK
BEAST_SMALL_HUMANOID_ANTENNAE
+
BEAST_BIPEDAL_DINOSAUR_SHELL_BACK
BEAST_SMALL_SCORPION_HORNS
+
BEAST_BIPEDAL_DINOSAUR_TAIL_THREE
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
+
BEAST_BIPEDAL_DINOSAUR_TAIL_TWO
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
+
BEAST_BIPEDAL_DINOSAUR_TAIL_ONE
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
+
BEAST_BIPEDAL_DINOSAUR_EYE_THREE
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
+
BEAST_FRONT_GRASP_WINGS_BAT_BACK
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
+
BEAST_FRONT_GRASP_WINGS_FEATHERED_BACK
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
+
BEAST_FRONT_GRASP_WINGS_LACY_FRONT
BEAST_SMALL_SCORPION_EYE_ONE
+
BEAST_FRONT_GRASP_WINGS_LACY_BACK
BEAST_SMALL_SPIDER_EYE_ONE
+
BEAST_FRONT_GRASP_HORNS
BEAST_SMALL_SPIDER_EYE_TWO
+
BEAST_FRONT_GRASP_MANDIBLES
BEAST_SMALL_SPIDER_EYE_THREE
+
BEAST_FRONT_GRASP_OCT
BEAST_SMALL_SPIDER_SHELL_FRONT
+
BEAST_FRONT_GRASP_HEX
BEAST_SMALL_SPIDER_TRUNK
+
BEAST_FRONT_GRASP
BEAST_SMALL_SPIDER_ANTENNAE
+
BEAST_HUMANOID_ANTENNAE
BEAST_SMALL_SCORPION
+
BEAST_HUMANOID_TRUNK
BEAST_SMALL_SCORPION_MANDIBLES
+
BEAST_HUMANOID_SHELL_BACK
BEAST_SMALL_BIPEDAL_DINOSAUR
+
BEAST_HUMANOID_TAIL_THREE
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
+
BEAST_HUMANOID_TAIL_TWO
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
+
BEAST_HUMANOID_TAIL_ONE
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
+
BEAST_HUMANOID_EYE_THREE
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
+
BEAST_SCORPION_EYE_TWO
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
+
BEAST_SCORPION_EYE_ONE
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
+
BEAST_SCORPION_WINGS_BAT_FRONT
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
+
BEAST_SCORPION_WINGS_BAT_BACK
BEAST_SMALL_SCORPION_EYE_TWO
+
BEAST_SCORPION_WINGS_FEATHERED_FRONT
BEAST_SMALL_SCORPION_EYE_THREE
+
BEAST_SCORPION_WINGS_FEATHERED_BACK
BEAST_SMALL_SCORPION_TAIL_ONE
+
BEAST_SCORPION_WINGS_LACY_FRONT
BEAST_SMALL_SCORPION_TAIL_TWO
+
BEAST_SCORPION_WINGS_LACY_BACK
BEAST_SMALL_SCORPION_TAIL_THREE
+
BEAST_SCORPION_HORNS
BEAST_SMALL_SCORPION_SHELL_FRONT
+
BEAST_SCORPION_MANDIBLES
BEAST_SMALL_SCORPION_TRUNK
+
BEAST_SCORPION
BEAST_SMALL_SCORPION_ANTENNAE
+
BEAST_SPIDER_ANTENNAE
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
+
BEAST_SPIDER_TRUNK
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
+
BEAST_SPIDER_SHELL_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
+
BEAST_SPIDER_EYE_THREE
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
+
BEAST_SPIDER_EYE_TWO
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
+
BEAST_BIPEDAL_DINOSAUR_EYE_TWO
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
+
BEAST_BIPEDAL_DINOSAUR_EYE_ONE
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
+
BEAST_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
+
BEAST_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
BEAST_SMALL_QUADRUPED_SLINKY_OCT
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
+
BEAST_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
+
BEAST_BIPEDAL_DINOSAUR_HORNS
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
+
BEAST_BIPEDAL_DINOSAUR_MANDIBLES
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
+
BEAST_BIPEDAL_DINOSAUR
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
+
BEAST_SCORPION_ANTENNAE
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
+
BEAST_SCORPION_TRUNK
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
+
BEAST_SCORPION_SHELL_FRONT
BEAST_SMALL_WALRUS_EYE_ONE
+
BEAST_SCORPION_TAIL_THREE
BEAST_SMALL_WALRUS_EYE_TWO
+
BEAST_SCORPION_TAIL_TWO
BEAST_SMALL_WALRUS_EYE_THREE
+
BEAST_SCORPION_TAIL_ONE
BEAST_SMALL_WALRUS_TAIL_ONE
+
BEAST_SCORPION_EYE_THREE
BEAST_SMALL_WALRUS_TAIL_TWO
+
BEAST_QUADRUPED_SLINKY_ANTENNAE
BEAST_SMALL_WALRUS_TAIL_THREE
+
BEAST_QUADRUPED_SLINKY_TRUNK
BEAST_SMALL_WALRUS_SHELL_BACK
+
BEAST_QUADRUPED_SLINKY_SHELL_FRONT
BEAST_SMALL_WALRUS_TRUNK
+
BEAST_QUADRUPED_SLINKY_TAIL_THREE
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
+
BEAST_QUADRUPED_SLINKY_TAIL_TWO
BEAST_SMALL_WALRUS
+
BEAST_QUADRUPED_SLINKY_TAIL_ONE
BEAST_SMALL_WALRUS_MANDIBLES
+
BEAST_QUADRUPED_SLINKY_EYE_THREE
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
+
BEAST_QUADRUPED_SLINKY_EYE_TWO
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
+
BEAST_QUADRUPED_SLINKY_EYE_ONE
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_FRONT
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
+
BEAST_QUADRUPED_SLINKY_WINGS_BAT_BACK
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
BEAST_SMALL_FRONT_GRASP_TRUNK
+
BEAST_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
BEAST_SMALL_FRONT_GRASP_ANTENNAE
+
BEAST_QUADRUPED_SLINKY_WINGS_LACY_FRONT
BEAST_SMALL_QUADRUPED_BULKY
+
BEAST_QUADRUPED_SLINKY_HORNS
BEAST_SMALL_QUADRUPED_BULKY_HEX
+
BEAST_QUADRUPED_SLINKY_MANDIBLES
BEAST_SMALL_QUADRUPED_BULKY_OCT
+
BEAST_WALRUS_ANTENNAE
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
+
BEAST_WALRUS_TRUNK
BEAST_SMALL_QUADRUPED_BULKY_HORNS
+
BEAST_WALRUS_SHELL_BACK
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
+
BEAST_WALRUS_TAIL_THREE
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
+
BEAST_WALRUS_TAIL_TWO
BEAST_SMALL_FRONT_GRASP_EYE_ONE
+
BEAST_WALRUS_TAIL_ONE
BEAST_SMALL_FRONT_GRASP_EYE_TWO
+
BEAST_WALRUS_EYE_THREE
BEAST_SMALL_FRONT_GRASP_EYE_THREE
+
BEAST_WALRUS_EYE_TWO
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
+
BEAST_WALRUS_EYE_ONE
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
+
BEAST_WALRUS_WINGS_BAT_BACK
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
+
BEAST_WALRUS_WINGS_FEATHERED_FRONT
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
+
BEAST_WALRUS_WINGS_FEATHERED_BACK
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
+
BEAST_WALRUS_WINGS_LACY_FRONT
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
+
BEAST_WALRUS_WINGS_LACY_BACK
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
+
BEAST_WALRUS_MANDIBLES
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
+
BEAST_WALRUS
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_FRONT
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
+
BEAST_QUADRUPED_BULKY_WINGS_LACY_BACK
BEAST_SMALL_QUADRUPED_SLINKY
+
BEAST_QUADRUPED_BULKY_HORNS
BEAST_SMALL_QUADRUPED_SLINKY_HEX
+
BEAST_QUADRUPED_BULKY_MANDIBLES
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
+
BEAST_QUADRUPED_BULKY_OCT
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
+
BEAST_QUADRUPED_BULKY_HEX
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
+
BEAST_QUADRUPED_BULKY
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
+
BEAST_FRONT_GRASP_ANTENNAE
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
+
BEAST_FRONT_GRASP_TRUNK
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
+
BEAST_FRONT_GRASP_SHELL_BACK
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
+
BEAST_FRONT_GRASP_TAIL_THREE
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
+
BEAST_FRONT_GRASP_TAIL_TWO
UNDIRECTED_GAS
+
BEAST_FRONT_GRASP_TAIL_ONE
UNDIRECTED_VAPOR
+
BEAST_FRONT_GRASP_EYE_THREE
UNDIRECTED_DUST
+
BEAST_FRONT_GRASP_EYE_TWO
WEB_SPRAY
+
BEAST_FRONT_GRASP_EYE_ONE
DRAGONFIRE
+
BEAST_QUADRUPED_SLINKY_OCT
FIREJET
+
BEAST_QUADRUPED_SLINKY_HEX
FIREBALL
+
BEAST_QUADRUPED_SLINKY
WEATHER_CREEPING_GAS
+
BEAST_QUADRUPED_BULKY_ANTENNAE
Unrecognized Usage Hint Token:
+
BEAST_QUADRUPED_BULKY_TRUNK
TRAILING_DUST_FLOW
+
BEAST_QUADRUPED_BULKY_SHELL_FRONT
TRAILING_VAPOR_FLOW
+
BEAST_QUADRUPED_BULKY_TAIL_THREE
TRAILING_GAS_FLOW
+
BEAST_QUADRUPED_BULKY_TAIL_TWO
SOLID_GLOB
+
BEAST_QUADRUPED_BULKY_TAIL_ONE
LIQUID_GLOB
+
BEAST_QUADRUPED_BULKY_EYE_THREE
SPATTER_POWDER
+
BEAST_QUADRUPED_BULKY_EYE_TWO
SPATTER_LIQUID
+
BEAST_QUADRUPED_BULKY_EYE_ONE
LAW_ENFORCEMENT
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_FRONT
RECEIVE_DIPLOMATS
+
BEAST_QUADRUPED_BULKY_WINGS_BAT_BACK
MEET_WORKERS
+
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
MANAGE_PRODUCTION
+
BEAST_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
ACCOUNTING
+
BEAST_SMALL_INSECT_MANDIBLES
ESTABLISH_COLONY_TRADE_AGREEMENTS
+
BEAST_SMALL_INSECT
MAKE_INTRODUCTIONS
+
BEAST_SMALL_WORM_SHORT_ANTENNAE
WEATHER_CREEPING_VAPOR
+
BEAST_SMALL_WORM_SHORT_TRUNK
WEATHER_CREEPING_DUST
+
BEAST_SMALL_WORM_SHORT_SHELL_BACK
WEATHER_FALLING_MATERIAL
+
BEAST_SMALL_WORM_SHORT_EYE_THREE
UNDIRECTED_ITEM_CLOUD
+
BEAST_SMALL_WORM_SHORT_EYE_TWO
TRAILING_ITEM_FLOW
+
BEAST_SMALL_WORM_SHORT_EYE_ONE
SHARP_ROCK
+
BEAST_SMALL_WORM_SHORT_WINGS_BAT_BACK
Unrecognized Breath Attack Token:
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_FRONT
LAW_MAKING
+
BEAST_SMALL_WORM_SHORT_WINGS_FEATHERED_BACK
SOLID_PASTE
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_FRONT
PRESSED
+
BEAST_SMALL_WORM_SHORT_WINGS_LACY_BACK
SOLID_PRESSED
+
BEAST_SMALL_WORM_SHORT_HORNS
ALL_SOLID
+
BEAST_SMALL_WORM_SHORT_MANDIBLES
Unrecognized Material State Token:
+
BEAST_SMALL_WORM_SHORT
IN_WATER
+
BEAST_SMALL_SPIDER_WINGS_FEATHERED_FRONT
IN_MAGMA
+
BEAST_SMALL_SPIDER_WINGS_LACY_FRONT
NO_WATER
+
BEAST_SMALL_SPIDER_HORNS
BEAST_SMALL_WALRUS_ANTENNAE
+
BEAST_SMALL_SPIDER_MANDIBLES
Unrecognized Procedural Layer Token:
+
BEAST_SMALL_SPIDER
LIQUID
+
BEAST_SMALL_INSECT_ANTENNAE
POWDER
+
BEAST_SMALL_INSECT_TRUNK
SOLID_POWDER
+
BEAST_SMALL_INSECT_SHELL_BACK
FLEEING
+
BEAST_SMALL_INSECT_PROBOSCIS
NEGATIVE_SOCIAL_RESPONSE
+
BEAST_SMALL_INSECT_EYE_THREE
TORMENT
+
BEAST_SMALL_INSECT_EYE_TWO
DEFEND
+
BEAST_SMALL_INSECT_EYE_ONE
MEDIUM_CURSE
+
BEAST_SMALL_INSECT_WINGS_BAT_FRONT
MINOR_CURSE
+
BEAST_SMALL_INSECT_WINGS_FEATHERED_FRONT
MEDIUM_BLESSING
+
BEAST_SMALL_INSECT_WINGS_LACY_BACK
MINOR_BLESSING
+
BEAST_SMALL_INSECT_HORNS
NO_MAGMA
+
BEAST_SMALL_SNAKE_TRUNK
NO_THICK_FOG
+
BEAST_SMALL_SNAKE_SHELL_BACK
OUTSIDE
+
BEAST_SMALL_SNAKE_EYE_THREE
Unrecognized Location Hint Token:
+
BEAST_SMALL_SNAKE_EYE_TWO
MAJOR_CURSE
+
BEAST_SMALL_SNAKE_EYE_ONE
GREETING
+
BEAST_SMALL_SNAKE_WINGS_BAT_FRONT
CLEAN_SELF
+
BEAST_SMALL_SNAKE_WINGS_BAT_BACK
CLEAN_FRIEND
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_FRONT
CUNNING
+
BEAST_SMALL_SNAKE_WINGS_FEATHERED_BACK
ELOQUENCE
+
BEAST_SMALL_SNAKE_WINGS_LACY_FRONT
FAIRNESS
+
BEAST_SMALL_SNAKE_WINGS_LACY_BACK
DECORUM
+
BEAST_SMALL_SNAKE_HORNS
TRADITION
+
BEAST_SMALL_SNAKE_MANDIBLES
ARTWORK
+
BEAST_SMALL_SNAKE
COOPERATION
+
BEAST_SMALL_AMORPHOUS_SHELL_BACK
INDEPENDENCE
+
BEAST_SMALL_AMORPHOUS
MAINTAIN_TUNNELS
+
BEAST_SMALL_WORM_LONG_ANTENNAE
DELIVER_MESSAGES
+
BEAST_SMALL_WORM_LONG_TRUNK
Unrecognized Position Responsibility Token:
+
BEAST_SMALL_WORM_LONG_SHELL_BACK
LOYALTY
+
BEAST_SMALL_WORM_LONG_EYE_THREE
FAMILY
+
BEAST_SMALL_WORM_LONG_EYE_TWO
FRIENDSHIP
+
BEAST_SMALL_WORM_LONG_EYE_ONE
MARTIAL_PROWESS
+
BEAST_SMALL_WORM_LONG_WINGS_BAT_FRONT
HARD_WORK
+
BEAST_SMALL_WORM_LONG_WINGS_BAT_BACK
SACRIFICE
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_FRONT
COMPETITION
+
BEAST_SMALL_WORM_LONG_WINGS_FEATHERED_BACK
PERSEVERANCE
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_FRONT
LEISURE_TIME
+
BEAST_SMALL_WORM_LONG_WINGS_LACY_BACK
COMMERCE
+
BEAST_SMALL_WORM_LONG_HORNS
STOICISM
+
BEAST_SMALL_WORM_LONG_MANDIBLES
KNOWLEDGE
+
BEAST_SMALL_WORM_LONG
INTROSPECTION
+
BEAST_SMALL_SNAKE_ANTENNAE
SELF_CONTROL
+
BEAST_SMALL_HUMANOID_WINGS_BAT_BACK
TRANQUILITY
+
BEAST_SMALL_HUMANOID_WINGS_FEATHERED_BACK
HARMONY
+
BEAST_SMALL_HUMANOID_WINGS_LACY_FRONT
MERRIMENT
+
BEAST_SMALL_HUMANOID_WINGS_LACY_BACK
CRAFTSMANSHIP
+
BEAST_SMALL_HUMANOID_HORNS
PATROL_TERRITORY
+
BEAST_SMALL_HUMANOID_MANDIBLES
MILITARY_GOALS
+
BEAST_SMALL_HUMANOID
MILITARY_STRATEGY
+
BEAST_SMALL_BIPEDAL_DINOSAUR_ANTENNAE
UPGRADE_SQUAD_EQUIPMENT
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TRUNK
EQUIPMENT_MANIFESTS
+
BEAST_SMALL_BIPEDAL_DINOSAUR_SHELL_BACK
SORT_AMMUNITION
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_THREE
BUILD_MORALE
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_TWO
HEALTH_MANAGEMENT
+
BEAST_SMALL_BIPEDAL_DINOSAUR_TAIL_ONE
MAKE_PEACE_AGREEMENTS
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_THREE
MAKE_TOPIC_AGREEMENTS
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_TWO
COLLECT_TAXES
+
BEAST_SMALL_BIPEDAL_DINOSAUR_EYE_ONE
ESCORT_TAX_COLLECTOR
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_FRONT
EXECUTIONS
+
BEAST_SMALL_FRONT_GRASP_WINGS_LACY_BACK
TAME_EXOTICS
+
BEAST_SMALL_FRONT_GRASP_HORNS
RELIGION
+
BEAST_SMALL_FRONT_GRASP_MANDIBLES
ATTACK_ENEMIES
+
BEAST_SMALL_FRONT_GRASP_OCT
MAINTAIN_SEWERS
+
BEAST_SMALL_FRONT_GRASP_HEX
FOOD_SUPPLY
+
BEAST_SMALL_FRONT_GRASP
FIRE_SAFETY
+
BEAST_SMALL_HUMANOID_ANTENNAE
BUILDING_SAFETY
+
BEAST_SMALL_HUMANOID_TRUNK
CONSTRUCTION_PERMITS
+
BEAST_SMALL_HUMANOID_SHELL_BACK
MAINTAIN_ROADS
+
BEAST_SMALL_HUMANOID_TAIL_THREE
MAINTAIN_BRIDGES
+
BEAST_SMALL_HUMANOID_TAIL_TWO
ESPIONAGE
+
BEAST_SMALL_HUMANOID_TAIL_ONE
ADVISE_LEADERS
+
BEAST_SMALL_HUMANOID_EYE_THREE
OVERSEE_LEADER_HOUSEHOLD
+
BEAST_SMALL_HUMANOID_EYE_TWO
MANAGE_ANIMALS
+
BEAST_SMALL_HUMANOID_EYE_ONE
MANAGE_LEADER_HOUSEHOLD_FOOD
+
BEAST_SMALL_SCORPION_WINGS_BAT_FRONT
MANAGE_LEADER_HOUSEHOLD_DRINKS
+
BEAST_SMALL_SCORPION_WINGS_BAT_BACK
PREPARE_LEADER_MEALS
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_FRONT
MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
+
BEAST_SMALL_SCORPION_WINGS_FEATHERED_BACK
PUNISH_SERIOUS
+
BEAST_SMALL_SCORPION_WINGS_LACY_FRONT
PUNISH_EXILE
+
BEAST_SMALL_SCORPION_WINGS_LACY_BACK
PUNISH_CAPITAL
+
BEAST_SMALL_SCORPION_HORNS
UNTHINKABLE
+
BEAST_SMALL_SCORPION_MANDIBLES
Unrecognized Ethic Response Token:
+
BEAST_SMALL_SCORPION
TUNNEL
+
BEAST_SMALL_SPIDER_ANTENNAE
BRIDGE
+
BEAST_SMALL_SPIDER_TRUNK
JUSTIFIED_IF_GOOD_REASON
+
BEAST_SMALL_SPIDER_SHELL_FRONT
JUSTIFIED_IF_EXTREME_REASON
+
BEAST_SMALL_SPIDER_EYE_THREE
JUSTIFIED_IF_SELF_DEFENSE
+
BEAST_SMALL_SPIDER_EYE_TWO
ONLY_IF_SANCTIONED
+
BEAST_SMALL_SPIDER_EYE_ONE
MISGUIDED
+
BEAST_SMALL_SPIDER_WINGS_BAT_FRONT
APPALLING
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_BAT_BACK
PUNISH_REPRIMAND
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_FEATHERED_BACK
WINTER
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_FRONT
Unrecognized Season Token:
+
BEAST_SMALL_BIPEDAL_DINOSAUR_WINGS_LACY_BACK
AGRICULTURE
+
BEAST_SMALL_BIPEDAL_DINOSAUR_HORNS
ANIMALS
+
BEAST_SMALL_BIPEDAL_DINOSAUR_MANDIBLES
BALANCE
+
BEAST_SMALL_BIPEDAL_DINOSAUR
BEAUTY
+
BEAST_SMALL_SCORPION_ANTENNAE
Unrecognized World Construction Token:
+
BEAST_SMALL_SCORPION_TRUNK
PANTHEON
+
BEAST_SMALL_SCORPION_SHELL_FRONT
REGIONAL_FORCE
+
BEAST_SMALL_SCORPION_TAIL_THREE
Unrecognized Religion Token:
+
BEAST_SMALL_SCORPION_TAIL_TWO
SPRING
+
BEAST_SMALL_SCORPION_TAIL_ONE
SUMMER
+
BEAST_SMALL_SCORPION_EYE_THREE
AUTUMN
+
BEAST_SMALL_SCORPION_EYE_TWO
EAT_SAPIENT_OTHER
+
BEAST_SMALL_SCORPION_EYE_ONE
EAT_SAPIENT_KILL
+
BEAST_SMALL_QUADRUPED_SLINKY_SHELL_FRONT
MAKE_TROPHY_SAME_RACE
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_THREE
MAKE_TROPHY_SAPIENT
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_TWO
MAKE_TROPHY_ANIMAL
+
BEAST_SMALL_QUADRUPED_SLINKY_TAIL_ONE
KILL_PLANT
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_THREE
TORTURE_AS_EXAMPLE
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_TWO
TORTURE_FOR_INFORMATION
+
BEAST_SMALL_QUADRUPED_SLINKY_EYE_ONE
ROMANCE
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_FRONT
NATURE
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_BAT_BACK
Unrecognized Value Token:
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_FRONT
KILL_ENTITY_MEMBER
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_FEATHERED_BACK
KILL_NEUTRAL
+
BEAST_SMALL_QUADRUPED_SLINKY_WINGS_LACY_FRONT
KILL_ENEMY
+
BEAST_SMALL_QUADRUPED_SLINKY_HORNS
KILL_ANIMAL
+
BEAST_SMALL_QUADRUPED_SLINKY_MANDIBLES
ASSAULT
+
BEAST_SMALL_QUADRUPED_SLINKY_OCT
SLAVERY
+
BEAST_SMALL_QUADRUPED_SLINKY_HEX
Unrecognized Ethic Action Token:
+
BEAST_SMALL_WALRUS_SHELL_BACK
NOT_APPLICABLE
+
BEAST_SMALL_WALRUS_TAIL_THREE
REQUIRED
+
BEAST_SMALL_WALRUS_TAIL_TWO
ACCEPTABLE
+
BEAST_SMALL_WALRUS_TAIL_ONE
PERSONAL_MATTER
+
BEAST_SMALL_WALRUS_EYE_THREE
JUSTIFIED_IF_NO_REPERCUSSIONS
+
BEAST_SMALL_WALRUS_EYE_TWO
TORTURE_FOR_FUN
+
BEAST_SMALL_WALRUS_EYE_ONE
TORTURE_ANIMALS
+
BEAST_SMALL_WALRUS_WINGS_BAT_BACK
TREASON
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_FRONT
OATH_BREAKING
+
BEAST_SMALL_WALRUS_WINGS_FEATHERED_BACK
VANDALISM
+
BEAST_SMALL_WALRUS_WINGS_LACY_FRONT
TRESPASSING
+
BEAST_SMALL_WALRUS_WINGS_LACY_BACK
HOSPITALITY
+
BEAST_SMALL_WALRUS_MANDIBLES
HUNTING
+
BEAST_SMALL_WALRUS
INSPIRATION
+
BEAST_SMALL_QUADRUPED_SLINKY_ANTENNAE
JEALOUSY
+
BEAST_SMALL_QUADRUPED_SLINKY_TRUNK
JEWELS
+
BEAST_SMALL_QUADRUPED_BULKY_HORNS
JUSTICE
+
BEAST_SMALL_QUADRUPED_BULKY_MANDIBLES
FORGIVENESS
+
BEAST_SMALL_QUADRUPED_BULKY_OCT
FORTRESSES
+
BEAST_SMALL_QUADRUPED_BULKY_HEX
FREEDOM
+
BEAST_SMALL_QUADRUPED_BULKY
GAMBLING
+
BEAST_SMALL_FRONT_GRASP_ANTENNAE
GENEROSITY
+
BEAST_SMALL_FRONT_GRASP_TRUNK
HAPPINESS
+
BEAST_SMALL_FRONT_GRASP_SHELL_BACK
HEALING
+
BEAST_SMALL_FRONT_GRASP_TAIL_THREE
MARRIAGE
+
BEAST_SMALL_FRONT_GRASP_TAIL_TWO
METALS
+
BEAST_SMALL_FRONT_GRASP_TAIL_ONE
MINERALS
+
BEAST_SMALL_FRONT_GRASP_EYE_THREE
MISERY
+
BEAST_SMALL_FRONT_GRASP_EYE_TWO
MOUNTAINS
+
BEAST_SMALL_FRONT_GRASP_EYE_ONE
LIGHTNING
+
BEAST_SMALL_FRONT_GRASP_WINGS_BAT_BACK
LONGEVITY
+
BEAST_SMALL_FRONT_GRASP_WINGS_FEATHERED_BACK
COURAGE
+
BEAST_SMALL_QUADRUPED_SLINKY
CRAFTS
+
BEAST_SMALL_QUADRUPED_BULKY_ANTENNAE
CREATION
+
BEAST_SMALL_QUADRUPED_BULKY_TRUNK
DARKNESS
+
BEAST_SMALL_QUADRUPED_BULKY_SHELL_FRONT
BLIGHT
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_THREE
BOUNDARIES
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_TWO
CAVERNS
+
BEAST_SMALL_QUADRUPED_BULKY_TAIL_ONE
CHARITY
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_THREE
CHILDREN
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_TWO
COASTS
+
BEAST_SMALL_QUADRUPED_BULKY_EYE_ONE
CONSOLATION
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_FRONT
FERTILITY
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_BAT_BACK
FESTIVALS
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_FRONT
FISHING
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_FEATHERED_BACK
DEFORMITY
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_FRONT
DEPRAVITY
+
BEAST_SMALL_QUADRUPED_BULKY_WINGS_LACY_BACK
DISCIPLINE
+
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_4
DISEASE
+
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_4
DREAMS
+
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_3
VICTORY
+
EXPERIMENT_HUMANOID_HORN_BROAD_3
VOLCANOS
+
EXPERIMENT_HUMANOID_HORN_STUBBY_3
WEALTH
+
EXPERIMENT_HUMANOID_HORN_SHORT_3
WEATHER
+
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_3
THRALLDOM
+
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_3
THUNDER
+
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_2
TORTURE
+
EXPERIMENT_HUMANOID_HORN_BROAD_2
TRAVELERS
+
EXPERIMENT_HUMANOID_HORN_STUBBY_2
TREACHERY
+
EXPERIMENT_HUMANOID_HORN_SHORT_2
TRICKERY
+
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_2
TWILIGHT
+
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_2
CREATE_A_GREAT_WORK_OF_ART
+
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_1
CRAFT_A_MASTERWORK
+
EXPERIMENT_HUMANOID_HORN_BROAD_1
BRING_PEACE_TO_THE_WORLD
+
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SCALES
BECOME_A_LEGENDARY_WARRIOR
+
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FEATHERS
MASTER_A_SKILL
+
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_FUR
FALL_IN_LOVE
+
EXPERIMENT_HUMANOID_WINGS_BAT
SEE_THE_GREAT_NATURAL_SITES
+
EXPERIMENT_HUMANOID_WINGS_FEATHERED
IMMORTALITY
+
EXPERIMENT_HUMANOID_WINGS_LACY
WISDOM
+
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_5
WRITING
+
EXPERIMENT_HUMANOID_HORN_BROAD_5
Unrecognized Sphere Token:
+
EXPERIMENT_HUMANOID_HORN_STUBBY_5
STAY_ALIVE
+
EXPERIMENT_HUMANOID_HORN_SHORT_5
MAINTAIN_ENTITY_STATUS
+
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_5
START_A_FAMILY
+
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_5
RULE_THE_WORLD
+
EXPERIMENT_HUMANOID_HORN_LONG_STRAIGHT_4
PAINTING
+
EXPERIMENT_HUMANOID_HORN_BROAD_4
PERSUASION
+
EXPERIMENT_HUMANOID_HORN_STUBBY_4
PLANTS
+
EXPERIMENT_HUMANOID_HORN_SHORT_4
POETRY
+
EXPERIMENT_HUMANOID_TORSO_SKIN
PREGNANCY
+
EXPERIMENT_HUMANOID_TORSO_SKINLESS
RAINBOWS
+
EXPERIMENT_HUMANOID_EYE_THREE
REBIRTH
+
EXPERIMENT_HUMANOID_EYE_TWO
MURDER
+
EXPERIMENT_HUMANOID_EYE_ONE
NIGHTMARES
+
EXPERIMENT_HUMANOID_ANTENNAE
OCEANS
+
EXPERIMENT_HUMANOID_TRUNK
SILENCE
+
EXPERIMENT_HUMANOID_MANDIBLES
SPEECH
+
EXPERIMENT_HUMANOID_MOUTH
STORMS
+
EXPERIMENT_HUMANOID_HEAD_FUR
SUICIDE
+
EXPERIMENT_HUMANOID_HEAD_FEATHERS
REVELRY
+
EXPERIMENT_HUMANOID_HEAD_SCALES
REVENGE
+
EXPERIMENT_HUMANOID_HEAD_SKIN
RIVERS
+
EXPERIMENT_HUMANOID_SHADOW
RULERSHIP
+
BEAST_SMALL_WALRUS_ANTENNAE
RUMORS
+
BEAST_SMALL_WALRUS_TRUNK
SCHOLARSHIP
+
EXPERIMENT_HUMANOID_HORN_STUBBY_1
SEASONS
+
EXPERIMENT_HUMANOID_HORN_SHORT_1
VERMIN_ALT
+
EXPERIMENT_HUMANOID_HORN_LONG_CURVING_1
SWARM_LARGE
+
EXPERIMENT_HUMANOID_HORN_LONG_SPIRAL_1
SWARM_MEDIUM
+
EXPERIMENT_HUMANOID_ARM_RIGHT
SWARM_SMALL
+
EXPERIMENT_HUMANOID_ARM_LEFT
LIGHT_VERMIN
+
EXPERIMENT_HUMANOID_LEG_RIGHT
LIGHT_VERMIN_ALT
+
EXPERIMENT_HUMANOID_LEG_LEFT
LIGHT_SWARM_LARGE
+
EXPERIMENT_HUMANOID_HAND_RIGHT
LIGHT_SWARM_MEDIUM
+
EXPERIMENT_HUMANOID_HAND_LEFT
CAVE_DETAILED
+
EXPERIMENT_HUMANOID_FOOT_RIGHT
TREE_CITY
+
EXPERIMENT_HUMANOID_FOOT_LEFT
FORTRESS
+
EXPERIMENT_HUMANOID_EXTERNAL_RIBS
MONUMENT
+
EXPERIMENT_HUMANOID_TORSO_FUR
Unrecognized Site Token:
+
EXPERIMENT_HUMANOID_TORSO_FEATHERS
VERMIN
+
EXPERIMENT_HUMANOID_TORSO_SCALES
CORPSE
+
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_FEATHERED
Unrecognized Creature Texture Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_LACY
MOTHER
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_KNOBBING
FATHER
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_BRANCHING
SPOUSE
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SQUAT
PRISONER
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_SPINDLY
LIGHT_SWARM_SMALL
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_FAN
Unrecognized Creature Small Texture Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_RIGHT_LONG
LAW_ENFORCE
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_KNOBBING
TAX_ESCORT
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_BRANCHING
ANIMATED
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SQUAT
ADVENTURER
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_SPINDLY
Unrecognized Art Image Element Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_FAN
HANDLE
+
EXPERIMENT_HUMANOID_PORTRAIT_ANTENNA_LEFT_LONG
ROLLERS
+
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_KNOBBY
TRACTION_BENCH_ROPE
+
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_CURLING
TRACTION_BENCH_CHAIN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_2
Unrecognized Specific Item Improvement Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_2
ART_IMAGE
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_2
MAKE_A_GREAT_DISCOVERY
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_2
ATTAIN_RANK_IN_SOCIETY
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_2
BATHE_WORLD_IN_CHAOS
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_2
Unrecognized Goal Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_1
OWN_RACE
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_1
Unrecognized Art Facet Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_1
SEWN_IMAGE
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_1
ILLUSTRATION
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_1
INSTRUMENT_PIECE
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_1
Unrecognized Item Improvement Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_BAT
PLAYER_FORTRESS
+
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_FEATHERED
DARK_FORTRESS
+
EXPERIMENT_HUMANOID_PORTRAIT_WING_RIGHT_LACY
COVERED
+
EXPERIMENT_HUMANOID_PORTRAIT_WING_LEFT_BAT
GLAZED
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SCALES
RINGS_HANGING
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FEATHERS
SPIKES
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_FUR
SPECIFIC
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKINLESS
ITEMSPECIFIC
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SKIN
THREAD
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_SCALES
ARMORER
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FEATHERS
BLACKSMITH
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_RIGHT_FUR
METALCRAFTER
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKINLESS
JEWELER
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SKIN
GEM_CUTTER
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_SCALES
GEM_SETTER
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FEATHERS
CRAFTSMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_ARM_LEFT_FUR
WOODCRAFTER
+
EXPERIMENT_HUMANOID_PORTRAIT_EXTERNAL_RIBS
ANIMAL_CARETAKER
+
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKINLESS
ANIMAL_TRAINER
+
EXPERIMENT_HUMANOID_PORTRAIT_TORSO_SKIN
HUNTER
+
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_TWISTING
TRAPPER
+
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_FAT
ANIMAL_DISSECTOR
+
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_SHORT
METALSMITH
+
EXPERIMENT_HUMANOID_PORTRAIT_TRUNK_LONG
FURNACE_OPERATOR
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE_SKINLESS
WEAPONSMITH
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_THREE
STRAND_EXTRACTOR
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO_SKINLESS
FISHERY_WORKER
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_TWO
FISHERMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE_SKINLESS
FISH_DISSECTOR
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_EYE_ONE
FISH_CLEANER
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES_SKINLESS
FARMER
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MANDIBLES
CHEESE_MAKER
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH_SKINLESS
MILKER
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_MOUTH
POTTER
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKINLESS
WAX_WORKER
+
EXPERIMENT_HUMANOID_PORTRAIT_HEAD_SKIN
STONECRAFTER
+
MEDIUM_BLESSING
LEATHERWORKER
+
MINOR_CURSE
BONE_CARVER
+
MEDIUM_CURSE
WEAVER
+
DEFEND
CLOTHIER
+
TORMENT
GLASSMAKER
+
NEGATIVE_SOCIAL_RESPONSE
DECEASED_SPOUSE
+
FLEEING
Unrecognized Historical Figure Hist Fig Link Token:
+
CLEAN_FRIEND
MERCENARY
+
CLEAN_SELF
FORMER_MERCENARY
+
GREETING
CRIMINAL
+
MAJOR_CURSE
MEMBER
+
OUTSIDE
FORMER_MEMBER
+
NO_THICK_FOG
IMPRISONER
+
NO_MAGMA
MASTER
+
NO_WATER
APPRENTICE
+
FIREBALL
COMPANION
+
FIREJET
FORMER_MASTER
+
WEB_SPRAY
FORMER_APPRENTICE
+
UNDIRECTED_DUST
PET_OWNER
+
UNDIRECTED_VAPOR
FORMER_SPOUSE
+
UNDIRECTED_GAS
BOWYER
+
SPATTER_LIQUID
WOODCUTTER
+
SPATTER_POWDER
STONEWORKER
+
LIQUID_GLOB
ENGRAVER
+
SOLID_GLOB
STONECUTTER
+
TRAILING_GAS_FLOW
STONE_CARVER
+
TRAILING_VAPOR_FLOW
RANGER
+
TRAILING_DUST_FLOW
FORMER_SLAVE
+
MINOR_BLESSING
FORMER_PRISONER
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_5
Unrecognized Historical Figure Entity Link Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_5
Unrecognized Historical Figure Site Link Token:
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_5
WOODWORKER
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_5
CARPENTER
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_4
MASTER_WRESTLER
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_4
AXEMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_4
MASTER_AXEMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_4
SWORDSMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_4
MASTER_SWORDSMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_4
MACEMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_3
MASTER_MACEMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_3
PIKEMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_STUBBY_3
MERCHANT
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_SHORT_3
HAMMERMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_CURVING_3
MASTER_HAMMERMAN
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_SPIRAL_3
SPEARMAN
+
IN_MAGMA
MASTER_SPEARMAN
+
ALL_SOLID
CROSSBOWMAN
+
SOLID_PRESSED
MASTER_CROSSBOWMAN
+
SOLID_PASTE
WRESTLER
+
SOLID_POWDER
MASTER_THIEF
+
Unrecognized Procedural Layer Token:
LASHER
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_LONG_STRAIGHT_5
MASTER_LASHER
+
EXPERIMENT_HUMANOID_PORTRAIT_HORN_BROAD_5
MONSTER_SLAYER
+
MAINTAIN_ROADS
BEAST_HUNTER
+
CONSTRUCTION_PERMITS
MASTER_PIKEMAN
+
BUILDING_SAFETY
BOWMAN
+
JUDGE
MASTER_BOWMAN
+
FIRE_SAFETY
BLOWGUNMAN
+
FOOD_SUPPLY
MASTER_BLOWGUNMAN
+
MAINTAIN_SEWERS
RECRUIT
+
MANAGE_LEADER_HOUSEHOLD_CLEANLINESS
TRAINED_HUNTER
+
PREPARE_LEADER_MEALS
TRAINED_WAR
+
MANAGE_LEADER_HOUSEHOLD_DRINKS
PRESSER
+
MANAGE_LEADER_HOUSEHOLD_FOOD
BEEKEEPER
+
MANAGE_ANIMALS
GLAZER
+
OVERSEE_LEADER_HOUSEHOLD
PLANTER
+
ADVISE_LEADERS
HERBALIST
+
ESPIONAGE
BREWER
+
HEALTH_MANAGEMENT
SOAP_MAKER
+
COOPERATION
GELDER
+
ARTWORK
SHEARER
+
TRADITION
SPINNER
+
DECORUM
THRESHER
+
FAIRNESS
MILLER
+
ELOQUENCE
BUTCHER
+
CUNNING
TANNER
+
TRUTH
DOCTOR
+
FRIENDSHIP
DIAGNOSER
+
LOYALTY
BONE_SETTER
+
LAW
SUTURER
+
Unrecognized Position Responsibility Token:
SURGEON
+
DELIVER_MESSAGES
ADMINISTRATOR
+
MAINTAIN_TUNNELS
TRADER
+
MAINTAIN_BRIDGES
POTASH_MAKER
+
ESTABLISH_COLONY_TRADE_AGREEMENTS
LYE_MAKER
+
ACCOUNTING
WOOD_BURNER
+
MANAGE_PRODUCTION
ENGINEER
+
MEET_WORKERS
MECHANIC
+
RECEIVE_DIPLOMATS
SIEGE_ENGINEER
+
LAW_ENFORCEMENT
SIEGE_OPERATOR
+
LAW_MAKING
PUMP_OPERATOR
+
Unrecognized Breath Attack Token:
DRESSING_WOUNDS
+
SHARP_ROCK
FEED_WATER_CIVILIANS
+
TRAILING_ITEM_FLOW
RECOVER_WOUNDED
+
UNDIRECTED_ITEM_CLOUD
DISSECT_VERMIN
+
WEATHER_FALLING_MATERIAL
LEATHER
+
WEATHER_CREEPING_DUST
CLOTHESMAKER
+
WEATHER_CREEPING_VAPOR
PROCESS_PLANT
+
WEATHER_CREEPING_GAS
MAKE_CHEESE
+
BUILD_MORALE
CUTWOOD
+
SORT_AMMUNITION
ANIMALTRAIN
+
EQUIPMENT_MANIFESTS
ANIMALCARE
+
UPGRADE_SQUAD_EQUIPMENT
DIAGNOSE
+
PATROL_TERRITORY
SURGERY
+
ATTACK_ENEMIES
BONE_SETTING
+
TAME_EXOTICS
SUTURING
+
EXECUTIONS
FORGE_FURNITURE
+
ESCORT_TAX_COLLECTOR
METAL_CRAFT
+
COLLECT_TAXES
CUT_GEM
+
MAKE_TOPIC_AGREEMENTS
ENCRUST_GEM
+
MAKE_PEACE_AGREEMENTS
WOOD_CRAFT
+
MAKE_INTRODUCTIONS
PAPERMAKING
+
PERSONAL_MATTER
BOOKBINDING
+
ACCEPTABLE
POTTERY
+
NOT_APPLICABLE
CLEAN_FISH
+
Unrecognized Ethic Action Token:
DISSECT_FISH
+
SLAVERY
FORGE_WEAPON
+
ASSAULT
FORGE_ARMOR
+
THEFT
HISTORIAN
+
TRESPASSING
ASTRONOMER
+
VANDALISM
NATURALIST
+
LYING
CHEMIST
+
OATH_BREAKING
GEOGRAPHER
+
TREASON
PAPERMAKER
+
TORTURE_ANIMALS
BOOKBINDER
+
TORTURE_FOR_FUN
PERFORMER
+
TORTURE_FOR_INFORMATION
SNATCHER
+
Unrecognized Ethic Response Token:
DANCER
+
UNTHINKABLE
SCHOLAR
+
PUNISH_CAPITAL
PHILOSOPHER
+
PUNISH_EXILE
MATHEMATICIAN
+
PUNISH_SERIOUS
HAUL_STONE
+
PUNISH_REPRIMAND
HAUL_WOOD
+
APPALLING
HAUL_BODY
+
SHUN
HAUL_FOOD
+
MISGUIDED
HAUL_REFUSE
+
ONLY_IF_SANCTIONED
HAUL_ITEM
+
JUSTIFIED_IF_SELF_DEFENSE
HAUL_FURNITURE
+
JUSTIFIED_IF_EXTREME_REASON
HAUL_ANIMALS
+
JUSTIFIED_IF_GOOD_REASON
SCRIBE
+
JUSTIFIED_IF_NO_REPERCUSSIONS
TAVERN_KEEPER
+
LEISURE_TIME
PEDDLER
+
PERSEVERANCE
PROPHET
+
COMPETITION
PILGRIM
+
SACRIFICE
MESSENGER
+
HARD_WORK
ENCRUSTGEM
+
MARTIAL_PROWESS
WOODCRAFT
+
CRAFTSMANSHIP
STONECRAFT
+
MERRIMENT
METALCRAFT
+
HARMONY
LEATHERWORK
+
TRANQUILITY
BONECARVE
+
SELF_CONTROL
CLOTHESMAKING
+
INTROSPECTION
MILLING
+
STOICISM
PROCESSPLANTS
+
INDEPENDENCE
CHEESEMAKING
+
TORTURE_AS_EXAMPLE
SHEARING
+
KILL_PLANT
SPINNING
+
MAKE_TROPHY_ANIMAL
HERBALISM
+
MAKE_TROPHY_SAPIENT
CUTGEM
+
MAKE_TROPHY_SAME_RACE
BLOWGUN
+
EAT_SAPIENT_KILL
MECHANICS
+
EAT_SAPIENT_OTHER
MAGIC_NATURE
+
KILL_ANIMAL
MISC_WEAPON
+
KILL_ENEMY
DAGGER
+
KILL_NEUTRAL
HAMMER
+
KILL_ENTITY_MEMBER
CROSSBOW
+
Unrecognized Value Token:
SHIELD
+
PEACE
GLAZING
+
ROMANCE
BURN_WOOD
+
COMMERCE
OPERATE_PUMP
+
FESTIVALS
PRESSING
+
FERTILITY
BEEKEEPING
+
FATE
HANDLE_VEHICLES
+
FAME
HAUL_TRADE
+
DUTY
PULL_LEVER
+
DREAMS
WAX_WORKING
+
DISEASE
STONE_CRAFT
+
DISCIPLINE
BONE_CARVE
+
DEPRAVITY
EXTRACT_STRAND
+
DEFORMITY
SIEGECRAFT
+
JEWELS
SIEGEOPERATE
+
JEALOUSY
POTASH_MAKING
+
INSPIRATION
LYE_MAKING
+
HOSPITALITY
CUT_STONE
+
GENEROSITY
CARVE_STONE
+
GAMES
ENGRAVE_STONE
+
GAMBLING
MASONRY
+
FREEDOM
PROCESSFISH
+
FORTRESSES
TRAPPING
+
FORGIVENESS
WEAVING
+
BEAUTY
BREWING
+
BALANCE
HAUL_WATER
+
AGRICULTURE
BUILD_ROAD
+
REGIONAL_FORCE
BUILD_CONSTRUCTION
+
PANTHEON
Unrecognized Labor Token:
+
DANCE
Unrecognized Unit Type Token:
+
CREATION
MINING
+
COURAGE
WOODCUTTING
+
CONSOLATION
CARPENTRY
+
COASTS
PLAY_KEYBOARD_INSTRUMENT
+
CHILDREN
PLAY_STRINGED_INSTRUMENT
+
CHARITY
PLAY_WIND_INSTRUMENT
+
CAVERNS
PLAY_PERCUSSION_INSTRUMENT
+
BOUNDARIES
CRITICAL_THINKING
+
BLIGHT
MATHEMATICS
+
THRALLDOM
GRASP_STRIKE
+
SUN
STANCE_STRIKE
+
SUICIDE
DODGING
+
STORMS
KNAPPING
+
STARS
MILITARY_TACTICS
+
SONG
CLIMBING
+
SILENCE
MAKE_MUSIC
+
SEASONS
MODSKILL03
+
SCHOLARSHIP
MODSKILL04
+
SALT
MODSKILL05
+
RUMORS
MODSKILL06
+
RULERSHIP
MODSKILL07
+
REVENGE
MODSKILL08
+
REVELRY
MODSKILL09
+
WISDOM
MODSKILL10
+
WIND
ASTRONOMY
+
VICTORY
CHEMISTRY
+
VALOR
GEOGRAPHY
+
TWILIGHT
OPTICS_ENGINEER
+
TRICKERY
FLUID_ENGINEER
+
TREES
INTRIGUE
+
TREACHERY
MODSKILL01
+
TRAVELERS
MODSKILL02
+
TORTURE
NEGOTIATION
+
THUNDER
JUDGING_INTENT
+
MISERY
APPRAISAL
+
MINERALS
ORGANIZATION
+
METALS
RECORD_KEEPING
+
MERCY
INTIMIDATION
+
MARRIAGE
CONVERSATION
+
LUST
COMEDY
+
LUCK
DRESS_WOUNDS
+
LOVE
SET_BONE
+
LONGEVITY
SUTURE
+
LIGHTNING
CRUTCH_WALK
+
LAWS
WOOD_BURNING
+
LAKES
SOAP_MAKING
+
REBIRTH
SWIMMING
+
RAINBOWS
RIDING
+
PREGNANCY
READING
+
PERSUASION
SPEAKING
+
PAINTING
COORDINATION
+
OATHS
LEADERSHIP
+
NIGHTMARES
TEACHING
+
MURDER
MELEE_COMBAT
+
MUCK
RANGED_COMBAT
+
PLAYER_FORTRESS
WRESTLING
+
Unrecognized Item Improvement Token:
FLATTERY
+
INSTRUMENT_PIECE
CONSOLE
+
ILLUSTRATION
PACIFY
+
PAGES
TRACKING
+
SEWN_IMAGE
KNOWLEDGE_ACQUISITION
+
ITEMSPECIFIC
CONCENTRATION
+
RINGS_HANGING
SITUATIONAL_AWARENESS
+
COVERED
GOBLET
+
LIGHT_VERMIN_ALT
INSTRUMENT
+
LIGHT_VERMIN
WINDOW
+
MONUMENT
BARREL
+
TREE_CITY
FLOODGATE
+
CAVE_DETAILED
HATCH_COVER
+
IMMORTALITY
TRACTION_BENCH
+
SEE_THE_GREAT_NATURAL_SITES
MILLSTONE
+
FALL_IN_LOVE
WEAPON
+
MASTER_A_SKILL
GLOVES
+
BECOME_A_LEGENDARY_WARRIOR
BUCKET
+
BRING_PEACE_TO_THE_WORLD
ANIMALTRAP
+
CRAFT_A_MASTERWORK
COFFIN
+
CREATE_A_GREAT_WORK_OF_ART
STATUE
+
RULE_THE_WORLD
PEARLASH
+
START_A_FAMILY
FILTH_B
+
MAINTAIN_ENTITY_STATUS
FILTH_Y
+
STAY_ALIVE
UNKNOWN_SUBSTANCE
+
Unrecognized Sphere Token:
Unrecognized Skill Token:
+
VOLCANOES
GLASS_GREEN
+
YOUTH
GLASS_CLEAR
+
ART_IMAGE
GLASS_CRYSTAL
+
TRACTION_BENCH_CHAIN
POTASH
+
TRACTION_BENCH_ROPE
SMALLGEM
+
HANDLE
BLOCKS
+
ITEM
BOULDER
+
OWN_RACE
BRANCH
+
BATHE_WORLD_IN_CHAOS
INORGANIC
+
ATTAIN_RANK_IN_SOCIETY
GET_MATERIAL_FROM_REAGENT
+
MAKE_A_GREAT_DISCOVERY
Unrecognized Material Token:
+
ANIMAL_TRAINER
FORCED
+
ANIMAL_CARETAKER
UNCOMMON
+
RANGER
PIPE_SECTION
+
STONE_CARVER
Unrecognized Item Token:
+
STONECUTTER
VESSEL
+
ENGRAVER
MILITARY_UNIT
+
STONEWORKER
TEMPLE
+
WOODCUTTER
BATTLE
+
WOODWORKER
TRAPCOMP
+
MINER
POWDER_MISC
+
FORMER_PRISONER
CHEESE
+
WAX_WORKER
LIQUID_MISC
+
POTTER
USE_LAVA_STONE
+
WOODCRAFTER
NO_MATGLOSS
+
CRAFTSMAN
Unrecognized Inorganic Token:
+
GEM_SETTER
Unrecognized Coal Token:
+
GEM_CUTTER
CLUSTER
+
METALCRAFTER
CLUSTER_SMALL
+
BLACKSMITH
CLUSTER_ONE
+
ARMORER
LIBRARY
+
WEAPONSMITH
FESTIVAL
+
FURNACE_OPERATOR
MERCHANT_COMPANY
+
ANIMAL_DISSECTOR
CRAFT_GUILD
+
TRAPPER
HOSPITAL
+
IMPRISONER
map_rejection_log.txt
+
LOVER
CHARCOAL
+
DEITY
EARRING
+
FATHER
BRACELET
+
MOTHER
CORPSEPIECE
+
ADVENTURER
FISH_RAW
+
ANIMATED
ARMORSTAND
+
TAX_ESCORT
WEAPONRACK
+
LAW_ENFORCE
CABINET
+
FORMER_SLAVE
FIGURINE
+
FORMER_MEMBER
AMULET
+
CRIMINAL
SCEPTER
+
FORMER_MERCENARY
SPLINT
+
Unrecognized Historical Figure Hist Fig Link Token:
ORTHOPEDIC_CAST
+
DECEASED_SPOUSE
CRUTCH
+
FORMER_SPOUSE
CATAPULTPARTS
+
PET_OWNER
BALLISTAPARTS
+
FORMER_APPRENTICE
SIEGEAMMO
+
FORMER_MASTER
BALLISTAARROWHEAD
+
COMPANION
TRAPPARTS
+
MERCHANT
SKIN_TANNED
+
TRADER
PLANT_GROWTH
+
SURGEON
BACKPACK
+
SUTURER
QUIVER
+
BONE_SETTER
Instruments
+
DIAGNOSER
Bags (Leather)
+
PUMP_OPERATOR
Bags (Plant)
+
SIEGE_OPERATOR
Bags (Silk)
+
SIEGE_ENGINEER
Bags (Yarn)
+
WOOD_BURNER
Bodywear
+
MASTER_PIKEMAN
Trap Components
+
MASTER_MACEMAN
Digging Implements
+
MASTER_SWORDSMAN
Headwear
+
MASTER_AXEMAN
Handwear
+
MASTER_WRESTLER
Footwear
+
MASTER_CROSSBOWMAN
Legwear
+
MASTER_SPEARMAN
Shields
+
MASTER_HAMMERMAN
Flasks/Waterskins
+
SHEARER
Quivers
+
GELDER
Backpacks
+
MILKER
Buckets
+
CHEESE_MAKER
Splints
+
FISH_CLEANER
Crutches
+
FISH_DISSECTOR
Cups/Mugs/Goblets
+
FISHERMAN
Dungeon Commander
+
FISHERY_WORKER
Thread (Plant)
+
STRAND_EXTRACTOR
Thread (Silk)
+
GLASSMAKER
Thread (Yarn)
+
CLOTHIER
Ropes (Plant)
+
WEAVER
Ropes (Silk)
+
BONE_CARVER
Ropes (Yarn)
+
LEATHERWORKER
Barrels
+
STONECRAFTER
Miscellaneous
+
LYE_MAKER
Cloth (Plant)
+
POTASH_MAKER
Cloth (Silk)
+
SOAP_MAKER
Unrecognized Inclusion Type Token:
+
BREWER
Meat/Fish Recipes
+
HERBALIST
Other Recipes
+
PLANTER
Metal Bars
+
GLAZER
Small Cut Gems
+
BEEKEEPER
Large Cut Gems
+
PRESSER
Stone Blocks
+
MILLER
Anvils
+
THRESHER
Training Weapons
+
COOK
Cloth (Yarn)
+
SPINNER
Cheeses
+
CUTWOOD
Powders
+
CLEAN
Extracts
+
HAUL_ANIMALS
Fruit and Nuts
+
HAUL_FURNITURE
Garden Vegetables
+
HAUL_ITEM
Valid Pond Dump
+
HAUL_REFUSE
Conflict Defense
+
HAUL_FOOD
Adventure Move
+
HAUL_BODY
Charge Attack
+
HAUL_WOOD
Thief Target
+
HAUL_STONE
Check Chest
+
MESSENGER
Sleep Bed
+
MONK
Sleep Barracks
+
PILGRIM
Lair Hunter
+
PROPHET
Wait Order
+
PEDDLER
Nonsense
+
GELD
Come to Job Building
+
MILK
Valid Pond Dump Unit
+
MAKE_CHEESE
Clay Zone
+
PROCESS_PLANT
Colony to Install
+
CLOTHESMAKER
Return Colony To Install
+
DISSECT_VERMIN
Grab Cage
+
RECOVER_WOUNDED
Uncage Animal
+
FEED_WATER_CIVILIANS
Capture Small Pet
+
DRESSING_WOUNDS
Grab Cage Unit
+
SUTURING
Grab Milk Unit
+
BONE_SETTING
Sleep Ground
+
SURGERY
Leave Wall
+
DIAGNOSE
Flee Terrain
+
ANIMALCARE
Tax Room
+
ANIMALTRAIN
Guard Taxes
+
POET
Ransack Taxes
+
BEAST_HUNTER
Get Empty Sand Bag
+
SCOUT
Sand Zone
+
MONSTER_SLAYER
Wilderness Curious Steal Target
+
MASTER_LASHER
Wilderness Roamer
+
DRUNK
Pattern Patrol
+
MASTER_THIEF
Inactive Marauder
+
TRAINED_WAR
Commander
+
TRAINED_HUNTER
Chained Animal
+
RECRUIT
Meeting Location
+
MASTER_BLOWGUNMAN
Insane Mood
+
MASTER_BOWMAN
Undead Hunt
+
TAVERN_KEEPER
Maraud Target
+
BOOKBINDER
Sieger Basepoint
+
PAPERMAKER
Sieger Mill
+
GEOGRAPHER
Ambush Patrol
+
CHEMIST
Marauder Mill
+
NATURALIST
Wilderness Curious Wander
+
ASTRONOMER
Head for Edge
+
HISTORIAN
Milling Flood
+
MATHEMATICIAN
Milling Burrow
+
PHILOSOPHER
Squad Move
+
DANCER
Squad Kill List
+
BARD
Squad Patrol
+
MILLING
Squad Defend Burrow
+
CLOTHESMAKING
Squad Defend Burrow From Target
+
BREWING
Meeting Location Building
+
WEAVING
Vermin Hunting
+
TRAPPING
Seek Commander
+
PROCESSFISH
Return to Base
+
MASONRY
Mill Anywhere
+
ENGRAVE_STONE
Mill Building
+
CARVE_STONE
Move to Site
+
CUT_STONE
Claim Site
+
CARPENTRY
Seek Animal for Taming
+
WOODCUTTING
Seek Drink Item
+
Unrecognized Unit Type Token:
Seek Food Item
+
Unrecognized Labor Token:
Seek Eating Chair
+
BUILD_CONSTRUCTION
Seek Eating Chair 2
+
MISC_WEAPON
Seek Bad Mood Building
+
BONECARVE
Set Glass Mood Building
+
LEATHERWORK
Set Mood Building
+
METALCRAFT
Seek Slaughter Building
+
STONECRAFT
Seek Animal for Gelding
+
WOODCRAFT
Seek Gelding Building
+
ENCRUSTGEM
Seek Animal for Chain
+
CUTGEM
Seek Chain for Animal
+
HERBALISM
Seek Cage for Unchain
+
SPINNING
Seek Animal for Unchain
+
SHEARING
Grab Food for Taming
+
CHEESEMAKING
Grab Clothing
+
PROCESSPLANTS
Grab Weapon
+
STONE_CRAFT
Grab Ammunition
+
WAX_WORKING
Grab Shield
+
POTTERY
Grab Armor
+
BOOKBINDING
Grab Helm
+
PAPERMAKING
Grab Boots
+
WOOD_CRAFT
Grab Gloves
+
ENCRUST_GEM
Seek Fell Victim
+
CUT_GEM
Clean Building Site
+
METAL_CRAFT
Reset Priority Goal
+
FORGE_FURNITURE
Main Job Building
+
FORGE_ARMOR
Drop Off Job Items
+
FORGE_WEAPON
Grab Job Resources
+
SMELT
Work at Building
+
HUNT
Grab Uniform
+
DISSECT_FISH
Grab Goblet
+
CLEAN_FISH
Seek Fill Bucket
+
BUILD_ROAD
Seek Patient for Carry
+
HAUL_WATER
Seek Patient for Diagnosis
+
PULL_LEVER
Seek Patient for Immobilize Break
+
HAUL_TRADE
Seek Patient for Crutch
+
HANDLE_VEHICLES
Seek Patient for Suturing
+
BEEKEEPING
Seek Patient for Dress Wound
+
PRESSING
Go to Milk Station
+
OPERATE_PUMP
Grab Shear Unit
+
BURN_WOOD
Go to Shear Station
+
GLAZING
Lay Egg/Nest Box
+
LYE_MAKING
Go to Cage
+
POTASH_MAKING
Grab Animal Trap
+
SIEGEOPERATE
Cage Vermin
+
SIEGECRAFT
Grab Unfill Bucket
+
EXTRACT_STRAND
Seek Splint
+
BONE_CARVE
Seek Crutch
+
GRASP_STRIKE
Seek Suture Thread
+
WRESTLING
Seek Dressing Cloth
+
RANGED_COMBAT
Go to Give Water Target
+
MELEE_COMBAT
Seek Food for Target
+
TEACHING
Seek Target for Food
+
LEADERSHIP
Seek Animal for Slaughter
+
COORDINATION
Seek Surgery Site
+
SPEAKING
Carry Patient to Bed
+
PROSE
Seek Give Water Bucket
+
SITUATIONAL_AWARENESS
Seek Job Item
+
CONCENTRATION
Seek Unit For Item Drop
+
KNOWLEDGE_ACQUISITION
Seek Unit For Job
+
TRACKING
Seek Building For Item Drop
+
PACIFY
Seek Building For Job
+
CHEMISTRY
Seek Vermin Catch Location
+
ASTRONOMY
Wander Vermin Catch Location
+
MATHEMATICS
Seek Vermin for Hunting
+
LOGIC
Seek Vermin Hunting Spot
+
CRITICAL_THINKING
Wander Vermin Hunting Spot
+
PLAY_PERCUSSION_INSTRUMENT
Seek Fish Trap
+
PLAY_WIND_INSTRUMENT
Seek Fish Catch Location
+
PLAY_STRINGED_INSTRUMENT
Seek Well for Water
+
PLAY_KEYBOARD_INSTRUMENT
Seek Sheriff
+
MAKE_MUSIC
Seek Hunting Target
+
CLIMBING
Seek Target Mechanism
+
MILITARY_TACTICS
Seek Target for Mechanism
+
KNAPPING
Seek Mechanism for Trigger
+
DODGING
Seek Trigger for Mechanism
+
STANCE_STRIKE
Seek Trap for Vermin Catch
+
SET_BONE
Seek Vermin for Catching
+
DRESS_WOUNDS
Chase Opponent Flood
+
SNEAK
Chase Opponent (Same Square)
+
MAGIC_NATURE
Flee from Opponent
+
MECHANICS
Flee from Opponent (Climb)
+
CONSOLE
Attack Building
+
FLATTERY
Start Bed Carry
+
COMEDY
Start Medical Aid
+
INTIMIDATION
Seek Station Flood
+
RECORD_KEEPING
Seek Drink Area for Water
+
ORGANIZATION
Upgrade Squad Equipment
+
APPRAISAL
Prepare Equipment Manifests
+
JUDGING_INTENT
Wander Depot
+
NEGOTIATION
Seek Update Office
+
SWIMMING
Seek Manage Office
+
SOAP_MAKING
Assigned Building Job
+
WOOD_BURNING
Chase Opponent
+
CRUTCH_WALK
Patrol
+
SUTURE
Squad Station
+
SMALLGEM
Seek Infant
+
UNCOMMON
Shop Specific
+
FORCED
Mill in Shop
+
Unrecognized Material Token:
Go to Shop
+
GET_MATERIAL_FROM_REAGENT
Seek Training Ammunition
+
ANIMALTRAP
Archery Training Site
+
WINDOW
Grab Pants
+
GOBLET
Grab Quiver
+
FLASK
Grab Backpack
+
HATCH_COVER
Grab Waterskin
+
AMBER
Start Hunt
+
Unrecognized Skill Token:
Start Fish
+
MODSKILL10
Hunt Vermin
+
MODSKILL09
Grab Execution Weapon
+
MODSKILL08
Drop Kill at Butcher
+
MODSKILL07
Drop Kill out Front
+
MODSKILL06
Go to Beating Target
+
MODSKILL05
Go to Interrogation Target
+
MODSKILL04
Interrogation Office
+
MODSKILL03
Seek Kidnap Victim
+
MODSKILL02
Seek Blood Suck Victim
+
MODSKILL01
Sparring Partner
+
INTRIGUE
Sparring Site
+
FLUID_ENGINEER
Seek Artifact
+
OPTICS_ENGINEER
Grab Ammunition for Building
+
GEOGRAPHY
Seek Building for Ammunition
+
GRIME
Seek Item for Storage
+
UNKNOWN_SUBSTANCE
Store Item
+
FILTH_Y
Grab Kill
+
FILTH_B
Grab Toy
+
PEARLASH
Store Object
+
ASH
Leave Site for Squad Order
+
GLASS_CRYSTAL
Parley Unit
+
GLASS_CLEAR
Parley Item
+
GLASS_GREEN
Follow Command
+
CORAL
Seek Heist Item
+
TRAPPARTS
Seek Heist Master
+
BALLISTAARROWHEAD
Performance
+
BALLISTAPARTS
Ponder Topic
+
CATAPULTPARTS
Fill Service Order
+
MILITARY_UNIT
Get Written Content
+
VESSEL
Go to Reading Place
+
Unrecognized Item Token:
Get Writing Materials
+
EGG
Go to Writing Place
+
GLOB
Grab Instrument
+
COIN
ASSERTIVE
+
LIQUID_MISC
ARTIFICE
+
POWDER_MISC
MYSTERY
+
WEAPONRACK
LEADER
+
ARMORSTAND
DOMESTIC
+
BOOK
MYTHIC
+
SKIN_TANNED
SUBORDINATE
+
FISH_RAW
NEGATIVE
+
CORPSEPIECE
Seek Heist Handoff
+
BRACELET
PRIMITIVE
+
EARRING
FLOWERY
+
CROWN
BOUNDARY
+
AMMO
NAME_CAVE
+
SCEPTER
VIOLENT
+
AMULET
Remove Construction
+
FIGURINE
Detail
+
(Combat) Stunned
Gather Plant
+
(Combat) Knocked out
Mischief
+
(Combat) Propelling blow
Rest (Recovered)
+
(Combat) Attack latched
Seek Station
+
(Combat) Natural attack latched
Train Animal
+
(Combat) Attack stuck in
Start Water Job Well
+
(Combat) Enraged
Start Water Job Drink Area
+
(Combat) Wounds
Start Eat Job
+
(Combat) Strike
Scheduled Meal
+
(Wrestle) Part ripped away
Scheduled Sleep Bed
+
(Wrestle) Adjust grip
Scheduled Sleep Ground
+
(Wrestle) Strangle
Army Walk
+
(Wrestle) Latch on
Reunion
+
(Wrestle) Struggle
Seek Ladder to Climb
+
(Wrestle) Release
Seek Ladder to Move
+
(Wrestle) Release choke
Place Ladder
+
Ambush (uninjured creature)
Prayer
+
Ambush (injured creature)
Make Believe
+
Ambush
Play with Toy
+
Ambush (nature)
Rest (Reset)
+
Ambush (snatcher)
Combat Training
+
Snatcher
Skill Demonstration
+
Gremlin
Individual Skill Drill
+
Ambush (thief, other)
Guard Path
+
Ambush (thief, nature)
Harass
+
Ambush (thief, skulking)
Site Walk
+
Ambush (thief)
Site Walk to Building
+
Ambush (resident)
famous
+
Dig canceled (wet)
fertile
+
Dig canceled (warm)
festive
+
(Combat) Nauseated
forgiving
+
(Combat) Winded
depraved
+
Jump-dodge (strike)
disciplined
+
Jump-dodge (proj)
diseased
+
Surprised
dreaming
+
Charge
dusklight
+
Drop item
dutiful
+
Weapon twist
earthen
+
Struck economic mineral
familial
+
Struck mineral
jeweled
+
Praise the miners
deceitful
+
Found a feature
shining
+
Era change
electrical
+
Reached peak
long-lived
+
map_rejection_log.txt
gambling
+
CRAFT_GUILD
playful
+
(Wrestle) Release lock
generous
+
(Wrestle) Throw
healing
+
(Wrestle) Takedown
hospitable
+
(Wrestle) Chokehold
hunting
+
(Wrestle) Joint lock
inspired
+
(Charge) Tangle/tumble
jealous
+
(Charge) Tangle
TRAVEL
+
(Charge) (A) Bounced back
NAME_FOREST
+
(Charge) (A) Tumble
NAME_VOLCANO
+
(Charge) (D) Knocked over
agricultural
+
(Charge) (D) Tumble
animal
+
(Charge) Collision
artistic
+
Parry
balanced
+
Counterstrike
beautiful
+
Dodge
NEGATOR
+
Caught in web
PROTECT
+
Caught in flame
NAME_LAKE
+
Fall over
RESTRAIN
+
Endgame event 2
ROMANTIC
+
Endgame event 1B
NAME_MOUNTAINS
+
Endgame event 1
NAME_OCEAN
+
Pet death
consoling
+
Citizen death
courageous
+
(Adventure) Death
crafted
+
Job cancellation
created
+
(Adventure) Sleep interrupted
dawning
+
(Adventure) Awaken
noon-time
+
Masterwork construction lost
deformed
+
Masterwork architecture lost
birthing
+
Masterwork made
blighted
+
Engraving melted
delineated
+
Pull out and drop item
cavernous
+
Shoot web
chaotic
+
Breathe fire
charitable
+
Block fire
child-like
+
(Wrestling) Cannot break grip
coastal
+
(Wrestling) Break grip
enslaved
+
Give into pain
thunderous
+
No longer stunned
wicked
+
Overcome paralysis
enterprising
+
Free from web
treacherous
+
Regain consciousness
wooden
+
Lose hold of item
tricky
+
Vomit
twilight
+
Slam into unit
seasonal
+
Slam into an obstacle
silent
+
Slam into an obstacle (blow apart)
cloudy
+
Trade diplomat
starry
+
Liaison
stormy
+
Gremlin unshackled something
thieving
+
Gremlin opened cage
lettered
+
Gremlin triggered plate
no sphere
+
Gremlin pulled lever
farming
+
Animal trap robbed
animals
+
Animal trapped
balance
+
No migrants
beauty
+
Migrants (danger)
valorous
+
Migrant (one)
victorious
+
Migrants
volcanic
+
Noble
warring
+
Ambush (incapacitated creature)
watery
+
Magma defaced engraving
wealthy
+
Berserk
mountainous
+
Regular beast
murderous
+
Werebeast
lyrical
+
Megabeast
natural
+
Artifact construction begun
nightmarish
+
(Strange mood) Building claimed
oceanic
+
Entangled in hidden web
loving
+
Vermin escaped from cage
married
+
Attachment to item
merciful
+
Item given name
crystal
+
Artifact made
moonlit
+
Strange mood
colorful
+
Animal birth
reborn
+
Citizen birth
flowing
+
Cave-in
lordly
+
Wild animal gave birth
whispering
+
Mechanism sounds
sacrificial
+
Assumed position
scholarly
+
Conversation (Conflict)
ordered
+
Gained site control
painted
+
Strap item
peaceful
+
Draw item
persuasive
+
Push item
poetic
+
Reorganize possessions
pregnant
+
No longer overwhelmed
lightning
+
Travel complaint
longevity
+
Lose hold of surface
marriage
+
Fail to grab hold
metals
+
Attack caught
minerals
+
Attack interrupted
hospitality
+
Bandit grabs item
inspiration
+
No grasp to draw
jealousy
+
You draw
jewels
+
You strap item
justice
+
You unyield
plants
+
You yield
pregnancy
+
Nothing to examine
rainbows
+
Nothing to interact
rebirth
+
Search found nothing
revelry
+
Search found something
revenge
+
Already searched
rivers
+
No tracks
mountains
+
Cannot jump
nightmares
+
Enemy moved out of range
oceans
+
Tantrum
painting
+
Citizen lost to stress
persuasion
+
Citizen overwhelmed by stress
consolation
+
Interaction (user)
courage
+
Transformation
crafts
+
Found trap
creation
+
Creature stolen object
darkness
+
Creature sound
deformity
+
Intro
depravity
+
Cannot travel through site
discipline
+
Discovered site
blight
+
Hit by ball of flames
boundaries
+
Ghost attack
caverns
+
(Adventure) Cackling fades
charity
+
(Adventure) Night Creature Attack
children
+
(Adventure) Made item
coasts
+
Breath attack
fishing
+
Martial trance
forgiveness
+
Stand up
fortresses
+
Bandit empties container
freedom
+
Conversation
generosity
+
Dodge projectile
disease
+
Skipped on liquid
dreams
+
Gained knowledge
fertility
+
Full reversion
festivals
+
Semi-wild
no architectural element
+
Flounder in water
MOUNTAIN
+
Animal action
GLACIER
+
Evil cloud
TUNDRA
+
Weird weather
SWAMP_TEMPERATE_FRESHWATER
+
Embrace
SWAMP_TEMPERATE_SALTWATER
+
Pet missing
MARSH_TEMPERATE_FRESHWATER
+
Citizen missing
MARSH_TEMPERATE_SALTWATER
+
Undead attack
upper floors
+
Interaction (target)
lower floors
+
Pet loses dead owner
water pool
+
Merchants leaving now
lava pool
+
Merchants leaving soon
stagnant pool
+
Wagons bypassed inaccessible site
open structure
+
Merchants need depot
paved indoor areas
+
Merchants unloading
detailed surfaces
+
Vomit blood
FOREST_TEMPERATE_BROADLEAF
+
Cough blood
FOREST_TROPICAL_CONIFER
+
(Combat) Gain/lose possession of item
FOREST_TROPICAL_DRY_BROADLEAF
+
Soldier becomes a master
FOREST_TROPICAL_MOIST_BROADLEAF
+
Recruit gains skill
GRASSLAND_TEMPERATE
+
Profession change
SAVANNA_TEMPERATE
+
You feel hot/cold
SHRUBLAND_TEMPERATE
+
You interact with item
GRASSLAND_TROPICAL
+
You interact with building
SWAMP_TROPICAL_FRESHWATER
+
Pick up
SWAMP_TROPICAL_SALTWATER
+
Mandate ends
SWAMP_MANGROVE
+
Masterwork food
MARSH_TROPICAL_FRESHWATER
+
Masterful dye
MARSH_TROPICAL_SALTWATER
+
Animal trained
FOREST_TAIGA
+
You feed on victim
FOREST_TEMPERATE_CONIFER
+
Learned a power
storms
+
Masterpiece defaced
strength
+
Masterpiece crafted
suicide
+
Land's status elevated
thralldom
+
Land gains a status
thunder
+
Vermin disturbed
travelers
+
Citizen kidnapped
rulership
+
Job removed from unpowered building
rumors
+
Unable to complete building
scholarship
+
Vermin bite
seasons
+
Pet adopts owner
silence
+
Cannot stand
speech
+
Cannot climb
wisdom
+
Cannot chop tree
agriculture
+
No hands to pick up
paved outdoor area
+
Check date
uneven pillars
+
Check temperature
square of pillars
+
Check weather
pillars on the perimeter
+
Check smells
treachery
+
No item to throw
trickery
+
No item to pick up
victory
+
No item to drop
volcanos
+
No item to contain
wealth
+
No item to eat
ANY_TEMPERATE
+
No item to wear
ANY_TROPICAL
+
No item to remove
ANY_FOREST
+
No item to strap
ANY_SHRUBLAND
+
Drop
ANY_GRASSLAND
+
Failed to eat/drink
ANY_SAVANNA
+
Eat
ANY_TEMPERATE_FOREST
+
Put into a container
ANY_TROPICAL_FOREST
+
Take out of a container
ANY_LAKE
+
Take off item
ANY_TEMPERATE_LAKE
+
Put on item
ANY_TROPICAL_LAKE
+
Empty a container
ANY_RIVER
+
Nightfall
ANY_TEMPERATE_RIVER
+
Break of dawn
ANY_TROPICAL_RIVER
+
Set a fire
ANY_POOL
+
Cannot set a fire
NOT_FREEZING
+
Made a campfire
ANY_TEMPERATE_SWAMP
+
Cannot make campfire
ANY_DESERT
+
Cannot rest
Unrecognized Biome Token:
+
Must unretract first
eldest son
+
Rumor spread by citizen
second eldest son
+
You cannot construct here
third eldest son
+
Tree chopped
ANY_TEMPERATE_BROADLEAF
+
Petition ignored
ANY_TROPICAL_BROADLEAF
+
New apprenticeship
ANY_WETLAND
+
Composition failed
ANY_TROPICAL_WETLAND
+
Composition complete
ANY_TEMPERATE_WETLAND
+
Cursed by deity
ANY_TROPICAL_MARSH
+
Building destroyed/toppled
ANY_TEMPERATE_MARSH
+
Performance quality
ANY_TROPICAL_SWAMP
+
Learned art form
POOL_TEMPERATE_FRESHWATER
+
Learned written content
POOL_TEMPERATE_BRACKISHWATER
+
Activity end
POOL_TEMPERATE_SALTWATER
+
Activity section change
POOL_TROPICAL_FRESHWATER
+
Activity ongoing
POOL_TROPICAL_BRACKISHWATER
+
Begin activity
POOL_TROPICAL_SALTWATER
+
You cannot mount
LAKE_TEMPERATE_FRESHWATER
+
Mount
LAKE_TEMPERATE_BRACKISHWATER
+
Witnessed item missing
SAVANNA_TROPICAL
+
Witnessed item has been moved
SHRUBLAND_TROPICAL
+
Witnessed item stolen
DESERT_BADLAND
+
Witnessed item handoff
DESERT_ROCK
+
Guild founded
DESERT_SAND
+
Agreement abandoned
OCEAN_TROPICAL
+
Priesthood needs recognized
OCEAN_TEMPERATE
+
Agreement satisfied
OCEAN_ARCTIC
+
You given emergency tactical control
RIVER_TROPICAL_BRACKISHWATER
+
Nearby site linked economically
RIVER_TROPICAL_SALTWATER
+
New site founded nearby
SUBTERRANEAN_WATER
+
Returning soldiers bring rumor(s)
SUBTERRANEAN_CHASM
+
Visitor shared rumor(s)
SUBTERRANEAN_LAVA
+
Thief (villain)
ALL_MAIN
+
Party organized
ANY_LAND
+
Citizen becomes civilian
ANY_OCEAN
+
Citizen becomes soldier
LAKE_TEMPERATE_SALTWATER
+
Somebody grows up
LAKE_TROPICAL_FRESHWATER
+
Local resident creature named
LAKE_TROPICAL_BRACKISHWATER
+
New mandate
LAKE_TROPICAL_SALTWATER
+
New demand
RIVER_TEMPERATE_FRESHWATER
+
Demand forgotten
RIVER_TEMPERATE_BRACKISHWATER
+
No fish to catch
RIVER_TEMPERATE_SALTWATER
+
Job overwritten
RIVER_TROPICAL_FRESHWATER
+
Work order completed
younger brother
+
Machine link suspended
younger sister
+
Construction suspended
younger sibling
+
Site located
older half-brother
+
Election
older half-sister
+
Diplomat bids farewell
older half-sibling
+
You cannot perform
younger half-brother
+
Your order delivered
younger half-sister
+
Research breakthrough
only child
+
You cannot speak
paternal grandmother
+
Guest arrives
paternal grandfather
+
Dry season
maternal grandmother
+
Wet season
maternal grandfather
+
Rain
older brother
+
Snow
older sister
+
Clear weather
older sibling
+
Beast guzzles drink
GRASSLAND
+
Wedding
Unrecognized Region Type Token:
+
Masterwork engraving
Wetland
+
Masterwork improvement
Desert
+
Building toppled by ghost
Forest
+
Tantrum (possessed by ghost)
Mountains
+
Other Recipes
younger half-sibling
+
Meat/Fish Recipes
no relationship
+
Garden Vegetables
DESERT
+
Fruit and Nuts
FOREST
+
Eggs
only son
+
Extracts
eldest daughter
+
Powders
second eldest daughter
+
Cheeses
third eldest daughter
+
Drinks
fourth eldest daughter
+
Pets
fifth eldest daughter
+
Cloth (Yarn)
sixth eldest daughter
+
Cloth (Silk)
seventh eldest daughter
+
Cloth (Plant)
fourth eldest son
+
/Above
fifth eldest son
+
/Below
sixth eldest son
+
Toys
seventh eldest son
+
Shields
eighth eldest son
+
Legwear
ninth eldest son
+
Footwear
tenth eldest son
+
Handwear
youngest son
+
Headwear
fourth eldest child
+
Digging Implements
fifth eldest child
+
Trap Components
sixth eldest child
+
Bodywear
seventh eldest child
+
Training Weapons
eighth eldest child
+
Anvils
ninth eldest child
+
Stone Blocks
tenth eldest child
+
Large Cut Gems
youngest child
+
Small Cut Gems
eighth eldest daughter
+
Metal Bars
ninth eldest daughter
+
Unrecognized Inorganic Token:
tenth eldest daughter
+
NO_MATGLOSS
only daughter
+
USE_LAVA_STONE
youngest daughter
+
CHARCOAL
eldest child
+
COKE
second eldest child
+
No food
third eldest child
+
Mountainhome achieved
BEHIND
+
Satisfied monarch
CLEANS
+
Monarch arrived early
CLEANED_BY
+
Monarch arrived
Unrecognized Body Part Relation Token:
+
First caravan
BY_TYPE
+
Embark
BY_TOKEN
+
Diplomat left unhappy
BOTTOM
+
You failed to dismount
Unrecognized Body Part Position Token:
+
Dismount
AROUND
+
You failed to mount
SURROUNDED_BY
+
North
IN_FRONT
+
East
CLOSE_SET
+
West
DEEP_SET
+
CLUSTER_ONE
HIGH_POSITION
+
CLUSTER_SMALL
LARGE_IRIS
+
CLUSTER
WRINKLY
+
Unrecognized Coal Token:
CONVEX
+
Milling Flood
BY_CATEGORY
+
Head for Edge
BYTYPE
+
Claim Site
BYTOKEN
+
Move to Site
BYCATEGORY
+
Mill Building
Unrecognized Body Part Group Token:
+
Mill Anywhere
HEIGHT
+
Return to Base
BROADNESS
+
Seek Commander
LENGTH
+
Vermin Hunting
undefined plant material set to default:
+
Meeting Location Building
TOUGHNESS
+
Meeting Location
ENDURANCE
+
Chained Animal
RECUPERATION
+
Owner
DISEASE_RESISTANCE
+
Inactive Marauder
Unrecognized Physical Attribute Token:
+
Pattern Patrol
ANALYTICAL_ABILITY
+
Conflict Defense
Glacier
+
Valid Pond Dump
Tundra
+
Valid Pond Dump Unit
Grassland
+
Come to Job Building
undefined local creature material set to default:
+
Nonsense
undefined local plant material set to default:
+
Wait Order
undefined creature material set to default:
+
Alarm
KINESTHETIC_SENSE
+
Guard
EMPATHY
+
Graze
SOCIAL_AWARENESS
+
Lair Hunter
Unrecognized Mental Attribute Token:
+
Squad Defend Burrow From Target
Unrecognized Body Part Flag Token:
+
Squad Defend Burrow
WILLPOWER
+
Squad Patrol
CREATIVITY
+
Squad Kill List
INTUITION
+
Squad Move
PATIENCE
+
Milling Burrow
MEMORY
+
Quivers
LINGUISTIC_ABILITY
+
Flasks/Waterskins
SPATIAL_SENSE
+
Miscellaneous
MUSICALITY
+
Barrels
NO_DESTINATION
+
Ropes (Yarn)
HUNGRY
+
Ropes (Silk)
THIRSTY
+
Ropes (Plant)
DROWSY
+
Thread (Yarn)
STRESSED
+
Thread (Silk)
DISTRACTED
+
Thread (Plant)
SLEEPING
+
Bags (Yarn)
FEY_MOOD
+
Bags (Silk)
CUSTOM
+
Bags (Plant)
Unrecognized Tissue Shape Token:
+
Bags (Leather)
DOMINANT_LESS
+
Cages
DOMINANT_MORE
+
Wilderness Roamer
Unrecognized Genetic Model Token:
+
Wilderness Curious Steal Target
MIGRANT
+
Wilderness Curious Wander
NO_JOB
+
Marauder Mill
MELANCHOLY
+
Ambush Patrol
BERSERK
+
Sieger Mill
ENRAGED
+
Sieger Basepoint
MARTIAL_TRANCE
+
Maraud Target
TERRIFIED
+
Undead Hunt
MINOR_INJURY
+
Insane Mood
MAJOR_INJURY
+
Dungeon Commander
PARALYZED
+
Cups/Mugs/Goblets
POSSESSED
+
Crutches
SECRETIVE_MOOD
+
Splints
FELL_MOOD
+
Buckets
MACABRE_MOOD
+
Backpacks
TANTRUM
+
Seek Building For Job
OBLIVIOUS
+
Seek Building For Item Drop
DEPRESSION
+
Seek Unit For Job
MADNESS
+
Seek Unit For Item Drop
SQUARE_CHIN
+
Seek Job Item
ROUND_VS_NARROW
+
Seek Give Water Bucket
GREASY
+
Carry Patient to Bed
DEEP_VOICE
+
Seek Surgery Site
RASPY_VOICE
+
Seek Patient for Dress Wound
Unrecognized Appearance Modifier Token:
+
Seek Patient for Suturing
WEEKLY
+
Seek Patient for Crutch
THICKNESS
+
Seek Patient for Immobilize Break
UPTURNED
+
Seek Patient for Diagnosis
SPLAYED_OUT
+
Seek Patient for Carry
HANGING_LOBES
+
Seek Fill Bucket
HIGH_CHEEKBONES
+
Grab Goblet
BROAD_CHIN
+
Grab Food for Taming
JUTTING_CHIN
+
Seek Animal for Unchain
PUPIL_EYE
+
Seek Cage for Unchain
MOTTLED
+
Seek Chain for Animal
Unrecognized Pattern Token:
+
Seek Animal for Chain
STRANDS
+
Seek Gelding Building
FEATHERS
+
Seek Animal for Gelding
SCALES
+
Seek Slaughter Building
MONTHLY
+
Seek Animal for Slaughter
Unrecognized Appearance Modifier Rate Scale Token:
+
Seek Target for Food
Unrecognized Replacement Method Token:
+
Seek Food for Target
MONOTONE
+
Go to Give Water Target
STRIPES
+
Seek Dressing Cloth
IRIS_EYE
+
Seek Suture Thread
FEATURE_DISCOVERY
+
Seek Crutch
STRUCK_DEEP_METAL
+
Seek Splint
STRUCK_MINERAL
+
Sand Zone
STRUCK_ECONOMIC_MINERAL
+
Get Empty Sand Bag
COMBAT_TWIST_WEAPON
+
Ransack Taxes
COMBAT_LET_ITEM_DROP
+
Guard Taxes
COMBAT_START_CHARGE
+
Tax Room
COMBAT_SURPRISE_CHARGE
+
Flee Terrain
DEITY_CURSE
+
Leave Wall
COMBAT
+
Sleep Barracks
SPARRING
+
Check Chest
Unrecognized Announcement Alert Token:
+
Thief Target
REACHED_PEAK
+
Charge Attack
ENDGAME_EVENT_1
+
Adventure automove (acrobatic)
ENDGAME_EVENT_1B
+
Adventure automove
ENDGAME_EVENT_2
+
Adventure Move
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
+
Grab Unfill Bucket
COMBAT_CHARGE_ATTACKER_TUMBLES
+
Cage Vermin
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
+
Grab Animal Trap
COMBAT_CHARGE_TANGLE_TOGETHER
+
Go to Cage
COMBAT_CHARGE_TANGLE_TUMBLE
+
Lay Egg/Nest Box
COMBAT_CHARGE_RUSH_BY
+
Go to Shear Station
COMBAT_CHARGE_MANAGE_STOP
+
Grab Shear Unit
COMBAT_CHARGE_OBSTACLE_SLAM
+
Go to Milk Station
COMBAT_JUMP_DODGE_PROJ
+
Grab Milk Unit
COMBAT_JUMP_DODGE_STRIKE
+
Grab Cage Unit
COMBAT_DODGE
+
Capture Small Pet
COMBAT_COUNTERSTRIKE
+
Uncage Animal
COMBAT_BLOCK
+
Grab Cage
COMBAT_PARRY
+
Return Colony To Install
COMBAT_CHARGE_COLLISION
+
Colony to Install
COMBAT_CHARGE_DEFENDER_TUMBLES
+
Clay Zone
RECITING_POETRY
+
Grab Kill
PERFORMING
+
Store Item
Unrecognized Unit Status Token:
+
Seek Item for Storage
GENERAL
+
Seek Building for Ammunition
ERA_CHANGE
+
Grab Ammunition for Building
UNDERGROUND
+
Seek Artifact
MONSTER
+
Sparring Site
AMBUSH
+
Sparring Partner
STUNNED
+
Archery Training Site
NAUSEA
+
Seek Training Ammunition
WINDED
+
Go to Shop
UNCONSCIOUS
+
Mill in Shop
FEVERED
+
Shop Specific
YIELDING
+
Seek Infant
PLAYING_MAKE_BELIEVE
+
Squad Station
TELLING_A_STORY
+
Seek Vermin for Catching
MASTERPIECE
+
Seek Trap for Vermin Catch
JOB_FAILED
+
Seek Trigger for Mechanism
UNDEAD_ATTACK
+
Seek Mechanism for Trigger
CURIOUS_GUZZLER
+
Seek Target for Mechanism
RESEARCH_BREAKTHROUGH
+
Seek Target Mechanism
GUEST_ARRIVAL
+
Seek Hunting Target
HOLDINGS
+
Seek Sheriff
ANIMAL
+
Seek Blood Suck Victim
LABOR_CHANGE
+
Seek Kidnap Victim
MILITARY
+
Interrogation Office
LOSE_EMOTION
+
Go to Interrogation Target
STRESS
+
Go to Beating Target
ART_DEFACEMENT
+
Drop Kill out Front
AMBUSH_INJURED
+
Drop Kill at Butcher
AMBUSH_OTHER
+
Grab Execution Weapon
AMBUSH_INCAPACITATED
+
Grab Uniform
FOUND_TRAP
+
Work at Building
CARAVAN_ARRIVAL
+
Grab Job Resources
NOBLE_ARRIVAL
+
Drop Off Job Items
D_MIGRANTS_ARRIVAL
+
Main Job Building
D_MIGRANT_ARRIVAL
+
Reset Priority Goal
AMBUSH_THIEF_SUPPORT_NATURE
+
Clean Building Site
AMBUSH_THIEF_SUPPORT
+
Seek Fell Victim
AMBUSH_MISCHIEVIOUS
+
Set Mood Building
AMBUSH_MISCHIEVOUS
+
Set Glass Mood Building
AMBUSH_SNATCHER
+
Seek Bad Mood Building
AMBUSH_SNATCHER_SUPPORT
+
Seek Eating Chair 2
AMBUSH_AMBUSHER_NATURE
+
Seek Eating Chair
AMBUSH_AMBUSHER
+
Seek Food Item
DIPLOMAT_ARRIVAL
+
Seek Drink Item
LIAISON_ARRIVAL
+
Seek Animal for Taming
TRADE_DIPLOMAT_ARRIVAL
+
Hunt Vermin
CAVE_COLLAPSE
+
Clean
BIRTH_CITIZEN
+
Start Fish
BIRTH_ANIMAL
+
Start Hunt
BIRTH_WILD_ANIMAL
+
Grab Waterskin
STRANGE_MOOD
+
Grab Backpack
D_MIGRANT_ARRIVAL_DISCOURAGED
+
Grab Quiver
D_NO_MIGRANT_ARRIVAL
+
Grab Pants
ANIMAL_TRAP_CATCH
+
Grab Gloves
ANIMAL_TRAP_ROBBED
+
Grab Boots
MISCHIEF_LEVER
+
Grab Helm
MISCHIEF_PLATE
+
Grab Armor
MISCHIEF_CAGE
+
Grab Shield
MISCHIEF_CHAIN
+
Grab Ammunition
COMBAT_WRESTLE_RELEASE_LATCH
+
Grab Weapon
COMBAT_WRESTLE_STRANGLE_KO
+
Grab Clothing
COMBAT_WRESTLE_ADJUST_GRIP
+
Site Walk to Building
COMBAT_GRAB_TEAR
+
Site Walk
COMBAT_STRIKE_DETAILS
+
Harass
COMBAT_STRIKE_DETAILS_2
+
Guard Path
COMBAT_EVENT_ENRAGED
+
Individual Skill Drill
COMBAT_EVENT_STUCKIN
+
Skill Demonstration
COMBAT_WRESTLE_LOCK
+
Rest (Reset)
COMBAT_WRESTLE_CHOKEHOLD
+
Rest (Recovered)
COMBAT_WRESTLE_TAKEDOWN
+
Mischief
COMBAT_WRESTLE_THROW
+
Dig
COMBAT_WRESTLE_RELEASE_LOCK
+
Gather Plant
COMBAT_WRESTLE_RELEASE_CHOKE
+
Chop
COMBAT_WRESTLE_RELEASE_GRIP
+
Remove Construction
COMBAT_WRESTLE_STRUGGLE
+
Rest
MIGRANT_ARRIVAL
+
Store Object
DIG_CANCEL_WARM
+
Grab Toy
DIG_CANCEL_DAMP
+
Grab Instrument
AMBUSH_DEFENDER
+
Go to Writing Place
AMBUSH_RESIDENT
+
Get Writing Materials
AMBUSH_HERO
+
Go to Reading Place
AMBUSH_THIEF
+
Get Written Content
AMBUSH_THIEF_SUPPORT_SKULKING
+
Fill Service Order
COMBAT_EVENT_LATCH_BP
+
Ponder Topic
COMBAT_EVENT_LATCH_GENERAL
+
Play with Toy
COMBAT_EVENT_PROPELLED_AWAY
+
Prayer
COMBAT_EVENT_KNOCKED_OUT
+
Place Ladder
COMBAT_EVENT_STUNNED
+
Seek Ladder to Move
COMBAT_EVENT_WINDED
+
Seek Ladder to Climb
COMBAT_EVENT_NAUSEATED
+
Army Walk
MIGRANT_ARRIVAL_NAMED
+
Chase Opponent
EXHAUSTION
+
Assigned Building Job
PAIN_KO
+
Seek Manage Office
BREAK_GRIP
+
Seek Update Office
NO_BREAK_GRIP
+
Wander Depot
BLOCK_FIRE
+
Prepare Equipment Manifests
BREATHE_FIRE
+
Upgrade Squad Equipment
SHOOT_WEB
+
Seek Drink Area for Water
PULL_OUT_DROP
+
Seek Well for Water
UNIT_PROJECTILE_SLAM_BLOW_APART
+
Seek Fish Catch Location
UNIT_PROJECTILE_SLAM
+
Seek Fish Trap
UNIT_PROJECTILE_SLAM_INTO_UNIT
+
Wander Vermin Hunting Spot
LOSE_HOLD_OF_ITEM
+
Seek Vermin Hunting Spot
REGAIN_CONSCIOUSNESS
+
Seek Vermin for Hunting
FREE_FROM_WEB
+
Wander Vermin Catch Location
OVERCOME_PARALYSIS
+
Seek Vermin Catch Location
NOT_STUNNED
+
Scheduled Sleep Ground
ADVENTURE_INTRO
+
Scheduled Sleep Bed
CREATURE_SOUND
+
Scheduled Meal
MECHANISM_SOUND
+
Start Eat Job
CREATURE_STEALS_OBJECT
+
Start Water Job Drink Area
BODY_TRANSFORMATION
+
Start Water Job Well
INTERACTION_ACTOR
+
Train Animal
INTERACTION_TARGET
+
Seek Station
REGULAR_CONVERSATION
+
Seek Station Flood
STAND_UP
+
Start Medical Aid
MAT_BREATH
+
Start Bed Carry
NIGHT_ATTACK_STARTS
+
Attack Building
NIGHT_ATTACK_ENDS
+
Flee from Opponent (Climb)
NIGHT_ATTACK_TRAVEL
+
Flee from Opponent
GHOST_ATTACK
+
Chase Opponent (Same Square)
TRAVEL_SITE_DISCOVERY
+
Chase Opponent Flood
TRAVEL_SITE_BUMP
+
courageous
WEREBEAST_ARRIVAL
+
consoling
BEAST_AMBUSH
+
coastal
FORT_POSITION_SUCCESSION
+
child-like
BERSERK_CITIZEN
+
charitable
STRESSED_CITIZEN
+
chaotic
CITIZEN_TANTRUM
+
cavernous
CITIZEN_LOST_TO_STRESS
+
delineated
MAGMA_DEFACES_ENGRAVING
+
blighted
MADE_ARTIFACT
+
birthing
NAMED_ARTIFACT
+
balanced
ITEM_ATTACHMENT
+
artistic
VERMIN_CAGE_ESCAPE
+
agricultural
TRIGGER_WEB
+
NAME_VOLCANO
MOOD_BUILDING_CLAIMED
+
fated
ARTIFACT_BEGUN
+
famous
MEGABEAST_ARRIVAL
+
familial
ADV_CREATURE_DEATH
+
earthen
CITIZEN_DEATH
+
dusklight
PET_DEATH
+
dreaming
CITIZEN_MISSING
+
diseased
PET_MISSING
+
disciplined
FALL_OVER
+
depraved
CAUGHT_IN_FLAMES
+
deformed
CAUGHT_IN_WEB
+
noon-time
ENGRAVING_MELTS
+
dawning
MASTERPIECE_CONSTRUCTION
+
ARTIFICE
MASTER_ARCHITECTURE_LOST
+
ASSERTIVE
MASTER_CONSTRUCTION_LOST
+
VIOLENT
ADV_AWAKEN
+
NAME_CAVE
ADV_SLEEP_INTERRUPTED
+
BOUNDARY
ADV_REACTION_PRODUCTS
+
UGLY
CANCEL_JOB
+
FLOWERY
NO_INV_TO_EAT
+
PRIMITIVE
NO_INV_TO_CONTAIN
+
Seek Heist Handoff
NO_INV_TO_DROP
+
Seek Heist Master
NOTHING_TO_PICK_UP
+
Seek Heist Item
NO_INV_TO_THROW
+
Follow Command
NO_INV_TO_FIRE
+
Parley Item
CURRENT_SMELL
+
Parley Unit
CURRENT_WEATHER
+
Leave Site for Squad Order
YOU_YIELDED
+
NAME_FOREST
YOU_UNYIELDED
+
NAME_OCEAN
YOU_STRAP_ITEM
+
NAME_MOUNTAINS
YOU_DRAW_ITEM
+
ROMANTIC
NO_GRASP_TO_DRAW_ITEM
+
RESTRAIN
NO_ITEM_TO_STRAP
+
NAME_LAKE
NO_INV_TO_REMOVE
+
PROTECT
NO_INV_TO_WEAR
+
NEGATOR
CANNOT_CONSTRUCT
+
NEGATIVE
MADE_CAMPFIRE
+
SUBORDINATE
CANNOT_SET_FIRE
+
MYTHIC
SET_FIRE
+
MYSTERY
DAWN_BREAKS
+
reborn
NIGHTFALL
+
colorful
NO_INV_INTERACTION
+
rainy
CURRENT_TEMPERATURE
+
pregnant
CURRENT_DATE
+
poetic
NO_GRASP_FOR_PICKUP
+
leafy
CANNOT_STAND
+
persuasive
MUST_UNRETRACT_FIRST
+
peaceful
CANNOT_REST
+
painted
CANNOT_MAKE_CAMPFIRE
+
ordered
CANNOT_CHOP_TREE
+
oceanic
SKIP_ON_LIQUID
+
sworn
DODGE_FLYING_OBJECT
+
nightmarish
FLAME_HIT
+
lyrical
EMBRACE
+
murderous
BANDIT_EMPTY_CONTAINER
+
thunderous
BANDIT_GRAB_ITEM
+
enslaved
COMBAT_EVENT_ATTACK_INTERRUPTED
+
thieving
COMBAT_WRESTLE_CATCH_ATTACK
+
sunny
CONFLICT_CONVERSATION
+
stormy
STRANGE_RAIN_SNOW
+
starry
STRANGE_CLOUD
+
wordy
SIMPLE_ANIMAL_ACTION
+
cloudy
FLOUNDER_IN_LIQUID
+
seasonal
TRAINING_DOWN_TO_SEMI_WILD
+
scholarly
TRAINING_FULL_REVERSION
+
salty
ANIMAL_TRAINING_KNOWLEDGE
+
sacrificial
MOVED_OUT_OF_RANGE
+
whispering
CANNOT_SPEAK
+
lordly
NO_TRACKS
+
flowing
ALREADY_SEARCHED_AREA
+
jeweled
SEARCH_FOUND_SOMETHING
+
inspired
SEARCH_FOUND_NOTHING
+
hospitable
NOTHING_TO_INTERACT
+
healing
NOTHING_TO_EXAMINE
+
generous
FAIL_TO_GRAB_SURFACE
+
forgiving
LOSE_HOLD_OF_SURFACE
+
baked
TRAVEL_COMPLAINT
+
fish
REORGANIZE_POSSESSIONS
+
festive
PUSH_ITEM
+
fertile
DRAW_ITEM
+
muddy
STRAP_ITEM
+
mountainous
GAIN_SITE_CONTROL
+
moonlit
FAREWELL_HELPER
+
misty
ELECTION_RESULTS
+
lucky
SITE_PRESENT
+
loyal
CONSTRUCTION_SUSPENDED
+
loving
LINKAGE_SUSPENDED
+
long-lived
QUOTA_FILLED
+
electrical
JOB_OVERWRITTEN
+
deceitful
NOTHING_TO_CATCH_IN_WATER
+
wet
ARTWORK_DEFACED
+
festivals
POWER_LEARNED
+
fertility
YOU_FEED_ON_SUCKEE
+
fate
ANIMAL_TRAINED
+
fame
DYED_MASTERPIECE
+
dusk
COOKED_MASTERPIECE
+
discipline
MANDATE_ENDS
+
depravity
SLOWDOWN_ENDS
+
deformity
NEW_WORK_MANDATE
+
longevity
CITIZEN_BECOMES_SOLDIER
+
justice
CITIZEN_BECOMES_NONSOLDIER
+
inspiration
PARTY_ORGANIZED
+
hospitality
POSSESSED_TANTRUM
+
generosity
BUILDING_TOPPLED_BY_GHOST
+
games
MASTERFUL_IMPROVEMENT
+
fortresses
MASTERPIECE_ENGRAVING
+
forgiveness
DEMAND_FORGOTTEN
+
food
NEW_DEMAND
+
young
NEW_MANDATE
+
lettered
PRICES_ALTERED
+
windy
NAMED_RESIDENT_CREATURE
+
wealthy
SOMEBODY_GROWS_UP
+
watery
GUILD_REQUEST_TAKEN
+
warring
GUILD_WAGES_CHANGED
+
volcanic
PICK_UP_ITEM
+
victorious
YOU_BUILDING_INTERACTION
+
valorous
YOU_ITEM_INTERACTION
+
tricky
YOU_TEMPERATURE_EFFECTS
+
wooden
PROFESSION_CHANGES
+
treacherous
RECRUIT_PROMOTED
+
enterprising
SOLDIER_BECOMES_MASTER
+
wicked
RESOLVE_SHARED_ITEMS
+
coasts
EMPTY_CONTAINER
+
charity
TAKE_OUT_OF_CONTAINER
+
caverns
NO_CONTAINER_FOR_ITEM
+
boundaries
PUT_INTO_CONTAINER
+
blight
EAT_ITEM
+
farming
DRINK_ITEM
+
no sphere
CONSUME_FAILURE
+
square of pillars
DROP_ITEM
+
uneven pillars
PET_ADOPTS_OWNER
+
paved outdoor area
UNABLE_TO_COMPLETE_BUILDING
+
agriculture
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
+
youth
CITIZEN_SNATCHED
+
wisdom
VERMIN_DISTURBED
+
wealth
LAND_GAINS_STATUS
+
victory
LAND_ELEVATED_STATUS
+
valor
MASTERPIECE_CRAFTED
+
trickery
COUGH_BLOOD
+
treachery
VOMIT_BLOOD
+
travelers
MERCHANTS_UNLOADING
+
thunder
MERCHANTS_NEED_DEPOT
+
SWAMP_TROPICAL_FRESHWATER
MERCHANT_WAGONS_BYPASSED
+
MARSH_TEMPERATE_SALTWATER
MERCHANTS_LEAVING_SOON
+
MARSH_TEMPERATE_FRESHWATER
MERCHANTS_EMBARKED
+
SWAMP_TEMPERATE_SALTWATER
PET_LOSES_DEAD_OWNER
+
SWAMP_TEMPERATE_FRESHWATER
NEW_GUILD
+
no architectural element
CRIME_WITNESS_HANDOFF
+
detailed surfaces
CRIME_WITNESS_STOLEN
+
paved indoor areas
CRIME_WITNESS_ITEM_MOVED
+
open structure
CRIME_WITNESS_ITEM_MISSING
+
stagnant pool
CANNOT_MOUNT
+
lava pool
FAILED_MOUNT
+
water pool
DISMOUNT
+
lower floors
HASTY_MONARCH
+
upper floors
SATISFIED_MONARCH
+
pillars on the perimeter
MOUNTAINHOME
+
rainbows
NEW_MARKET_LINK
+
pregnancy
EMERGENCY_TACTICAL_CONTROL
+
persuasion
AGREEMENT_SATISFIED
+
painting
AGREEMENT_WARNING
+
oaths
AGREEMENT_ABANDONED
+
muck
BRAIDED
+
metals
DOUBLE_BRAIDS
+
marriage
PONY_TAILS
+
luck
CLEAN_SHAVEN
+
thralldom
STANDARD_HAIR_SHAPINGS
+
suicide
STANDARD_BEARD_SHAPINGS
+
scholarship
STANDARD_MOUSTACHE_SHAPINGS
+
salt
STANDARD_SIDEBURNS_SHAPINGS
+
rumors
FAILED_DISMOUNT
+
rulership
DIPLOMAT_LEFT_UNHAPPY
+
rivers
FOOD_WARNING
+
revenge
Unrecognized Announcement Token:
+
revelry
SINGULAR
+
rebirth
PLURAL
+
ANY_LAKE
Unrecognized Word Property Token:
+
ANY_OCEAN
NEATLY_COMBED
+
ANY_LAND
SEASON_AUTUMN
+
ALL_MAIN
SEASON_WINTER
+
RIVER_TROPICAL_SALTWATER
SERVICE_ORDER_DELIVERY
+
RIVER_TROPICAL_BRACKISHWATER
PERFORMANCE_START_FAILURE
+
RIVER_TROPICAL_FRESHWATER
BEGIN_ACTIVITY
+
RIVER_TEMPERATE_SALTWATER
MIDDLE_OF_ACTIVITY
+
RIVER_TEMPERATE_BRACKISHWATER
ACTIVITY_SECTION_CHANGE
+
RIVER_TEMPERATE_FRESHWATER
CONCLUDE_ACTIVITY
+
LAKE_TROPICAL_BRACKISHWATER
NO_MARRIAGE_CELEBRATION
+
LAKE_TROPICAL_FRESHWATER
WEATHER_BECOMES_CLEAR
+
ANY_TEMPERATE_BROADLEAF
WEATHER_BECOMES_SNOW
+
ANY_TROPICAL_FOREST
WEATHER_BECOMES_RAIN
+
ANY_TEMPERATE_FOREST
SEASON_WET
+
ANY_SAVANNA
SEASON_DRY
+
ANY_GRASSLAND
SEASON_SPRING
+
ANY_SHRUBLAND
SEASON_SUMMER
+
ANY_FOREST
CHOP_TREE
+
ANY_TROPICAL
RUMOR_SPREAD
+
ANY_TEMPERATE
SERVICE_ORDER_RUMOR_RECEIVED
+
NOT_FREEZING
RETURNING_RUMOR_RECEIVED
+
ANY_POOL
NEW_HOLDING
+
ANY_TROPICAL_RIVER
EMBARK_MESSAGE
+
ANY_TEMPERATE_RIVER
FIRST_CARAVAN_ARRIVAL
+
ANY_RIVER
MONARCH_ARRIVAL
+
ANY_TROPICAL_LAKE
LEARNED_WRITTEN_CONTENT
+
ANY_TEMPERATE_LAKE
LEARNED_ART_FORM
+
FOREST_TROPICAL_MOIST_BROADLEAF
PERFORMER_UPDATE
+
FOREST_TROPICAL_DRY_BROADLEAF
BUILDING_DESTROYED_OR_TOPPLED
+
FOREST_TEMPERATE_BROADLEAF
COMPOSITION_COMPLETE
+
FOREST_TEMPERATE_CONIFER
COMPOSITION_FAILED
+
MARSH_TROPICAL_SALTWATER
NEW_APPRENTICESHIP
+
MARSH_TROPICAL_FRESHWATER
PETITION_IGNORED
+
SWAMP_TROPICAL_SALTWATER
scorpionfly
+
LAKE_TEMPERATE_SALTWATER
caddisfly
+
LAKE_TEMPERATE_BRACKISHWATER
butterfly
+
LAKE_TEMPERATE_FRESHWATER
caterpillar
+
POOL_TROPICAL_BRACKISHWATER
maggot
+
POOL_TROPICAL_FRESHWATER
spider
+
POOL_TEMPERATE_SALTWATER
dung beetle
+
POOL_TEMPERATE_BRACKISHWATER
rhinoceros beetle
+
POOL_TEMPERATE_FRESHWATER
rove beetle
+
only child
snakefly
+
youngest child
lacewing
+
tenth eldest child
antlion larva
+
ninth eldest child
mosquito
+
eighth eldest child
earthworm
+
seventh eldest child
bristleworm
+
sixth eldest child
ribbon worm
+
fifth eldest child
flat worm
+
fourth eldest child
tarantula
+
third eldest child
scorpion
+
second eldest child
shrimp
+
youngest daughter
lobster
+
only daughter
nematode
+
tenth eldest daughter
earwig
+
ninth eldest daughter
grasshopper
+
younger half-sibling
cricket
+
younger half-sister
stick insect
+
younger half-brother
cockroach
+
older half-sibling
termite
+
older half-sister
mantis
+
older half-brother
Unrecognized Tissue Layer Shapings Token:
+
younger sibling
quadruped
+
younger sister
silverfish
+
younger brother
mayfly
+
older sibling
dragonfly
+
older sister
damselfly
+
older brother
stonefly
+
fourth eldest son
tiger beetle
+
third eldest son
ladybug
+
second eldest son
weevil
+
wives
darkling beetle
+
Unrecognized Biome Token:
click beetle
+
ANY_DESERT
firefly
+
ANY_TEMPERATE_SWAMP
scarab beetle
+
ANY_TROPICAL_SWAMP
stag beetle
+
ANY_TEMPERATE_MARSH
thrips
+
ANY_TROPICAL_MARSH
cicada
+
ANY_TEMPERATE_WETLAND
assassin bug
+
ANY_TROPICAL_WETLAND
hornet
+
ANY_WETLAND
kestrel
+
ANY_TROPICAL_BROADLEAF
condor
+
eighth eldest daughter
osprey
+
seventh eldest daughter
buzzard
+
sixth eldest daughter
harrier
+
fifth eldest daughter
albatross
+
fourth eldest daughter
petrel
+
third eldest daughter
penguin
+
second eldest daughter
pelican
+
only son
vulture
+
youngest son
flamingo
+
tenth eldest son
falcon
+
ninth eldest son
hummingbird
+
eighth eldest son
kingfisher
+
seventh eldest son
hornbill
+
sixth eldest son
quetzal
+
fifth eldest son
toucan
+
IN_FRONT
woodpecker
+
BELOW
lyrebird
+
SURROUNDED_BY
thornbill
+
SIDES
pigeon
+
Unrecognized Body Part Flag Token:
parrot
+
SOCIAL_AWARENESS
cockatoo
+
EMPATHY
cuckoo
+
KINESTHETIC_SENSE
nightjar
+
BROADNESS
python
+
BYCATEGORY
anaconda
+
BYTOKEN
turtle
+
BYTYPE
pterosaur
+
BY_CATEGORY
dimetrodon
+
BY_TOKEN
sauropod
+
BY_TYPE
theropod
+
CLEANED_BY
salamander
+
CLEANS
alligator
+
BEHIND
crocodile
+
no relationship
serpent
+
MUSICALITY
rattlesnake
+
SPATIAL_SENSE
turkey
+
LINGUISTIC_ABILITY
grouse
+
MEMORY
chicken
+
PATIENCE
pheasant
+
INTUITION
iguanodont
+
CREATIVITY
hadrosaurid
+
WILLPOWER
stegosaurid
+
FOCUS
ceratopsid
+
ANALYTICAL_ABILITY
ankylosaurid
+
DISEASE_RESISTANCE
Limestone
+
RECUPERATION
Sandstone
+
ENDURANCE
Timber
+
TOUGHNESS
Moonstone
+
BRAWL
Dabbling
+
DOMINANT_MORE
Novice
+
DOMINANT_LESS
Adequate
+
MIX
walrus
+
SCALES
hippopotamus
+
FEATHERS
Granite
+
STRANDS
Felsite
+
MOTTLED
Hematite
+
PUPIL_EYE
Malachite
+
SPOTS
Galena
+
SECRETIVE_MOOD
Grand Master
+
POSSESSED
Legendary
+
FEY_MOOD
Carpentry
+
SLEEPING
Bowmaking
+
DISTRACTED
Stone Carving
+
STRESSED
Stonecutting
+
DROWSY
Engraving
+
THIRSTY
Masonry
+
HUNGRY
Competent
+
NO_DESTINATION
Skilled
+
NO_JOB
Proficient
+
MIGRANT
Talented
+
NON_LETHAL
Professional
+
JUTTING_CHIN
Accomplished
+
BROAD_CHIN
High Master
+
HIGH_CHEEKBONES
kinglet
+
GAPS
swallow
+
HANGING_LOBES
martin
+
SPLAYED_OUT
bushtit
+
UPTURNED
warbler
+
DENSE
thrush
+
CONVEX
oxpecker
+
WRINKLY
honeyeater
+
LARGE_IRIS
oriole
+
HIGH_POSITION
fantail
+
DEEP_SET
shrike
+
CLOSE_SET
magpie
+
IRIS_EYE
titmouse
+
STRIPES
chickadee
+
MONOTONE
waxwing
+
ROOT
flycatcher
+
FADE
fruit bat
+
MONTHLY
starling
+
WEEKLY
mockingbird
+
DAILY
nuthatch
+
Unrecognized Appearance Modifier Token:
sparrow
+
RASPY_VOICE
tanager
+
DEEP_VOICE
cardinal
+
GREASY
bunting
+
ROUND_VS_NARROW
Wax Working
+
SQUARE_CHIN
Stone Crafting
+
HOLDINGS
Metal Crafting
+
GUEST_ARRIVAL
Glassmaking
+
RESEARCH_BREAKTHROUGH
Studying
+
CURIOUS_GUZZLER
Concentration
+
UNDEAD_ATTACK
Discipline
+
JOB_FAILED
Observation
+
ART_DEFACEMENT
Armorsmithing
+
LOSE_EMOTION
Metalsmithing
+
LABOR_CHANGE
Gem Cutting
+
NOBLE
Gem Setting
+
COMBAT_START_CHARGE
Woodcrafting
+
COMBAT_LET_ITEM_DROP
Papermaking
+
COMBAT_TWIST_WEAPON
Bookbinding
+
STRUCK_ECONOMIC_MINERAL
Pottery
+
STRUCK_MINERAL
Keyboard Instrument
+
STRUCK_DEEP_METAL
Stringed Instrument
+
FEATURE_DISCOVERY
Wind Instrument
+
ENDGAME_EVENT_2
Percussion Instrument
+
ENDGAME_EVENT_1B
Critical Thinking
+
ENDGAME_EVENT_1
Optics Engineer
+
REACHED_PEAK
Fluid Engineer
+
Unrecognized Announcement Alert Token:
Writing
+
SPARRING
Poetry
+
DEITY_CURSE
Reading
+
RUMOR
Speaking
+
PARALYZED
Singing
+
MAJOR_INJURY
Ambush
+
MINOR_INJURY
Swimming
+
TERRIFIED
Riding
+
MARTIAL_TRANCE
Persuasion
+
MELANCHOLY
Negotiation
+
MADNESS
Judging Intent
+
DEPRESSION
Appraisal
+
OBLIVIOUS
Organization
+
MACABRE_MOOD
Animal Caretaking
+
FELL_MOOD
Fish Dissection
+
ERA_CHANGE
Animal Dissection
+
Unrecognized Unit Status Token:
Fish Cleaning
+
WEBBED
Butchery
+
GROUNDED
Trapping
+
PERFORMING
Growing
+
RECITING_POETRY
Herbalism
+
TELLING_A_STORY
Tracking
+
PLAYING_MAKE_BELIEVE
Furnace Operation
+
YIELDING
Strand Extraction
+
FEVERED
Soap Making
+
UNCONSCIOUS
Potash Making
+
AMBUSH_THIEF
Lye Making
+
AMBUSH_HERO
Wood Burning
+
AMBUSH_RESIDENT
Weaponsmithing
+
AMBUSH_DEFENDER
Record Keeping
+
DIG_CANCEL_DAMP
Intimidation
+
DIG_CANCEL_WARM
Conversation
+
MIGRANT_ARRIVAL_NAMED
Comedy
+
COMBAT_EVENT_NAUSEATED
Flattery
+
COMBAT_EVENT_WINDED
Consoling
+
COMBAT_EVENT_STUNNED
Pacification
+
COMBAT_EVENT_KNOCKED_OUT
Cooking
+
COMBAT_EVENT_PROPELLED_AWAY
Cheesemaking
+
COMBAT_EVENT_LATCH_GENERAL
Milking
+
COMBAT_EVENT_LATCH_BP
Gelding
+
COMBAT_EVENT_STUCKIN
Shearing
+
D_MIGRANTS_ARRIVAL
Spinning
+
NOBLE_ARRIVAL
Misc. Object
+
FOUND_TRAP
Wound Dressing
+
AMBUSH_INCAPACITATED
Clothes Making
+
AMBUSH_OTHER
Milling
+
AMBUSH_INJURED
Threshing
+
AMBUSH_AMBUSHER
Blowgun
+
AMBUSH_AMBUSHER_NATURE
Throwing
+
AMBUSH_SNATCHER_SUPPORT
Machinery
+
AMBUSH_SNATCHER
Stone Carver
+
AMBUSH_MISCHIEVOUS
Stonecutter
+
AMBUSH_MISCHIEVIOUS
Engraver
+
AMBUSH_THIEF_SUPPORT
Animal Trainer
+
AMBUSH_THIEF_SUPPORT_NATURE
Animal Caretaker
+
AMBUSH_THIEF_SUPPORT_SKULKING
Fish Dissector
+
COMBAT_CHARGE_MANAGE_STOP
Animal Dissector
+
COMBAT_CHARGE_RUSH_BY
Diagnostics
+
COMBAT_CHARGE_TANGLE_TUMBLE
Surgery
+
COMBAT_CHARGE_TANGLE_TOGETHER
Bone Setting
+
COMBAT_CHARGE_ATTACKER_BOUNCE_BACK
Suturing
+
COMBAT_CHARGE_ATTACKER_TUMBLES
Crutch-walking
+
COMBAT_CHARGE_DEFENDER_KNOCKED_OVER
Knapping
+
COMBAT_CHARGE_DEFENDER_TUMBLES
Climbing
+
COMBAT_CHARGE_COLLISION
Intrigue
+
COMBAT_PARRY
Biting
+
COMBAT_BLOCK
Striking
+
COMBAT_COUNTERSTRIKE
Kicking
+
COMBAT_DODGE
Dodging
+
COMBAT_JUMP_DODGE_STRIKE
Hammer
+
COMBAT_JUMP_DODGE_PROJ
Coordination
+
COMBAT_SURPRISE_CHARGE
Balance
+
COMBAT_EVENT_ENRAGED
Leadership
+
COMBAT_STRIKE_DETAILS_2
Military Tactics
+
COMBAT_STRIKE_DETAILS
Teaching
+
COMBAT_GRAB_TEAR
Fighting
+
COMBAT_WRESTLE_ADJUST_GRIP
Archery
+
COMBAT_WRESTLE_STRANGLE_KO
Wrestling
+
COMBAT_WRESTLE_RELEASE_LATCH
Tanning
+
COMBAT_WRESTLE_STRUGGLE
Dyeing
+
COMBAT_WRESTLE_RELEASE_GRIP
Pressing
+
COMBAT_WRESTLE_RELEASE_CHOKE
Beekeeping
+
COMBAT_WRESTLE_RELEASE_LOCK
Glazing
+
COMBAT_WRESTLE_THROW
Bone Carving
+
COMBAT_WRESTLE_TAKEDOWN
Weaving
+
COMBAT_WRESTLE_CHOKEHOLD
Brewing
+
COMBAT_WRESTLE_LOCK
Crossbow
+
COMBAT_CHARGE_OBSTACLE_SLAM
Siege Engineering
+
CAUGHT_IN_FLAMES
Siege Operation
+
FALL_OVER
Pump Operation
+
PET_MISSING
Leatherworking
+
CITIZEN_MISSING
Student
+
PET_DEATH
Observer
+
CITIZEN_DEATH
Wordsmith
+
ADV_CREATURE_DEATH
Writer
+
CANCEL_JOB
Reader
+
ADV_REACTION_PRODUCTS
Speaker
+
ADV_SLEEP_INTERRUPTED
Knapper
+
ADV_AWAKEN
Woodcrafter
+
MASTER_CONSTRUCTION_LOST
Papermaker
+
MASTER_ARCHITECTURE_LOST
Bookbinder
+
MASTERPIECE_CONSTRUCTION
Potter
+
ENGRAVING_MELTS
Wax Worker
+
MAGMA_DEFACES_ENGRAVING
Stone Crafter
+
SHOOT_WEB
Metal Crafter
+
BREATHE_FIRE
Glassmaker
+
BLOCK_FIRE
Logician
+
NO_BREAK_GRIP
Mathematician
+
PAIN_KO
Astronomer
+
EXHAUSTION
Chemist
+
NOT_STUNNED
Geographer
+
OVERCOME_PARALYSIS
Leader
+
FREE_FROM_WEB
Tactician
+
REGAIN_CONSCIOUSNESS
Teacher
+
LOSE_HOLD_OF_ITEM
Dancer
+
UNIT_PROJECTILE_SLAM_INTO_UNIT
Musician
+
UNIT_PROJECTILE_SLAM
Singer
+
UNIT_PROJECTILE_SLAM_BLOW_APART
Keyboardist
+
CAUGHT_IN_WEB
Stringed Instrumentalist
+
BIRTH_WILD_ANIMAL
Wind Instrumentalist
+
BIRTH_ANIMAL
Percussionist
+
BIRTH_CITIZEN
Critical Thinker
+
CAVE_COLLAPSE
Negotiator
+
TRADE_DIPLOMAT_ARRIVAL
Judge of Intent
+
LIAISON_ARRIVAL
Appraiser
+
MISCHIEF_CHAIN
Organizer
+
MISCHIEF_CAGE
Record Keeper
+
MISCHIEF_PLATE
Intimidator
+
MISCHIEF_LEVER
Conversationalist
+
ANIMAL_TRAP_ROBBED
Fish Cleaner
+
ANIMAL_TRAP_CATCH
Trapper
+
D_NO_MIGRANT_ARRIVAL
Planter
+
D_MIGRANT_ARRIVAL_DISCOURAGED
Herbalist
+
D_MIGRANT_ARRIVAL
Ambusher
+
CITIZEN_LOST_TO_STRESS
Swimmer
+
CITIZEN_TANTRUM
Persuader
+
STRESSED_CITIZEN
Potash Maker
+
BERSERK_CITIZEN
Lye Maker
+
FORT_POSITION_SUCCESSION
Wood Burner
+
BEAST_AMBUSH
Weaponsmith
+
WEREBEAST_ARRIVAL
Armorsmith
+
MEGABEAST_ARRIVAL
Blacksmith
+
ARTIFACT_BEGUN
Gem Cutter
+
MOOD_BUILDING_CLAIMED
Gem Setter
+
TRIGGER_WEB
Comedian
+
VERMIN_CAGE_ESCAPE
Consoler
+
ITEM_ATTACHMENT
Pacifier
+
NAMED_ARTIFACT
Tracker
+
MADE_ARTIFACT
Fisherman
+
STRANGE_MOOD
Furnace Operator
+
NOTHING_TO_INTERACT
Strand Extractor
+
SEARCH_FOUND_NOTHING
Soaper
+
SEARCH_FOUND_SOMETHING
Suturer
+
ALREADY_SEARCHED_AREA
Crutch-walker
+
NO_TRACKS
Climber
+
CANNOT_SPEAK
Schemer
+
MOVED_OUT_OF_RANGE
Skill 1
+
GAIN_SITE_CONTROL
Skill 2
+
PUSH_ITEM
Skill 3
+
REORGANIZE_POSSESSIONS
Skill 4
+
TRAVEL_COMPLAINT
Cheesemaker
+
LOSE_HOLD_OF_SURFACE
Milker
+
FAIL_TO_GRAB_SURFACE
Gelder
+
COMBAT_WRESTLE_CATCH_ATTACK
Shearer
+
CURRENT_SMELL
Spinner
+
NO_INV_TO_FIRE
Misc. Object User
+
NO_INV_TO_THROW
Wound Dresser
+
NOTHING_TO_PICK_UP
ill-sized art actions (2):
+
NO_INV_TO_DROP
ill-sized art actions (3):
+
NO_INV_TO_CONTAIN
ill-sized art actions (4):
+
NO_INV_TO_EAT
ill-sized art actions (5):
+
NO_INV_TO_WEAR
ill-sized art actions (6):
+
NO_INV_TO_REMOVE
LIQUID_COOKING
+
NO_ITEM_TO_STRAP
LIQUID_SCOOP
+
NO_GRASP_TO_DRAW_ITEM
GRIND_POWDER_RECEPTACLE
+
YOU_DRAW_ITEM
Skill 5
+
YOU_STRAP_ITEM
Skill 6
+
YOU_UNYIELDED
Skill 7
+
YOU_YIELDED
Skill 8
+
NOTHING_TO_EXAMINE
Skill 9
+
INTERACTION_TARGET
Skill 10
+
INTERACTION_ACTOR
ill-sized art actions (1):
+
CREATURE_STEALS_OBJECT
Hammerman
+
MECHANISM_SOUND
Spearman
+
CREATURE_SOUND
Crossbowman
+
ADVENTURE_INTRO
Pikeman
+
TRAVEL_SITE_BUMP
Bowman
+
TRAVEL_SITE_DISCOVERY
Shield User
+
GHOST_ATTACK
Armor User
+
NIGHT_ATTACK_TRAVEL
Siege Engineer
+
NIGHT_ATTACK_ENDS
Wrestler
+
NIGHT_ATTACK_STARTS
Striker
+
MAT_BREATH
Kicker
+
STAND_UP
Dodger
+
PULL_OUT_DROP
Axeman
+
COMBAT_EVENT_ATTACK_INTERRUPTED
Swordsman
+
BANDIT_GRAB_ITEM
Maceman
+
BANDIT_EMPTY_CONTAINER
Brewer
+
EMBRACE
Miller
+
FLAME_HIT
Thresher
+
DODGE_FLYING_OBJECT
Blowgunner
+
SKIP_ON_LIQUID
Thrower
+
ANIMAL_TRAINING_KNOWLEDGE
Knife User
+
TRAINING_FULL_REVERSION
Lasher
+
TRAINING_DOWN_TO_SEMI_WILD
Siege Operator
+
FLOUNDER_IN_LIQUID
Pump Operator
+
SIMPLE_ANIMAL_ACTION
Leatherworker
+
STRANGE_CLOUD
Presser
+
STRANGE_RAIN_SNOW
Beekeeper
+
CONFLICT_CONVERSATION
Glazer
+
REGULAR_CONVERSATION
Bone Carver
+
LAND_ELEVATED_STATUS
Weaver
+
LAND_GAINS_STATUS
GIANT_NEST
+
VERMIN_DISTURBED
Unrecognized Habit Token:
+
CITIZEN_SNATCHED
PEACEFUL_INTERMITTENT
+
JOBS_REMOVED_FROM_UNPOWERED_BUILDING
Unrecognized Creature Sound Token:
+
UNABLE_TO_COMPLETE_BUILDING
VOCALIZATION
+
PET_ADOPTS_OWNER
Unrecognized Creature Sound Method Token:
+
PET_LOSES_DEAD_OWNER
Random Buffer Overload
+
MERCHANTS_EMBARKED
COOK_BLOOD
+
MERCHANTS_LEAVING_SOON
GRIND_VERMIN
+
MERCHANT_WAGONS_BYPASSED
COOK_VERMIN
+
MERCHANTS_NEED_DEPOT
COOK_PEOPLE
+
MERCHANTS_UNLOADING
COLLECT_TROPHIES
+
RESOLVE_SHARED_ITEMS
EAT_BONE_PORRIDGE
+
JOB_OVERWRITTEN
USE_ANY_MELEE_WEAPON
+
QUOTA_FILLED
COLLECT_WEALTH
+
LINKAGE_SUSPENDED
FOOD_STORAGE
+
CONSTRUCTION_SUSPENDED
NEST_BOX
+
SITE_PRESENT
BOOKCASE
+
ELECTION_RESULTS
SMALL_OBJECT_STORAGE
+
FAREWELL_HELPER
TRACK_CART
+
SLOWDOWN_ENDS
HEAVY_OBJECT_HAULING
+
MANDATE_ENDS
STAND_AND_WORK_ABOVE
+
COOKED_MASTERPIECE
ROLL_UP_SHEET
+
DYED_MASTERPIECE
GRIND_POWDER_GRINDER
+
ANIMAL_TRAINED
MEAT_CARVING
+
YOU_FEED_ON_SUCKEE
MEAT_BONING
+
POWER_LEARNED
MEAT_SLICING
+
ARTWORK_DEFACED
MEAT_CLEAVING
+
MASTERPIECE_CRAFTED
HOLD_MEAT_FOR_CARVING
+
NIGHTFALL
MEAL_CONTAINER
+
DAWN_BREAKS
LIQUID_CONTAINER
+
CANNOT_SET_FIRE
SIMPLE_BURROW
+
MADE_CAMPFIRE
LABYRINTH
+
CANNOT_CONSTRUCT
SHRINE
+
CANNOT_CHOP_TREE
WILDERNESS_LOCATION
+
CANNOT_MAKE_CAMPFIRE
Unrecognized Lair Token:
+
CANNOT_REST
HAS_DOORS
+
MUST_UNRETRACT_FIRST
Unrecognized Lair Characteristic Token:
+
CANNOT_STAND
GRIND_BONE_MEAL
+
NO_GRASP_FOR_PICKUP
PROTECT_FOLDED_SHEETS
+
CURRENT_DATE
CONTAIN_WRITING
+
CURRENT_TEMPERATURE
DISPLAY_OBJECT
+
CURRENT_WEATHER
PLACE_OFFERING
+
SOLDIER_BECOMES_MASTER
DIVINATION
+
RECRUIT_PROMOTED
GAMES_OF_CHANCE
+
PROFESSION_CHANGES
Unrecognized Tool Use Token:
+
YOU_TEMPERATURE_EFFECTS
SIMPLE_MOUND
+
YOU_ITEM_INTERACTION
catatonic
+
YOU_BUILDING_INTERACTION
BLOW_AGAINST_FIPPLE
+
PICK_UP_ITEM
BLOW_OVER_OPENING_SIDE
+
DROP_ITEM
BLOW_OVER_OPENING_END
+
CONSUME_FAILURE
BLOW_OVER_SINGLE_REED
+
DRINK_ITEM
BLOW_OVER_DOUBLE_REED
+
EAT_ITEM
BLOW_OVER_FREE_REED
+
PUT_INTO_CONTAINER
STRUCK_TOGETHER
+
TAKE_OUT_OF_CONTAINER
SHAKEN
+
TAKE_OFF_ITEM
PLUCKED_BY_BP
+
PUT_ON_ITEM
PLUCKED
+
FIRST_CARAVAN_ARRIVAL
STRUCK_BY_BP
+
EMBARK_MESSAGE
STRUCK
+
NEW_HOLDING
VIBRATE_BP_AGAINST_OPENING
+
RETURNING_RUMOR_RECEIVED
MEMBRANE_POSITION
+
SERVICE_ORDER_RUMOR_RECEIVED
SUBPART_CHOICE
+
RUMOR_SPREAD
KEYBOARD
+
PETITION_IGNORED
STOPPING_FRET
+
NEW_APPRENTICESHIP
STOPPING_AGAINST_BODY
+
COMPOSITION_FAILED
STOPPING_HOLE
+
COMPOSITION_COMPLETE
STOPPING_HOLE_KEY
+
BUILDING_DESTROYED_OR_TOPPLED
SCRAPED
+
PERFORMER_UPDATE
FRICTION
+
LEARNED_ART_FORM
RESONATOR
+
LEARNED_WRITTEN_CONTENT
BAG_OVER_REED
+
CONCLUDE_ACTIVITY
AIR_OVER_REED
+
FAILED_MOUNT
AIR_OVER_FREE_REED
+
CANNOT_MOUNT
AIR_AGAINST_FIPPLE
+
CRIME_WITNESS_ITEM_MISSING
Unrecognized Sound Production Token:
+
CRIME_WITNESS_ITEM_MOVED
sonorous
+
CRIME_WITNESS_STOLEN
gentle
+
CRIME_WITNESS_HANDOFF
slicing
+
NEW_GUILD
liquid
+
AGREEMENT_ABANDONED
raucous
+
AGREEMENT_WARNING
breezy
+
AGREEMENT_SATISFIED
rugged
+
EMERGENCY_TACTICAL_CONTROL
rippling
+
NEW_MARKET_LINK
sparkling
+
SATISFIED_MONARCH
shrill
+
HASTY_MONARCH
floating
+
MONARCH_ARRIVAL
ringing
+
MASTERFUL_IMPROVEMENT
resonant
+
BUILDING_TOPPLED_BY_GHOST
CROOKS
+
POSSESSED_TANTRUM
TIGHTENING
+
PARTY_ORGANIZED
Unrecognized Tuning Token:
+
CITIZEN_BECOMES_NONSOLDIER
choppy
+
CITIZEN_BECOMES_SOLDIER
steady
+
NEW_WORK_MANDATE
HARMONIC_SERIES
+
GUILD_WAGES_CHANGED
VALVE_ROUTES_AIR
+
GUILD_REQUEST_TAKEN
BP_IN_BELL
+
SOMEBODY_GROWS_UP
FOOT_PEDALS
+
NAMED_RESIDENT_CREATURE
Unrecognized Pitch Choice Token:
+
PRICES_ALTERED
ADJUSTABLE_BRIDGES
+
NEW_MANDATE
LEVERS
+
NEW_DEMAND
quavering
+
DEMAND_FORGOTTEN
fragile
+
NOTHING_TO_CATCH_IN_WATER
brittle
+
ACTIVITY_SECTION_CHANGE
piercing
+
MIDDLE_OF_ACTIVITY
strident
+
BEGIN_ACTIVITY
wavering
+
PERFORMANCE_START_FAILURE
evolving
+
SERVICE_ORDER_DELIVERY
bright
+
SEASON_WINTER
breathy
+
SEASON_AUTUMN
mellow
+
SEASON_SUMMER
wobbling
+
SEASON_SPRING
focused
+
SEASON_DRY
vibrating
+
SEASON_WET
SLICING
+
WEATHER_BECOMES_RAIN
RAUCOUS
+
WEATHER_BECOMES_SNOW
BREEZY
+
WEATHER_BECOMES_CLEAR
SHRILL
+
NO_MARRIAGE_CELEBRATION
RUGGED
+
MASTERPIECE_ENGRAVING
SONOROUS
+
weevil
WATERY
+
ladybug
GENTLE
+
tiger beetle
animal partner
+
hornet
brawler
+
bee
psycho
+
wasp
trade partner
+
assassin bug
information source
+
cicada
storyteller
+
aphid
preacher
+
thrips
FLOATING
+
louse
RINGING
+
mantis
RESONANT
+
termite
RIPPLING
+
cockroach
SPARKLING
+
stick insect
Unrecognized Timbre Token:
+
caddisfly
GRACEFUL
+
scorpionfly
SPARSE
+
flea
BREATHY
+
mosquito
STRAINED
+
antlion larva
MELLOW
+
lacewing
WOBBLING
+
snakefly
FOCUSED
+
rove beetle
SMOOTH
+
rhinoceros beetle
CHOPPY
+
dung beetle
STEADY
+
stag beetle
EVOLVING
+
scarab beetle
STRONG
+
firefly
DELICATE
+
click beetle
BRIGHT
+
darkling beetle
PIERCING
+
CLEAN_SHAVEN
STRIDENT
+
PONY_TAILS
WAVERING
+
DOUBLE_BRAIDS
VIBRATING
+
BRAIDED
QUAVERING
+
NEATLY_COMBED
FRAGILE
+
Unrecognized Announcement Token:
BRITTLE
+
NO_CONTAINER_FOR_ITEM
Unrecognized Meat Category:
+
NO_INV_INTERACTION
respected group
+
DEITY_PRONOUNCEMENT
hated group
+
FOOD_WARNING
enemy fighter
+
DIPLOMAT_LEFT_UNHAPPY
friendly fighter
+
FAILED_DISMOUNT
brigand
+
cricket
loyal soldier
+
grasshopper
quarreler
+
earwig
dancer
+
stonefly
friendly
+
damselfly
killer
+
dragonfly
hunter
+
mayfly
murderer
+
silverfish
comrade
+
quadruped
INTESTINES
+
blob
STOMACH
+
Unrecognized Tissue Layer Shapings Token:
PANCREAS
+
STANDARD_SIDEBURNS_SHAPINGS
SPLEEN
+
STANDARD_BEARD_SHAPINGS_WITH_DOUBLE
KIDNEY
+
STANDARD_MOUSTACHE_SHAPINGS
GIZZARD
+
STANDARD_BEARD_SHAPINGS
flatterer
+
STANDARD_HAIR_SHAPINGS
protector of weak
+
chicken
treasure hunter
+
grouse
preserver of knowledge
+
turkey
SHOW_ALL_HISTORY_IN_DWARF_MODE
+
swan
data/init/d_init_default.txt
+
duck
SHOW_FLOW_AMOUNTS
+
ankylosaurid
SHOW_EMBARK_TUNNEL
+
ceratopsid
AUTOBACKUP
+
stegosaurid
AUTOSAVE
+
hadrosaurid
KEYBOARD_CURSOR
+
iguanodont
PATH_COST
+
theropod
WALKING_SPREADS_SPATTER_ADV
+
sauropod
WALKING_SPREADS_SPATTER_DWF
+
dimetrodon
CAVEINS
+
pterosaur
TEMPERATURE
+
turtle
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
+
osprey
SHOW_RAMP_ARROWS
+
condor
ENGRAVINGS_START_OBSCURED
+
kestrel
SHOW_IMP_QUALITY
+
falcon
POST_PREPARE_EMBARK_CONFIRMATION
+
flamingo
AUTOSAVE_PAUSE
+
vulture
INITIAL_SAVE
+
stork
EMBARK_WARNING_ALWAYS
+
pelican
TREE_CAP_RAMP
+
penguin
TREE_TWIGS
+
petrel
TREE_CAP_WALL_N
+
albatross
TREE_CAP_PILLAR
+
grebe
TREE_CAP_WALL_E
+
loon
TREE_CAP_WALL_S
+
gull
TREE_CAP_WALL_NW
+
pheasant
TREE_CAP_WALL_W
+
quail
TREE_BRANCH_NSE
+
earthworm
TREE_BRANCH_SE
+
slug
TREE_BRANCH_NEW
+
snail
TREE_BRANCH_NSW
+
nematode
TREE_BRANCH_NSEW
+
crab
TREE_BRANCH_SEW
+
lobster
TREE_SMOOTH_BRANCHES
+
shrimp
TREE_BRANCHES
+
scorpion
TREE_TRUNK_PILLAR_DEAD
+
tarantula
TREE_ROOTS_DEAD
+
spider
TREE_TRUNK_N_DEAD
+
maggot
TREE_TRUNK_SLOPING_DEAD
+
caterpillar
TREE_TRUNK_E_DEAD
+
butterfly
TREE_TRUNK_S_DEAD
+
anaconda
TREE_TRUNK_NW_DEAD
+
python
TREE_TRUNK_W_DEAD
+
cobra
TREE_CAP_WALL_SW
+
rattlesnake
TREE_CAP_WALL_NE
+
viper
TREE_CAP_FLOOR1
+
serpent
TREE_CAP_WALL_SE
+
crocodile
TREE_CAP_FLOOR3
+
alligator
TREE_CAP_FLOOR2
+
newt
TREE_ROOT_SLOPING_DEAD
+
salamander
TREE_CAP_FLOOR4
+
frog
NICKNAME_LEGENDS
+
toad
TREE_ROOT_SLOPING
+
flat worm
PILLAR_TILE
+
ribbon worm
TREE_TRUNK_PILLAR
+
bristleworm
TREE_ROOTS
+
leech
TREE_TRUNK_N
+
chickadee
TREE_TRUNK_SLOPING
+
titmouse
TESTING_ARENA
+
finch
ARTIFACTS
+
bunting
EMBARK_RECTANGLE
+
cardinal
MULTITHREADING
+
tanager
LOG_MAP_REJECTS
+
sparrow
PAUSE_ON_LOAD
+
nuthatch
NICKNAME_ADVENTURE
+
wren
NICKNAME_DWARF
+
mockingbird
TREE_TRUNK_BRANCH_E
+
starling
TREE_TRUNK_BRANCH_S
+
oxpecker
TREE_BRANCH_NS
+
thrush
TREE_TRUNK_BRANCH_W
+
warbler
TREE_BRANCH_NW
+
bushtit
TREE_BRANCH_EW
+
martin
TREE_BRANCH_SW
+
Timber
TREE_BRANCH_NE
+
Sandstone
TREE_TRUNK_E
+
Limestone
TREE_TRUNK_S
+
Galena
TREE_TRUNK_NW
+
Malachite
TREE_TRUNK_W
+
Hematite
TREE_TRUNK_SW
+
Felsite
TREE_TRUNK_NE
+
Slate
TREE_TRUNK_BRANCH_N
+
Granite
TREE_TRUNK_SE
+
hippopotamus
TREE_TRUNK_NSEW
+
walrus
TREE_TRUNK_EW
+
fruit bat
TREE_TRUNK_NSE_DEAD
+
flycatcher
TREE_TRUNK_INTERIOR
+
waxwing
TREE_TRUNK_NEW_DEAD
+
kingfisher
TREE_TRUNK_NSW_DEAD
+
hummingbird
TREE_TRUNK_NS_DEAD
+
swift
TREE_TRUNK_SEW_DEAD
+
nightjar
TREE_CAP_FLOOR3_DEAD
+
cuckoo
TREE_CAP_FLOOR2_DEAD
+
cockatoo
TREE_TRUNK_NSE
+
parrot
TREE_CAP_FLOOR4_DEAD
+
pigeon
TREE_TRUNK_NEW
+
dove
TREE_TRUNK_NSW
+
crane
TREE_TRUNK_NS
+
kite
TREE_TRUNK_SEW
+
harrier
TRACK_NW
+
eagle
TRACK_NE
+
buzzard
TRACK_SW
+
swallow
TRACK_SE
+
lark
TRACK_NSE
+
kinglet
TRACK_EW
+
magpie
TRACK_NEW
+
jay
TRACK_NSW
+
raven
TREE_TRUNK_NSEW_DEAD
+
crow
TREE_TRUNK_EW_DEAD
+
shrike
TRACK_N
+
fantail
TREE_TRUNK_INTERIOR_DEAD
+
oriole
TRACK_E
+
honeyeater
TRACK_S
+
thornbill
TRACK_NS
+
lyrebird
TRACK_W
+
woodpecker
TREE_BRANCH_NW_DEAD
+
toucan
TREE_BRANCH_EW_DEAD
+
quetzal
TREE_BRANCH_SW_DEAD
+
Potash Making
TREE_BRANCH_NE_DEAD
+
Soap Making
TREE_BRANCH_NSE_DEAD
+
Strand Extraction
TREE_BRANCH_SE_DEAD
+
Furnace Operation
TREE_BRANCH_NEW_DEAD
+
Tracking
TREE_BRANCH_NSW_DEAD
+
Pacification
TREE_TRUNK_SW_DEAD
+
Consoling
TREE_TRUNK_NE_DEAD
+
Flattery
TREE_TRUNK_BRANCH_N_DEAD
+
Comedy
TREE_TRUNK_SE_DEAD
+
Intimidation
TREE_TRUNK_BRANCH_E_DEAD
+
Lying
TREE_TRUNK_BRANCH_S_DEAD
+
Record Keeping
TREE_BRANCH_NS_DEAD
+
Appraisal
TREE_TRUNK_BRANCH_W_DEAD
+
Judging Intent
TREE_CAP_WALL_E_DEAD
+
Negotiation
TREE_CAP_WALL_S_DEAD
+
Studying
TREE_CAP_WALL_NW_DEAD
+
Glassmaking
TREE_CAP_WALL_W_DEAD
+
Metal Crafting
TREE_CAP_WALL_SW_DEAD
+
Stone Crafting
TREE_CAP_WALL_NE_DEAD
+
Wax Working
TREE_CAP_FLOOR1_DEAD
+
Pottery
TREE_CAP_WALL_SE_DEAD
+
Bookbinding
TREE_BRANCH_NSEW_DEAD
+
Papermaking
TREE_BRANCH_SEW_DEAD
+
Woodcrafting
TREE_SMOOTH_BRANCHES_DEAD
+
Gem Setting
TREE_BRANCHES_DEAD
+
Gem Cutting
TREE_CAP_RAMP_DEAD
+
Armorsmithing
TREE_TWIGS_DEAD
+
Weaponsmithing
TREE_CAP_WALL_N_DEAD
+
Wood Burning
TREE_CAP_PILLAR_DEAD
+
Lye Making
TRACK_RAMP_SE
+
Carpentry
TRACK_RAMP_NW
+
Legendary
TRACK_RAMP_EW
+
Grand Master
TRACK_RAMP_SW
+
High Master
TRACK_RAMP_NSW
+
Accomplished
TRACK_RAMP_NSE
+
Professional
TRACK_RAMP_SEW
+
Talented
TRACK_RAMP_NEW
+
Proficient
TRACK_NSEW
+
Skilled
TRACK_SEW
+
Competent
TRACK_RAMP_S
+
Adequate
TRACK_RAMP_N
+
Dabbling
TRACK_RAMP_W
+
Opal
TRACK_RAMP_E
+
Moonstone
TRACK_RAMP_NE
+
Persuasion
TRACK_RAMP_NS
+
Riding
FORTRESS_SEED_CAP
+
Swimming
SPECIFIC_SEED_CAP
+
Herbalism
BABY_CHILD_CAP
+
Growing
CULL_DEAD_UNITS_AT
+
Trapping
POPULATION_CAP
+
Butchery
VISITOR_CAP
+
Fish Cleaning
Unrecognized Init Option:
+
Fish Dissection
STRICT_POPULATION_CAP
+
Animal Caretaking
GRAZE_COEFFICIENT
+
Masonry
TRACK_RAMP_NSEW
+
Stonecutting
STORE_DIST_ITEM_DECREASE
+
Stone Carving
MAXIMUM_EMBARK_DIM
+
Bowmaking
STORE_DIST_BUCKET_COMBINE
+
Bone Carving
STORE_DIST_SEED_COMBINE
+
Glazing
STORE_DIST_BIN_COMBINE
+
Beekeeping
STORE_DIST_BARREL_COMBINE
+
Pressing
FATAL ERROR
+
Dyeing
[GENERATED]
+
Tanning
Nuked Creature Def Reference
+
Leatherworking
NULL JOB ITEM (1):
+
Pump Operation
Nuked Breed Reference
+
Siege Operation
Nuked Art Image Reference
+
Siege Engineering
NULL unit projectile loaded
+
Bow
Civ Zone
+
Pike
NULL JOB ITEM (2):
+
Crossbow
NULL item projectile loaded
+
Spear
Nuked Coin Front Reference
+
Mace
Nuked Coin Back Reference
+
Spinning
Nuked Artifact Reference
+
Shearing
Nuked Item Improvement Reference
+
Milking
Nuked Feature Layer Reference
+
Cheesemaking
Nuked Entity Population Reference
+
Cooking
Nuked Detail Event Reference
+
Lash
Nuked Subregion Reference
+
Knife
data/vanilla/vanilla_plants_graphics/
+
Machinery
Vanilla Plants Graphics
+
Throwing
Vanilla Descriptors Graphics
+
Blowgun
vanilla_plants_graphics
+
Threshing
Vanilla Items Graphics
+
Milling
vanilla_buildings_graphics
+
Clothes Making
vanilla_items_graphics
+
Brewing
data/vanilla/vanilla_items_graphics/
+
Weaving
Cage: Null Unit Assignment
+
Logic
Cage: Null Item Assignment
+
Critical Thinking
: Null Unit Assignment (Id
+
Percussion Instrument
: Null Item Assignment (Id
+
Wind Instrument
data/vanilla/vanilla_descriptors_graphics/
+
Stringed Instrument
NULL Aid Requester
+
Keyboard Instrument
vanilla_descriptors_graphics
+
Singing
NULL item pointer on load
+
Speaking
NULL play item on load: id #
+
Reading
NULL play unit on load: id #
+
Prose
NULL play building on load: id #
+
Observation
NULL displayed announcement
+
Discipline
NULL job pointer on load
+
Concentration
NULL building pointer on load
+
Sword
[PCG_LAYERING:
+
Axe
[PROCEDURAL_CREATURE_GRAPHICS:DEFAULT]
+
Dodging
[NIGHT_CREATURE_HUNTER]
+
Kicking
Button
+
Striking
Nuked Entity Reference
+
Biting
Nuked Plot Info Reference
+
Wrestling
Nuked Vermin Event Reference
+
Archery
Nuked Vermin Reference (Escaped Pet)
+
Fighting
Nuked Hist Fig Reference
+
Teaching
Nuked Site Reference
+
Military Tactics
Nuked Viewscreen Reference
+
Leadership
Nuked Unit Reference (Item Wrestle)
+
Coordination
Error 2
+
Fluid Engineer
Nuked Activity Reference
+
Optics Engineer
Error 1
+
Gem Cutter
Nuked Item Reference (General)
+
Blacksmith
Nuked Effect Reference
+
Armorsmith
Nuked Job Reference
+
Weaponsmith
Nuked Unit Reference (Worker/Inventory)
+
Wood Burner
Generating inorganics...
+
Lye Maker
Generating plants...
+
Potash Maker
Processing music...
+
Soaper
Processing sounds...
+
Strand Extractor
Generating entities...
+
Furnace Operator
Generating reactions...
+
Fisherman
Generating items...
+
Tracker
Generating creatures...
+
Pacifier
Processing plants...
+
Consoler
Processing items...
+
Comedian
Processing languages...
+
Conversationalist
Processing inorganics...
+
Speaker
Processing reactions...
+
Reader
Processing interactions...
+
Poet
Processing creatures...
+
Writer
Processing entities...
+
Wordsmith
Loading parameters...
+
Observer
Loading artifacts...
+
Glassmaker
Loading civilized populations...
+
Metal Crafter
Loading history...
+
Stone Crafter
Loading formations...
+
Wax Worker
Loading activities...
+
Potter
Loading active historical figures...
+
Bookbinder
Loading squads...
+
Papermaker
Preparing graphics...
+
Woodcrafter
Loading items...
+
Gem Setter
Generating interactions...
+
Fish Dissector
Finalizing generated objects...
+
Animal Caretaker
Loading coin information...
+
Animal Trainer
Loading map data...
+
Mason
Loading buildings...
+
Engraver
Loading entities...
+
Stonecutter
Repairing squad info for Unit #
+
Stone Carver
have corrupt feature map at
+
Climbing
removed erroneous unit occupancy flag
+
Knapping
removed erroneous unit ground occupancy flag
+
Crutch-walking
Sorting text...
+
Bone Setting
Sorting material templates...
+
Diagnostics
Loading world to start new game
+
Wound Dressing
Loading object files...
+
Misc. Object
vanilla_creatures_graphics
+
Intimidator
data/vanilla/vanilla_creatures_graphics/
+
Liar
data/vanilla/vanilla_buildings_graphics/
+
Record Keeper
Vanilla Buildings Graphics
+
Organizer
** Loading Fortress **
+
Appraiser
patching dangerously broken trade definition -- magma powder changed to water/snow
+
Judge of Intent
Vanilla Creatures Graphics
+
Negotiator
patching corruption: item off-loaded and also in play:
+
Persuader
Sorting languages...
+
Swimmer
Sorting descriptors...
+
Ambusher
Sorting creatures...
+
Herbalist
Sorting entities...
+
Planter
Sorting music...
+
Trapper
Sorting sounds...
+
Fish Cleaner
Sorting reactions...
+
Animal Dissector
Sorting interactions...
+
Thrower
Sorting tissue templates...
+
Thresher
Sorting items...
+
Miller
Sorting inorganics...
+
Brewer
Sorting plants...
+
Weaver
Sorting creature bodies...
+
Bone Carver
Sorting creature variations...
+
Glazer
Sorting buildings...
+
Beekeeper
Sorting body detail plans...
+
Presser
Newer compatible version of mod detected:
+
Leatherworker
data/installed_mods/
+
Pump Operator
Update
+
Siege Operator
Update all
+
Siege Engineer
(save uses
+
Armor User
, not found
+
Shield User
Loading world information...
+
Skill 2
Loading adventure...
+
Skill 1
Loading announcements...
+
Schemer
Loading fortress information...
+
Climber
Preparing game screen...
+
Crutch-walker
Handling compatibility issues...
+
Suturer
Loading general information...
+
Wound Dresser
Rebuilding more temporary information...
+
Misc. Object User
Back to title
+
Spinner
Failed to install mod:
+
Shearer
Don't update
+
Gelder
Don't update any
+
Milker
Failed to find compatible mod:
+
Cheesemaker
Loading agreements...
+
Knife User
Loading art forms...
+
Druid
Loading tracking information...
+
Tactician
Loading cultural identities...
+
Leader
Loading image sets...
+
Geographer
Loading divination sets...
+
Chemist
Loading occupations...
+
Astronomer
Loading belief systems...
+
Mathematician
Loading identities...
+
Logician
Loading incidents...
+
Critical Thinker
Loading interactions...
+
Percussionist
Loading written content...
+
Wind Instrumentalist
Loading armies...
+
Stringed Instrumentalist
Loading army controllers...
+
Keyboardist
Loading crimes...
+
Singer
Loading vehicles...
+
Musician
Loading effects...
+
Dancer
Loading local animal populations...
+
Knapper
Loading machines...
+
Pikeman
Loading flow guides...
+
Spearman
Loading work quotas...
+
Hammerman
Loading world events...
+
Maceman
Loading events...
+
Swordsman
Loading mandates...
+
Axeman
Failed!
+
Dodger
Loading world and continuing active game
+
Kicker
Rebuilding temporary information...
+
Striker
Preparing game...
+
Biter
Loading schedules...
+
Archer
Loading projectiles...
+
Fighter
Loading units...
+
HAS_DOORS
Loading jobs...
+
WILDERNESS_LOCATION
[INITIAL_LOAD]
+
SIMPLE_BURROW
GEMS_USE_ADJ
+
SIMPLE_MOUND
GEMS_USE_NOUN
+
Unrecognized Tool Use Token:
SIMPLE
+
GAMES_OF_CHANCE
Unrecognized Shape Token:
+
PLACE_OFFERING
GEMS_USE_ADJ_NOUN
+
DISPLAY_OBJECT
CP_COLOR
+
CONTAIN_WRITING
COLOR_PATTERN
+
PROTECT_FOLDED_SHEETS
Unrecognized Colored Pattern Token:
+
ROLL_UP_SHEET
PATTERN
+
STAND_AND_WORK_ABOVE
menacing
+
VOCALIZATION
NULL artifact on create site map, skipping
+
PEACEFUL_INTERMITTENT
invalid lair entrance
+
GIANT_NEST
the word
+
COLLECT_WEALTH
offended
+
USE_ANY_MELEE_WEAPON
submitting
+
EAT_BONE_PORRIDGE
triumphant
+
COLLECT_TROPHIES
plaintive
+
COOK_PEOPLE
No slabs engraved
+
COOK_VERMIN
Slab engraved
+
GRIND_VERMIN
Memorialized
+
COOK_BLOOD
Entombed and memorialized
+
GRIND_BONE_MEAL
PARCHMENT
+
LIQUID_COOKING
PAPER_PLANT
+
Skill 10
slabs engraved
+
Skill 9
SHEET_PLANT
+
Skill 8
Offloading units...
+
Skill 7
Offloading units...
+
Skill 6
PAPER_SLURRY
+
Skill 5
A new chapter of dwarven history begins here at this place,
+
Skill 4
get hungry.
+
Skill 3
autosave
+
HEAVY_OBJECT_HAULING
[C:2:0:1]Strike the earth![C:7:0:0]
+
TRACK_CART
slab engraved
+
SMALL_OBJECT_STORAGE
[Requires
+
FOOD_STORAGE
Building Placement Distance Overflow
+
LIQUID_CONTAINER
no slabs engraved
+
MEAL_CONTAINER
[Requires fuel]
+
HOLD_MEAT_FOR_CARVING
Engrave Memorial Slab
+
MEAT_CLEAVING
[Requires ore]
+
MEAT_SLICING
[Requires ore, fuel]
+
MEAT_BONING
Siege Equipment
+
MEAT_CARVING
Weapons and Ammunition
+
GRIND_POWDER_GRINDER
Metal Clothing
+
GRIND_POWDER_RECEPTACLE
Other Objects
+
LIQUID_SCOOP
Entombed
+
Random Buffer Overload
(opens menu)
+
catatonic
Not memorialized
+
BLOW_OVER_FREE_REED
There are almost no supplies left, but with stout labor comes sustenance. Whether by bolt, plow or hook, provide for your
+
BLOW_OVER_DOUBLE_REED
Outpost:[C:7:0:0] You have arrived. After a journey from the Mountainhomes into the forbidding wilderness beyond, your harsh trek has finally ended. Your party of seven is to make an outpost for the glory of all of
+
BLOW_OVER_SINGLE_REED
. You are expecting a supply caravan just before winter entombs you, but it is Spring now. Enough time to delve secure lodgings, ere the
+
BLOW_OVER_OPENING_END
charges
+
BLOW_OVER_OPENING_SIDE
Have they gone on adventures or moved on to richer delving at new frontier settlements?
+
BLOW_AGAINST_FIPPLE
How have your sturdy charges fared in your absence?
+
VIBRATE_BP_AGAINST_OPENING
Deep underground, the promise of treasure and the thrill of overcoming danger have lured you back to this place. Will you strike the earth again?
+
STRUCK
Perhaps they are all still here, unwilling to leave
+
STRUCK_BY_BP
 +
BOWED
 +
PLUCKED
 +
PLUCKED_BY_BP
 +
piercing
 +
pure
 +
brittle
 +
eerie
 +
quavering
 +
vibrating
 +
even
 +
wobbling
 +
mellow
 +
breathy
 +
evolving
 +
choppy
 +
gentle
 +
sonorous
 +
flat
 +
rugged
 +
warm
 +
buzzy
 +
nasal
 +
harsh
 +
wavering
 +
strident
 +
STOPPING_HOLE
 +
STOPPING_AGAINST_BODY
 +
STOPPING_FRET
 +
SUBPART_CHOICE
 +
MEMBRANE_POSITION
 +
Unrecognized Sound Production Token:
 +
AIR_AGAINST_FIPPLE
 +
AIR_OVER_FREE_REED
 +
AIR_OVER_REED
 +
BAG_OVER_REED
 +
RESONATOR
 +
FRICTION
 +
SCRAPED
 +
SHAKEN
 +
STRUCK_TOGETHER
 +
sharp
 +
TIGHTENING
 +
CROOKS
 +
LEVERS
 +
ADJUSTABLE_BRIDGES
 +
PEGS
 +
FOOT_PEDALS
 +
BP_IN_BELL
 +
VALVE_ROUTES_AIR
 +
HARMONIC_SERIES
 +
SLIDE
 +
STOPPING_HOLE_KEY
 +
NASAL
 +
REEDY
 +
HARSH
 +
WAVERING
 +
STRIDENT
 +
PIERCING
 +
PURE
 +
BRITTLE
 +
FRAGILE
 +
QUAVERING
 +
VIBRATING
 +
FLUID
 +
EVEN
 +
FOCUSED
 +
WOBBLING
 +
SHRILL
 +
WISPY
 +
RASPY
 +
BREEZY
 +
RAUCOUS
 +
GENTLE
 +
WATERY
 +
SONOROUS
 +
CRISP
 +
FLAT
 +
RUGGED
 +
WARM
 +
BUZZY
 +
FULL
 +
NOISY
 +
sparkling
 +
rippling
 +
sweet
 +
resonant
 +
floating
 +
dull
 +
rich
 +
shrill
 +
wispy
 +
raspy
 +
breezy
 +
raucous
 +
MELLOW
 +
BROAD
 +
STRAINED
 +
BREATHY
 +
SPARSE
 +
GRACEFUL
 +
STRONG
 +
EVOLVING
 +
STEADY
 +
CHOPPY
 +
SHARP
 +
THIN
 +
protector of weak
 +
psycho
 +
animal partner
 +
Unrecognized Timbre Token:
 +
SPARKLING
 +
RIPPLING
 +
SWEET
 +
RESONANT
 +
RINGING
 +
FLOATING
 +
DULL
 +
RICH
 +
friendly fighter
 +
bard
 +
TREE_TRUNK_NW
 +
TREE_TRUNK_W
 +
TREE_TRUNK_E
 +
TREE_TRUNK_S
 +
TREE_TRUNK_N
 +
TREE_TRUNK_SLOPING
 +
TREE_TRUNK_PILLAR
 +
TREE_ROOTS
 +
TREE_ROOT_SLOPING
 +
PILLAR_TILE
 +
DISPLAY_CLOTHING_WITH_DYES_IN_ADV_MODE
 +
DISPLAY_CLOTHING_WITH_DYES_IN_FORT_MODE
 +
NICKNAME_LEGENDS
 +
NICKNAME_ADVENTURE
 +
NICKNAME_DWARF
 +
TREE_BRANCH_NEW
 +
TREE_BRANCH_NSW
 +
TREE_BRANCH_NSE
 +
TREE_BRANCH_SE
 +
TREE_BRANCH_SW
 +
TREE_BRANCH_NE
 +
TREE_BRANCH_NW
 +
TREE_BRANCH_EW
 +
TREE_BRANCH_NS
 +
TREE_TRUNK_BRANCH_W
 +
TREE_TRUNK_BRANCH_E
 +
TREE_TRUNK_BRANCH_S
 +
TREE_TRUNK_BRANCH_N
 +
TREE_TRUNK_SE
 +
TREE_TRUNK_SW
 +
TREE_TRUNK_NE
 +
POST_PREPARE_EMBARK_CONFIRMATION
 +
AUTOSAVE_PAUSE
 +
CLASSIC_VARIED_GROUND_TILES
 +
ENGRAVINGS_START_OBSCURED
 +
SHOW_IMP_QUALITY
 +
NUMBER_OF_LOWER_ELEVATIONS_SHOWN
 +
SHOW_RAMP_ARROWS
 +
SHOW_FLOW_AMOUNTS
 +
SHOW_EMBARK_TUNNEL
 +
SHOW_ALL_HISTORY_IN_FORT_MODE
 +
SHOW_ALL_HISTORY_IN_DWARF_MODE
 +
data/init/d_init_default.txt
 +
LOG_MAP_REJECTS
 +
PAUSE_ON_LOAD
 +
EMBARK_RECTANGLE
 +
MULTITHREADING
 +
TESTING_ARENA
 +
ARTIFACTS
 +
CAVEINS
 +
WALKING_SPREADS_SPATTER_ADV
 +
WALKING_SPREADS_SPATTER_DWF
 +
KEYBOARD_CURSOR
 +
PATH_COST
 +
AUTOBACKUP
 +
AUTOSAVE
 +
INITIAL_SAVE
 +
EMBARK_WARNING_ALWAYS
 +
TREE_SMOOTH_BRANCHES_DEAD
 +
TREE_BRANCHES_DEAD
 +
TREE_BRANCH_NSEW_DEAD
 +
TREE_BRANCH_SEW_DEAD
 +
TREE_BRANCH_NEW_DEAD
 +
TREE_BRANCH_NSW_DEAD
 +
TREE_BRANCH_NSE_DEAD
 +
TREE_BRANCH_SE_DEAD
 +
TREE_BRANCH_SW_DEAD
 +
TREE_BRANCH_NE_DEAD
 +
TREE_BRANCH_NW_DEAD
 +
TREE_BRANCH_EW_DEAD
 +
TREE_BRANCH_NS_DEAD
 +
TREE_TRUNK_BRANCH_W_DEAD
 +
TREE_TRUNK_BRANCH_E_DEAD
 +
TREE_TRUNK_BRANCH_S_DEAD
 +
TREE_TRUNK_NSE
 +
TREE_CAP_FLOOR4_DEAD
 +
TREE_CAP_FLOOR3_DEAD
 +
TREE_CAP_FLOOR2_DEAD
 +
TREE_CAP_FLOOR1_DEAD
 +
TREE_CAP_WALL_SE_DEAD
 +
TREE_CAP_WALL_SW_DEAD
 +
TREE_CAP_WALL_NE_DEAD
 +
TREE_CAP_WALL_NW_DEAD
 +
TREE_CAP_WALL_W_DEAD
 +
TREE_CAP_WALL_E_DEAD
 +
TREE_CAP_WALL_S_DEAD
 +
TREE_CAP_WALL_N_DEAD
 +
TREE_CAP_PILLAR_DEAD
 +
TREE_CAP_RAMP_DEAD
 +
TREE_TWIGS_DEAD
 +
TREE_CAP_FLOOR1
 +
TREE_CAP_WALL_SE
 +
TREE_CAP_WALL_SW
 +
TREE_CAP_WALL_NE
 +
TREE_CAP_WALL_NW
 +
TREE_CAP_WALL_W
 +
TREE_CAP_WALL_E
 +
TREE_CAP_WALL_S
 +
TREE_CAP_WALL_N
 +
TREE_CAP_PILLAR
 +
TREE_CAP_RAMP
 +
TREE_TWIGS
 +
TREE_SMOOTH_BRANCHES
 +
TREE_BRANCHES
 +
TREE_BRANCH_NSEW
 +
TREE_BRANCH_SEW
 +
TREE_TRUNK_BRANCH_N_DEAD
 +
TREE_TRUNK_SE_DEAD
 +
TREE_TRUNK_SW_DEAD
 +
TREE_TRUNK_NE_DEAD
 +
TREE_TRUNK_NW_DEAD
 +
TREE_TRUNK_W_DEAD
 +
TREE_TRUNK_E_DEAD
 +
TREE_TRUNK_S_DEAD
 +
TREE_TRUNK_N_DEAD
 +
TREE_TRUNK_SLOPING_DEAD
 +
TREE_TRUNK_PILLAR_DEAD
 +
TREE_ROOTS_DEAD
 +
TREE_ROOT_SLOPING_DEAD
 +
TREE_CAP_FLOOR4
 +
TREE_CAP_FLOOR3
 +
TREE_CAP_FLOOR2
 +
STORE_DIST_ITEM_DECREASE
 +
MAXIMUM_EMBARK_DIM
 +
GRAZE_COEFFICIENT
 +
TRACK_RAMP_NSEW
 +
TRACK_RAMP_SEW
 +
TRACK_RAMP_NEW
 +
TRACK_RAMP_NSW
 +
TRACK_RAMP_NSE
 +
TRACK_RAMP_EW
 +
TRACK_RAMP_SW
 +
TRACK_RAMP_SE
 +
TRACK_RAMP_NW
 +
TRACK_RAMP_NE
 +
TRACK_RAMP_NS
 +
TRACK_RAMP_W
 +
TRACK_RAMP_E
 +
Unrecognized Init Option:
 +
STRICT_POPULATION_CAP
 +
VISITOR_CAP
 +
BABY_CHILD_CAP
 +
CULL_DEAD_UNITS_AT
 +
FORTRESS_SEED_CAP
 +
SPECIFIC_SEED_CAP
 +
STORE_DIST_BIN_COMBINE
 +
STORE_DIST_BARREL_COMBINE
 +
STORE_DIST_BUCKET_COMBINE
 +
STORE_DIST_SEED_COMBINE
 +
TREE_TRUNK_INTERIOR_DEAD
 +
TREE_TRUNK_NSEW_DEAD
 +
TREE_TRUNK_EW_DEAD
 +
TREE_TRUNK_NS_DEAD
 +
TREE_TRUNK_SEW_DEAD
 +
TREE_TRUNK_NEW_DEAD
 +
TREE_TRUNK_NSW_DEAD
 +
TREE_TRUNK_NSE_DEAD
 +
TREE_TRUNK_INTERIOR
 +
TREE_TRUNK_NSEW
 +
TREE_TRUNK_EW
 +
TREE_TRUNK_NS
 +
TREE_TRUNK_SEW
 +
TREE_TRUNK_NEW
 +
TREE_TRUNK_NSW
 +
TRACK_RAMP_S
 +
TRACK_RAMP_N
 +
TRACK_NSEW
 +
TRACK_SEW
 +
TRACK_NEW
 +
TRACK_EW
 +
Button
 +
NULL play unit on load: id #
 +
NULL item pointer on load
 +
NULL play item on load: id #
 +
Job loaded into game with job ID <0. Ignoring.
 +
NULL building pointer on load
 +
NULL play building on load: id #
 +
NULL displayed announcement
 +
Site
 +
Error 1
 +
Error 2
 +
Nuked Activity Reference
 +
Nuked Job Reference
 +
Nuked Unit Reference (Worker/Inventory)
 +
[GENERATED]
 +
[PROCEDURAL_CREATURE_GRAPHICS:DEFAULT]
 +
[NIGHT_CREATURE_HUNTER]
 +
[PCG_LAYERING:
 +
FATAL ERROR
 +
Crash while saving events
 +
Crash while saving mandates
 +
Crash while saving work quotas
 +
Crash while saving plot events
 +
Crash while saving coins
 +
Crash while saving squads
 +
Crash while saving formations
 +
Crash while saving activities
 +
Crash while saving interaction instances
 +
Crash while saving written content
 +
Crash while saving incidents
 +
Crash while saving crimes
 +
Crash while saving vehicles
 +
Crash while saving armies
 +
Crash while saving army controllers
 +
Crash while saving army tracking info
 +
Crash while saving (cleaning stale incidents/rumors)
 +
Crash while saving (offloading units)
 +
Crash while saving (offloading art)
 +
Crash while saving (setting up the save game)
 +
Crash while saving random objects
 +
Crash while saving (allocating space)
 +
Crash while saving items
 +
Crash while saving units
 +
Crash while saving jobs
 +
Crash while saving schedules
 +
Crash while saving projectiles
 +
Crash while saving buildings
 +
Crash while saving machines
 +
Crash while saving flow guides
 +
Crash while saving effects
 +
Crash while saving entities
 +
Nuked Feature Layer Reference
 +
Nuked Entity Population Reference
 +
Nuked Breed Reference
 +
Nuked Art Image Reference
 +
Nuked Creature Def Reference
 +
NULL JOB ITEM (1):
 +
NULL JOB ITEM (2):
 +
NULL item projectile loaded
 +
NULL unit projectile loaded
 +
: Null Unit Assignment (Id
 +
: Null Item Assignment (Id
 +
Cage: Null Unit Assignment
 +
Cage: Null Item Assignment
 +
NULL Aid Requester
 +
Crash while saving (creating directories)
 +
Nuked Item Reference (General)
 +
Nuked Effect Reference
 +
Nuked Vermin Event Reference
 +
Nuked Vermin Reference (Escaped Pet)
 +
Nuked Entity Reference
 +
Nuked Plot Info Reference
 +
Nuked Viewscreen Reference
 +
Nuked Unit Reference (Item Wrestle)
 +
Nuked Hist Fig Reference
 +
Nuked Site Reference
 +
Nuked Artifact Reference
 +
Nuked Item Improvement Reference
 +
Nuked Coin Front Reference
 +
Nuked Coin Back Reference
 +
Nuked Detail Event Reference
 +
Nuked Subregion Reference
 +
Loading object files... 
 +
Sorting text...
 +
Sorting material templates...
 +
Sorting inorganics...
 +
Sorting plants...
 +
Sorting tissue templates...
 +
Sorting items...
 +
Sorting buildings...
 +
Sorting body detail plans...
 +
Sorting creature bodies...
 +
Sorting creature variations...
 +
Sorting creatures...
 +
Sorting entities...
 +
Sorting languages...
 +
Sorting descriptors...
 +
Sorting reactions...
 +
vanilla_creatures_graphics
 +
data/vanilla/vanilla_creatures_graphics/
 +
Vanilla Creatures Graphics
 +
vanilla_interactions_graphics
 +
51.01
 +
data/vanilla/vanilla_interactions_graphics/
 +
Vanilla Interactions Graphics
 +
patching corruption: item off-loaded and also in play:
 +
** Loading Fortress **
 +
** Loading Adventurer **
 +
patching dangerously broken trade definition -- magma powder changed to water/snow
 +
removed erroneous unit occupancy flag
 +
removed erroneous unit ground occupancy flag
 +
Repairing squad info for Unit #
 +
have corrupt feature map at
 +
Crash while saving adventure
 +
Crash while saving general variables
 +
Crash while saving (closing files)
 +
vanilla_descriptors_graphics
 +
50.01
 +
data/vanilla/vanilla_descriptors_graphics/
 +
Vanilla Descriptors Graphics
 +
vanilla_plants_graphics
 +
data/vanilla/vanilla_plants_graphics/
 +
Vanilla Plants Graphics
 +
vanilla_items_graphics
 +
data/vanilla/vanilla_items_graphics/
 +
Vanilla Items Graphics
 +
vanilla_buildings_graphics
 +
data/vanilla/vanilla_buildings_graphics/
 +
Vanilla Buildings Graphics
 +
Crash while saving cultural identities
 +
Crash while saving agreements
 +
Crash while saving poetic forms
 +
Crash while saving musical forms
 +
Crash while saving dance forms
 +
Crash while saving scales
 +
Crash while saving rhythms
 +
Crash while saving occupations
 +
Crash while saving belief systems
 +
Crash while saving image sets
 +
Crash while saving divination sets
 +
Crash while saving announcements
 +
Crash while saving plot info
 +
Crash while saving world
 +
Crash while saving artifacts
 +
Crash while saving nemeses
 +
Loading belief systems...
 +
Loading image sets...
 +
Loading divination sets...
 +
Rebuilding temporary information...
 +
Preparing game...
 +
Failed!
 +
Loading units...
 +
Loading jobs...
 +
Loading schedules...
 +
Loading projectiles...
 +
Loading machines...
 +
Loading flow guides...
 +
Loading effects...
 +
Loading local animal populations...
 +
Loading events...
 +
Loading squads...
 +
Loading formations...
 +
Loading activities...
 +
Loading interactions...
 +
Loading written content...
 +
Loading identities...
 +
Loading incidents...
 +
Loading crimes...
 +
Loading vehicles...
 +
Loading armies...
 +
Loading army controllers...
 +
Loading tracking information...
 +
Loading cultural identities...
 +
Loading agreements...
 +
Loading art forms...
 +
Loading occupations...
 +
Generating creatures...
 +
Generating entities...
 +
Generating reactions...
 +
Generating interactions...
 +
Finalizing generated objects...
 +
Preparing graphics... 
 +
Loading items...
 +
Loading buildings...
 +
Loading entities...
 +
Loading coin information...
 +
Loading map data...
 +
Loading civilized populations...
 +
Loading history...
 +
Loading parameters...
 +
Loading artifacts...
 +
Loading active historical figures...
 +
Sorting interactions...
 +
Sorting music...
 +
Sorting sounds...
 +
Processing languages...
 +
Processing inorganics...
 +
Processing plants...
 +
Processing items...
 +
Processing creatures...
 +
Processing entities...
 +
Processing reactions...
 +
Processing interactions...
 +
Processing music...
 +
Processing sounds...
 +
Generating inorganics...
 +
Generating plants...
 +
Generating items...
 +
Update
 +
Update all
 +
Don't update
 +
Don't update any
 +
Back to title
 +
Failed to install mod:
 +
Failed to find compatible mod:
 +
Loading mandates...
 +
Loading work quotas...
 +
Loading world events...
 +
Loading announcements...
 +
Loading fortress information...
 +
Loading world information...
 +
Loading adventure...
 +
Loading general information...
 +
Rebuilding more temporary information...
 +
Preparing game screen...
 +
Handling compatibility issues...
 +
data/installed_mods/
 +
Newer compatible version of mod detected:
 +
(save uses
 +
, not found
 +
[INITIAL_LOAD]
 +
RGB
 +
GEMS_USE_NOUN
 +
FACES
 +
GEMS_USE_ADJ_NOUN
 +
GEMS_USE_ADJ
 +
Unrecognized Shape Token:
 +
GRAY
 +
CP_COLOR
 +
Unrecognized Colored Pattern Token:
 +
Roll all
 +
Roll
 +
Pull it out
 +
Gain possession
 +
variant is:
 +
region is:
 +
poll result #
 +
[cleanAllCompletedSounds]: Sound at
 +
removed.
 +
alignment is:
 +
"Congratulations!  Now you must return this precious object to its proper home."
 +
"Do you feel the pull?  You sense the direction of my representative.  It is possible to travel quickly to reach them, or you may journey more deliberately.  It is your decision."
 +
!  My chosen, you must speak to them and offer your service."
 +
"You've found
 +
, rather than walking leisurely."
 +
The journey is long.  Be sure to travel to
 +
.  If you do not find the location in your log, ask others for directions.  You may also follow the pull from your senses."
 +
You seek
 +
in a state
 +
  But my chosen, you are
 +
"You are close.  Follow your senses to the entrance.
 +
"This place is dangerous.  Steel yourself against ancient enemies.  Try not to let yourself be surrounded, and remain standing.  Enter and vanquish!  Or slip in unseen.  Securing the treasure is all that matters."
 +
in need of sustenance
 +
in need of sustenance and sleep
 +
in need of drink and sleep
 +
in need of drink and sustenance
 +
You must
 +
  Perhaps some of your friends here can remind you.
 +
  Perhaps some of your friends here have ideas.
 +
  Perhaps some of the people here will be worth talking to before you continue on your way.
 +
Your sleep has been interrupted!
 +
You awaken from your slumber.
 +
You've assumed tactical control as nobody else is available.
 +
"You are approaching your destination.  End your travels now and prepare yourself."
 +
The remnants of creation,
 +
as my instrument of
 +
, and I have chosen you
 +
"Greetings.  I am
 +
"You will have to leave this structure first before you can travel.  Try to make your way out to the settlement."
 +
and fulfill your destiny."
 +
Seek out
 +
, belong with my followers,
 +
After a long journey, you are here to meet your most trusted companion. 
 +
Just reunited after a long journey, you are together with your companions again. 
 +
has even sent some troublemakers to harass people right here in town.
 +
are plagued by bandits.  The gang
 +
Your most trusted companions have made the journey to meet you here today.
 +
Your most trusted local companions are meeting you here today.
 +
Your wanderings have brought you to this place after a long journey.
 +
is from here and might have some local information.
 +
In the rush of excitement, you've forgotten where you were going to go.
 +
You've finally got your equipment together, such as it is.  Now it's time for action and adventure! 
 +
Your most trusted companion has made the journey to meet you here today.
 +
After a long journey, you are here to meet your most trusted companion.
 +
  Let the party venture forth!
 +
child that has been kidnapped.
 +
children that have been kidnapped.
 +
  A foolhardy soul might try to rescue the
 +
are on the march. 
 +
is threatened!  The forces of
 +
The peaceful town of
 +
Could not locate adventure start square
 +
will have no mercy.  There is little time -- you must flee.  Perhaps your family and friends can be convinced to leave.
 +
The enemy
 +
, they
 +
Commanded by
 +
, where
 +
vault,
 +
an ancient
 +
Legends speak of
 +
The citizens of
 +
true name.  The location of this place is well-known, but none have penetrated its secrets.  If the true name of the monster can be uncovered, you might be able to end this terror forever.
 +
power from the Underworld by invoking
 +
wrested
 +
You must move away from surrounding obstacles such as the site's walls and rivers before you can travel.
 +
You can't travel until you emerge from underground or enter a tunnel.
 +
north-northwest
 +
You strap
 +
You no longer assume a submissive posture.
 +
You assume a submissive posture.
 +
You must move away from the river before you can travel.
 +
You do not have a free grasp for
 +
with your
 +
You draw
 +
to your
 +
You are too tired to stand.
 +
The webs make it impossible to stand.
 +
You are riding and cannot lie down.
 +
You have nothing left to draw or put away.
 +
The signs lead southwest.
 +
The signs lead southeast.
 +
The signs lead northwest.
 +
The signs lead northeast.
 +
a half day's travel
 +
nearly a day's travel
 +
They belong to you or a companion.
 +
east-southeast
 +
east-northeast
 +
north-northeast
 +
a short walk
 +
west-northwest
 +
west-southwest
 +
south-southwest
 +
south-southeast
 +
thick
 +
The vegetation is broken here.
 +
The vegetation has been slightly perturbed here.
 +
The vegetation is bent here.
 +
shallow
 +
deep
 +
faint
 +
light
 +
This is an unintelligible mess.
 +
imprint in the
 +
vague
 +
The signs lead west.
 +
The signs lead east.
 +
The signs lead south.
 +
The signs lead north.
 +
  Remember that ice and snow can be heated by a campfire.
 +
!  See to yourself before you face what's ahead.
 +
in need of sleep
 +
in need of drink
 +
"My other worshippers?  As you wish, my faithful chosen!  There are other ways you can serve, if you offer your service again.  You may also live your life as you see fit now if you choose.  You have done well."
 +
"Congratulations, my faithful chosen!  There are other ways you can serve, if you offer your service again.  You may also live your life as you see fit now if you choose.  You have done well."
 +
"You may return the object to the faithful by gifting it to one of the priests, or you may simply drop it in this structure wherever you see fit."
 +
"With the treasure, you are near to glory and fulfillment of your task.  Your senses can lead you on your return journey."
 +
to view other pages
 +
have been cursed
 +
"Ungrateful apostate!"
 +
The vegetation is heavily damaged here.
 +
A thin layer of
 +
Vapor
 +
 +
Small
 +
A:
 +
and another small creature.
 +
You've found a colony of
 +
You've already searched this area recently.
 +
You can't stand up -- somebody is in the way.
 +
Your intense search turns up nothing.
 +
You've found some small creatures.
 +
You've found a small creature.
 +
and some other small creatures.
 +
cannot climb.
 +
You are too injured to climb.
 +
You need a free grasp to climb.
 +
says, "
 +
says:  "
 +
below and
 +
above and
 +
Temperature:
 +
Tropical Moist Brdlf Forst
 +
Tropical Dry Brdlf Forest
 +
Temperate Conifer Forest
 +
Woodland
 +
Sparse
 +
Scarce
 +
Trees:
 +
Thick
 +
Moderate
 +
Other Vegetation:
 +
Heavily Forested
 +
and puts it in
 +
and put it in
 +
up the
 +
You do not have a free grasp and your quivers are full.
 +
You do not have a free grasp.
 +
You do not have a free grasp and your quiver is full.
 +
right under you
 +
picks
 +
pulls off
 +
pull off
 +
Large
 +
Leather clothing shop
 +
Woven clothing shop
 +
Leather shop
 +
Cloth shop
 +
Bowyer's shop
 +
Weaponsmith's shop
 +
Gem cutter's shop
 +
Bone carver's shop
 +
Leather goods shop
 +
Metal craft shop
 +
Armorsmith's shop
 +
Blacksmith's shop
 +
Barrow
 +
Metal furniture shop
 +
Stone furniture shop
 +
Carpenter's shop
 +
Counting Tree
 +
Library Tree
 +
Tavern Tree
 +
Market Tree
 +
Castle Mound
 +
Civic Mound
 +
Tower Tree
 +
Guild Tree
 +
Drinking Mound
 +
General imports
 +
Clothing imports
 +
Food imports
 +
Abandoned shop
 +
based in
 +
[C:3:0:1]You are a
 +
Mountain:
 +
Volcano:
 +
is rumored to be in
 +
  You should report the task as complete.
 +
[C:2:0:1]You have been ordered to drive
 +
.[B]
 +
Offloading site...
 +
  [C:2:0:1]You have been ordered to kill this creature.
 +
  [C:5:0:1]This creature is known to be dead.
 +
  [C:7:0:0]This is common knowledge where you are from.
 +
Shaping Tree
 +
The Home Tree
 +
Tree House
 +
Sewer Access
 +
Sinister
 +
Calm
 +
Serene
 +
Surroundings:
 +
Joyous Wilds
 +
Haunted
 +
Wilderness
 +
Mirthful
 +
Major River:
 +
Multiple Constructions
 +
Terrifying
 +
Untamed Wilds
 +
Brook:
 +
Stream:
 +
Minor River:
 +
is a jealous deity?  Why consult another?
 +
Why wasn't
 +
You already know the will of
 +
for ignoring your hubris. 
 +
Praise
 +
.  Do not tempt fate.
 +
, a jealous deity, consulted first?
 +
Freedom is allowed even in this.
 +
You are free to do as you choose.
 +
You are forgiven.
 +
without bound
 +
NULL artifact on create site map, skipping
 +
invalid lair entrance
 +
You cannot travel through the
 +
You have discovered a
 +
You struggle for
 +
, testing the will of
 +
according to the practice of
 +
, divining the will of
 +
You roll
 +
a word but you cannot read
 +
shows
 +
comes up
 +
lands on
 +
Hillock
 +
Houses
 +
Hillocks
 +
Abandoned house
 +
Abandoned hillock
 +
Abandoned houses
 +
Abandoned hillocks
 +
Ruined house
 +
Ruined hillock
 +
Ruined houses
 +
Ruined hillocks
 +
",
 +
Strongest Odor:
 +
Shrine of
 +
No significant structures
 +
Shrine to
 +
Fortress Entrance
 +
Warehouse
 +
Imported food market
 +
Imported goods market
 +
Empty market
 +
Cheese market
 +
Fruit and vegetable market
 +
Meat market
 +
Imported clothing market
 +
Underground Stair
 +
Underground Farms
 +
Underground Fortress
 +
Processed goods market
 +
An end and a new beginning.
 +
See to your responsibilities.
 +
You will have a great accomplishment.
 +
The burden will be lifted soon.
 +
Keep your own counsel today.
 +
Give up the hopeless cause.
 +
Make a change or forever remain.
 +
Do not hold on for too long.
 +
Ask a question.
 +
Be cautious of fatigue today.
 +
You will make your final stand.
 +
Do not be reckless.
 +
The enterprise will be a failure.
 +
The situation cannot get worse.
 +
Do not keep everything for yourself.
 +
Do not give them too much.
 +
Do not be stopped by fear.
 +
Be playful today.
 +
Hold to hope when all else is lost.
 +
Cling not to material things.
 +
The partnership is one-sided.
 +
Look to another for what you need.
 +
Do not take any chances.
 +
You will released.
 +
An important decision awaits your careful deliberation.
 +
You will travel far from this place.
 +
Follow your intuition.
 +
There are two sides to every story.
 +
Today you will have a moment of weakness.
 +
Be compassionate.
 +
Focus today.
 +
Beware of ill-conceived plans.
 +
A reckoning awaits.
 +
Fulfillment will be yours.
 +
Focus on living in harmony.
 +
The task will be successful.
 +
Joy is on the horizon.
 +
Beware doubt.
 +
You must reflect on your actions.
 +
You will awaken to a new possibility.
 +
Follow your desire.
 +
A coming disaster can be delayed, but not avoided.
 +
A sudden upheaval is in store.
 +
A great sadness is coming.
 +
Have faith and all shall be rejuvenated.
 +
All is not as it seems.
 +
Beware those that lack passion.
 +
Rely on willpower to see you through.
 +
Peace is cherished.
 +
You have been granted mercy.
 +
You are loved.
 +
Your happiness is still desired.
 +
Infinite
 +
Such is the spirit of
 +
Such
 +
Such care for your happiness!
 +
has been cursed
 +
Oh
 +
The task will not be completed.
 +
Expect a change.
 +
Stay the course.
 +
Look out for a chance encounter.
 +
Instability.
 +
See to your legacy.
 +
Believe no one today.
 +
It will not be fair.
 +
Do not stall.
 +
Make the sacrifice regardless of fear.
 +
Any success will be fleeting.
 +
The effort will reach a culmination.
 +
Take the middle path.
 +
Be patient.
 +
Be sure to keep to a high standard today.
 +
Make no needless sacrifices.
 +
There will be no reward.
 +
Be diligent and undistracted.
 +
Beware a lack of balance.
 +
You must choose between two extremes.
 +
You must reveal the truth.
 +
Rethink your approach.
 +
You will know suffering soon.
 +
Indulge heartily.
 +
Do not fear loss.
 +
It is time to leave it behind.
 +
Whatever happens, it will be for the best.
 +
Some changes are inevitable.
 +
Beware a hidden plan.
 +
Master yourself today; discipline will be required.
 +
Today, somebody will be cruel.
 +
You must face the challenge today.
 +
Think on what came before and what follows.
 +
See to the simple comforts.
 +
Think of others today, not yourself.
 +
Be practical.
 +
Explore today.
 +
Make the decision quickly.
 +
Accept the loss and move on.
 +
You have missed your chance.
 +
Follow your desire to reconcile.
 +
You will learn something you did not want to know.
 +
It is not as simple as you think.
 +
A new friendship will form.
 +
There is no right choice.
 +
The object of your ambition will be realized.
 +
Your ambition is misguided.
 +
It is too soon to forgive.
 +
Take care you are not deceived.
 +
A clever strategy will be required.
 +
You will received bad advice.
 +
Rethink your priorities.
 +
Consider the consequences carefully.
 +
Prepare for disappointment.
 +
Be mindful of others around you.
 +
Accept a defeat.
 +
Bring comfort to someone today.
 +
If you accept the gift, one will be expected in return.
 +
Be generous today.
 +
Act quickly today.
 +
Avoid conflict today.
 +
Beware a rival.
 +
Your dreams will come true.
 +
Now is a time for calm.
 +
Begin an adventure.
 +
An obstacle will present itself.
 +
Look ahead to the future.
 +
Do not avoid a necessary conflict today.
 +
Combat error
 +
Attack error
 +
, push off toward
 +
Ride
 +
Push
 +
Combat
 +
Lower
 +
bucket (
 +
Guide
 +
lock (
 +
Pick
 +
Break in
 +
Pull
 +
Drink
 +
Suck
 +
Put in
 +
Fell
 +
Make Campfire (
 +
Ignite
 +
Eat
 +
near fire
 +
near burning cap
 +
near burning twigs
 +
near burning branches
 +
It won't fit in your
 +
is empty.
 +
You fill your
 +
near campfire
 +
to no effect.
 +
You heat the
 +
is already full.
 +
Your
 +
Put
 +
Set on
 +
Put on
 +
is hot enough already.
 +
You will be rewarded.
 +
It is a false success.
 +
Eat not the fruits of your labor.
 +
Persevere though it may be for nothing.
 +
You pull out
 +
You read
 +
Name the
 +
salt
 +
stagnant
 +
Fill
 +
near burning trunk
 +
near magma
 +
near lava
 +
Heat
 +
Hold
 +
Push Object
 +
Jump
 +
Unsteady
 +
Stop leading animal
 +
Lead animal
 +
Lie Down
 +
Stand Up
 +
Recover
 +
Suck Blood
 +
NNE
 +
SSE
 +
ENE
 +
WNW
 +
WSW
 +
SSW
 +
Qst
 +
***
 +
NNW
 +
Go below hatch
 +
Climb down
 +
Stop leading
 +
) as pet
 +
up)
 +
(no climbing/jumping)
 +
Path to here
 +
down)
 +
Move to
 +
Charge
 +
Topple
 +
Bash down
 +
Climb to
 +
Lava
 +
/Water
 +
/Air
 +
Hold
 +
Hang from
 +
releasing hold
 +
Claim
 +
Release hold on
 +
Dismount to
 +
Mount
 +
Write something down
 +
Prepare choreography
 +
Compose music
 +
Compose a poem
 +
Give a sermon inveighing against a value
 +
Give a sermon promoting a value
 +
Give a sermon concerning a cosmic principle
 +
Give a sermon concerning a deity or object of worship
 +
Tell a story about a region
 +
Tell a story about a civilization or organization
 +
Tell a story about a site
 +
Tell a story about a person or creature
 +
CHAR
 +
Speak
 +
Perform music
 +
Recite a poem
 +
Give a sermon
 +
Tell a story
 +
Attacking
 +
Recovering from attacking
 +
IMMINENT:
 +
Incoming:
 +
quick
 +
with grab
 +
with wrestling
 +
, aiming for
 +
precise
 +
in play interaction
 +
You are surrounded by incessant cackling.
 +
upward
 +
(below)
 +
(above)
 +
Starting:
 +
Distant:
 +
Remote:
 +
downward
 +
Animated
 +
Neutral attitude
 +
Acquiescent
 +
Confident
 +
Bold
 +
Agitated
 +
Likes you
 +
Loves you
 +
Unassuming
 +
Scared of you
 +
Terrified of you
 +
Dislikes you
 +
Hates you
 +
You have nothing to put inside a container or on a pack animal.
 +
You have nothing left to throw.
 +
cannot hold the terrain.
 +
You must come down from the mountains before you can
 +
You must move away from the water before you can
 +
until you are on a stable surface.
 +
because you are swimming.
 +
until you leave this site.
 +
You cannot
 +
until you stop riding this projectile.
 +
until you stop riding this vehicle.
 +
plaintive
 +
submitting
 +
menacing
 +
You have nothing left to drop.
 +
the word
 +
fell trees
 +
build a fire
 +
You feel too watched to
 +
You are still surrounded by cackling.
 +
write
 +
compose
 +
until you've stopped the bleeding.
 +
because you are carrying someone else's goods.  Purchase them or put some distance between yourself and the site.
 +
You can't
 +
You don't feel safe enough to
 +
because you are drowning.
 +
because you are starving to death.
 +
because you are dying of thirst.
 +
because you can't breathe.
 +
Dejected
 +
Contemptuous
 +
Confused
 +
Disgusted
 +
Disappointed
 +
Despair
 +
Delighted
 +
Displeasure
 +
Dismayed
 +
Dislike
 +
Disillusioned
 +
Embarrassed
 +
Elated
 +
Eager
 +
Distressed
 +
Amazed
 +
Alienated
 +
In Agony
 +
Aggravated
 +
In Anguish
 +
Angry
 +
Amused
 +
Ambivalent
 +
Averse
 +
Astonished
 +
Aroused
 +
Apathetic
 +
Caring
 +
Bored
 +
Bitter
 +
In Awe
 +
Grieving
 +
Grimly Satisfied
 +
Horrified
 +
Shocked
 +
Gaiety
 +
Eexcited
 +
Triumphant
 +
Loving
 +
Blissful
 +
Joyous
 +
Sad
 +
Affection
 +
Adoration
 +
Admiration
 +
Accepting
 +
Low respect for you
 +
No respect for you
 +
Respects you
 +
No fear of you
 +
Neutral
 +
Highly Loyal
 +
Distrusts you
 +
Trusts you
 +
Grouchy
 +
Annoyed
 +
Alarmed
 +
Suspicious
 +
Fondness
 +
Grumpy
 +
Terrified
 +
Tenderness
 +
Sympathy
 +
Ashamed
 +
Wonder
 +
Unhappy
 +
Uneasy
 +
Thrilled
 +
Existential Crisis
 +
Zealous
 +
Wrathful
 +
Worried
 +
Pessimistic
 +
Enthusiastic
 +
Expectant
 +
Defeated
 +
Pleasure
 +
Passionate
 +
Panicked
 +
Outraged
 +
Regretful
 +
Relieved
 +
Rejected
 +
Enraptured
 +
Restless
 +
Resentful
 +
Repentant
 +
Remorseful
 +
Shaken
 +
Servile
 +
Self-pity
 +
Indignant
 +
Interested
 +
Insulted
 +
Humiliated
 +
Hopeless
 +
Jovial
 +
Jolly
 +
Isolated
 +
Irritated
 +
Miserable
 +
Lonely
 +
Loathing
 +
Jubilant
 +
Optimistic
 +
Nostalgic
 +
Nervous
 +
Mortified
 +
Exasperated
 +
Enjoyment
 +
Empty
 +
Empathetic
 +
Free
 +
Ferocious
 +
Afraid
 +
Exhilarated
 +
Gloomy
 +
Gleeful
 +
Frustrated
 +
Frightened
 +
Happy
 +
Guilty
 +
Grateful
 +
Glum
 +
What will you say about services?
 +
What will you say about the agreement?
 +
What will you say about the conclusion of the agreement?
 +
What will you say about the rescue?
 +
What will you say about the site?
 +
What will you say about the surrounding area?
 +
What will you say about the trade?
 +
What will you say about the request?
 +
What will you say about your master?
 +
How will you respond to the accusation?
 +
How will you respond to the invocation?
 +
What will you say about the structure?
 +
How will you respond to this flattery?
 +
How will you respond to this passive reply?
 +
How will you respond about your profession?
 +
What will you say about your plots and scheming?
 +
What will you say about the artifact's destruction?
 +
What will you say about the refugees?
 +
What will you say about the gang?
 +
What will you say about the claim?
 +
Which pet will you gift?
 +
What do you want to know?
 +
How will you respond to the offer of service?
 +
What will you say about the artifact's location?
 +
How will you respond to the adoption request?
 +
How will you respond to the position offer?
 +
Where do you want to go?
 +
About whom do you ask?
 +
How will you respond?
 +
How will you ask?
 +
What will you say about the conflict?
 +
What will you say about the journey?
 +
What will you say about the failed occupation?
 +
What will you say about the army?
 +
What will you say about the group?
 +
What will you say about the site's foundation?
 +
What will you say about the new leadership?
 +
What will you say about the occupation?
 +
What will you say about the incident?
 +
What will you say about the abduction?
 +
What will you say about the refusal to accept tribute?
 +
What will you say about tribute agreement?
 +
What will you say about the trouble?
 +
What will you say about the beast?
 +
What will you say about the tribute stoppage?
 +
What will you say about the failed peace agreement?
 +
What will you say about the peace agreement?
 +
What will you say about the refusal to give tribute?
 +
Euphoric
 +
Nearly impossible
 +
Impossible
 +
Favorable odds
 +
Likely success
 +
Unfavorable odds
 +
Even odds
 +
Likely failure
 +
What will you say about the site reclamation?
 +
What will you say about the end of the insurrection?
 +
What will you say about the insurrection?
 +
What will you say?
 +
Light
 
  dismounts
 
  dismounts
You fail to dismount in time.
+
feA
You stand up.
+
r+b
You cannot mount
+
unknown compression method
due to the presence of an existing rider.
+
unknown header flags set
You fail to mount
+
incorrect length check
in time.
+
incorrect data check
</breed_id>
+
invalid distances set
<breed_id>
+
invalid literal/length code
</historical_figure>
+
invalid code -- missing end-of-block
</historical_figures>
+
invalid literal/lengths set
</vague_relationship>
+
invalid distance code
<adventurer/>
+
invalid distance too far back
</ent_pop_id>
+
invalid block type
<ent_pop_id>
+
invalid code lengths set
<entities>
+
invalid bit length repeat
<honor>
+
invalid stored block lengths
</gives_precedence>
+
too many length or distance symbols
<gives_precedence>
+
incorrect header check
<entity_populations>
+
invalid window size
<entity_population>
+
header crc mismatch
</entity_population>
+
data error
</entity_populations>
+
insufficient memory
<requires_any_melee_skill/>
+
file error
<requires_any_ranged_skill/>
+
stream error
</required_skill_ip_total>
+
buffer error
<required_skill_ip_total>
+
incompatible version
<granted_to_everybody/>
+
need dictionary
</required_skill>
+
stream end
<required_skill>
+
 
<requires_any_melee_or_ranged_skill/>
+
FMOD_System_Create
</required_years>
+
SDL_GetDisplayMode
<required_years>
+
SDL_GetNumDisplayModes
</exempt_epid>
+
SDL_UnlockSurface
<exempt_epid>
+
SDL_UpperBlit
</required_battles>
+
SDL_LockSurface
<required_battles>
+
SDL_FreeSurface
</required_kills>
+
SDL_SaveBMP_RW
<required_kills>
+
SDL_CreateRGBSurfaceFrom
<historical_events>
+
SDL_RWFromFile
</historical_events>
+
IMG_Load
<historical_event_collections>
+
memchr
</historical_event_collections>
+
memcpy
</exempt_former_epid>
+
memset
<exempt_former_epid>
+
qsort
</honor>
+
fclose
</entities>
+
fwrite
<written_contents>
+
fread
<written_content>
+
strtof
</title>
+
rand
<title>
+
puts
<historical_eras>
+
strtol
<historical_era>
+
fopen
</historical_era>
+
malloc
</historical_eras>
+
ferror
<form>
+
memcmp
</form>
+
memmove
<style>
+
atan2
meandering
+
sqrt
</author_hfid>
+
sqrtf
<author_hfid>
+
Portrait
</author_roll>
+
Unit List
<author_roll>
+
Unit selector
florid
+
 
forceful
+
</pre>
humorous
 
puerile
 
cheerful
 
mechanical
 
serious
 
disjointed
 
NULL artifact on wg ruin building, skipping
 
adventuring traveler placed out of bounds
 
stands up.
 
You lie on the ground.
 
lies on the ground.
 
marriage traveler placed out of bounds
 
unknown header flags set
 
unknown compression method
 
incorrect length check
 
incorrect data check
 
invalid code lengths set
 
too many length or distance symbols
 
invalid code -- missing end-of-block
 
invalid bit length repeat
 
invalid stored block lengths
 
invalid block type
 
invalid distance too far back
 
invalid distances set
 
invalid literal/lengths set
 
invalid distance code
 
invalid literal/length code
 
header crc mismatch
 
invalid window size
 
incorrect header check
 
need dictionary
 
file error
 
stream end
 
incompatible version
 
data error
 
stream error
 
buffer error
 
insufficient memory
 
----------------
 
C:\Users\tarna\Desktop\dwarves\x64\Release\Dwarf Fortress.pdb
 
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.text$mn
 
.text$mn$00
 
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.00cfg
 
.CRT$XCA
 
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.CRT$XPZ
 
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.rdata
 
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.rdata$r
 
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.tls$ZZZ
 
.xdata
 
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.idata$2
 
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.idata$6
 
.data$r
 
.data$rs
 
.pdata
 
.rsrc$01
 
.rsrc$02
 
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HV^6Hv`6Hzb6Hzd6Hzf6Hzh6H
 
j6HHl6H|n6HHp6Hzr6Hzt6HzvrH9
 
H*x6H^z6H^|6H^~6H^
 
:42J842
 
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&J(z&%
 
,J.z,R*
 
^4Z6z4
 
^>Z@z>
 
(R*D,D.
 
:D<r"=
 
u *,,2.
 
2~>>2D>
 
:"n$1
 
N(XpN`
 
Z(`pZb^z
 
b(hpbbfz
 
& .$N&J
 
&*.,Z2J
 
b&1"$^"u
 
%!%A%a%
 
&!&A&a&!
 
PDRNT@V@X
 
*$,(0<2B(r4$6(:<2B(r4$6(:<2B(r4$6(:<2B(
 
4$6(:<2B(
 
4$6(:<2B(f
 
HfLh@j93
 
B(D6B2
 
$17"N T
 
> >">$>&>(>*>,>.>0>2>4>6>8>:><>>>@>B>D>F>H>J>L>N>P>R>T>V>X>Z>\>^>`>b>d>f>h>j>l>n>p>r>t>v>x>z>|>~>
 
4"~ 4$~ 4&~ 4(~ 4*~ 4,~ 4.z 40~ 42~ .4J 46h
 
*@"B(@"2&@"2$@"
 
<@4B:@428@426@4
 
N@FBL@F2J@F2H@F
 
`@XB^@X2\@X2Z@X
 
r@jBp@j2n@j2l@j
 
@|2~@|
 
B"B$B&B(B*B,B.B0B2J4
 
JBLBNBPBRBTBVBXBZB\B^B`BbBdBfBhBjBlBnBpBrBtBvBxBzT|:
 
.("*.,".(0
 
( (".8
 
(<">.@"B(D(F.H
 
.4"6(L
 
.4"6(L
 
.T"V(X
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
4.6"L(N
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
.4"6(L
 
$L&>(>*
 
&h$L(h$!
 
*h$L,h$%
 
ZrDT\pDa
 
^hDT`fD
 
VrDTXpD}
 
NrDTPpDa
 
RhDTTfD
 
FrDTHpD-
 
JhDTLfDU
 
drbTfpb
 
lrjTnpj
 
prjTrpjy
 
trjTvpj
 
J(HjL(H
 
H$XxHFT(HZV(H
 
`(HPbhd<bvH|l(Hnf(HPhhj<h
 
p(HPr`t<r~Hpv(HPx`z>x
 
HP|r~j
 
$h"L$h"
 
$h"L$h"
 
$h"L$h"
 
$h"L$h"]
 
$h"L$h"
 
&h"L&h"
 
0|2V0@2V0%
 
<V:@<V:y
 
NdPdRdT^V
 
\VZ@\VZ
 
\VZ@\VZ
 
\VZ@\VZ
 
\VZ@\VZ
 
`V^@`V^E
 
`V^@`V^
 
`V^@`V^
 
`V^@`V^
 
8|6ZbV6@bV6
 
hVf@hVf
 
pVn@pVn
 
p`nxp`n
 
pfnxp^nbpVn@pVnxp`nu
 
pVn@pVne
 
j Nj
 
j Nj
 
j Nj
 
j Nj
 
j Nj
 
j Nj
 
j Nj ]
 
.j,N.j,
 
6j4N6j4a
 
>j<N>j<a
 
>j<N>j<a
 
(|@pB`@=
 
PlRvP`T
 
VjTNVjT
 
A?B M:
 
ADB M:
 
AIB M:
 
AXB M:
 
ASB M:
 
ANB M:
 
B4F@B4H@B4J@B4L@B4N@B4P@B4R@B4T@B4V@B4X@B4Z@B4\@B4^@B4`@B4b@B4d@B4f@B4h@B4j@B4l@B4n@B4p@B4r@B4t@B4v@B4x@B4z@B4|@B4~@B4
 
D,B:F,B
 
8V6-!:
 
-t}!-d|!-4{!-
 
-t['-dZ'-4Y'-
 
#dZ<#4Y<#
 
#dZ<#4Y<#
 
#dZ<#4Y<#
 
-ta<-d`<-4_<-
 
%tU<%dT<%4S<%
 
-tst-drt-4qt-
 
-t;'-d:'-49'-
 
" B$B&N(4
 
(*$F"""
 
*N($*x,
 
(.*0F.
 
(:*<F:
 
$9,N5,
 
9,HE,F9,
 
$Y,NU,
 
$Y,NU,
 
$m,Lq,|m,3
 
m,ty,Nm,
 
m,t},Nm,
 
m,t!-Nm,
 
m,t%-Nm,
 
m,t)-Nm,
 
m,t--Nm,
 
m,t1-Nm,
 
m,t5-Nm,
 
m,t9-Nm,
 
m,t=-Nm,
 
m,tA-Nm,
 
m,tE-Nm,
 
m,tI-Nm,
 
m,tM-Nm,
 
m,tQ-Nm,
 
m,tU-Nm,
 
m,tY-Nm,
 
m,Z]-Fm,
 
$i-Ne-
 
$i-Ne-
 
$e.va.
 
$i.*m.
 
;y.Fu.0
 
$%/N!/
 
$%/N!/
 
$A/N=/
 
$A/N=/
 
$A/N=/
 
$A/N=/
 
$A/ZE/
 
$M/VI/
 
$M/VI/
 
$i/Ne/
 
$i/Ne/
 
$i/Ne/
 
$i/Ne/
 
$i/Zm/
 
$u/Vq/
 
$u/Vq/
 
80|220
 
@HPR@
 
.P,\6!
 
" p!` 0
 
""($&((""*(,"
 
FMOD_System_Create
 
?playSound@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEAVSound@2@PEAVChannelGroup@2@_NPEAPEAVChannel@2@@Z
 
?createStream@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEBDIPEAUFMOD_CREATESOUNDEXINFO@@PEAPEAVSound@2@@Z
 
?createSound@System@FMOD@@QEAA?AW4FMOD_RESULT@@PEBDIPEAUFMOD_CREATESOUNDEXINFO@@PEAPEAVSound@2@@Z
 
?setStreamBufferSize@System@FMOD@@QEAA?AW4FMOD_RESULT@@II@Z
 
?update@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?close@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?init@System@FMOD@@QEAA?AW4FMOD_RESULT@@HIPEAX@Z
 
?release@System@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?release@Sound@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?setPan@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@M@Z
 
?isPlaying@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEA_N@Z
 
?getVolume@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@PEAM@Z
 
?setVolume@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@M@Z
 
?setPaused@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@_N@Z
 
?stop@ChannelControl@FMOD@@QEAA?AW4FMOD_RESULT@@XZ
 
?setPosition@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@II@Z
 
?setPriority@Channel@FMOD@@QEAA?AW4FMOD_RESULT@@H@Z
 
fmod.dll
 
SDL_GetDisplayMode
 
SDL_GetNumDisplayModes
 
SDL_UnlockSurface
 
SDL_UpperBlit
 
SDL_LockSurface
 
SDL_FreeSurface
 
SDL_DestroyTexture
 
SDL_SetWindowSize
 
SDL_RenderCopy
 
SDL_RenderClear
 
SDL_GetSurfaceBlendMode
 
SDL_RenderWindowToLogical
 
SDL_GetDisplayBounds
 
SDL_Init
 
SDL_NumJoysticks
 
SDL_GetError
 
SDL_SetHint
 
SDL_Quit
 
SDL_Delay
 
SDL_ShowCursor
 
SDL_GetDesktopDisplayMode
 
SDL_CreateTexture
 
SDL_GetMouseState
 
SDL_InitSubSystem
 
SDL_ThreadID
 
SDL_SetSurfaceColorMod
 
SDL_SetSurfaceBlendMode
 
SDL_PollEvent
 
SDL_MapRGB
 
SDL_GetTicks
 
SDL_CreateRGBSurface
 
SDL_RenderSetLogicalSize
 
SDL_CreateRenderer
 
SDL_RenderPresent
 
SDL_CreateThread
 
SDL_CreateWindow
 
SDL_FillRect
 
SDL_SetWindowFullscreen
 
SDL_SetRenderDrawColor
 
SDL_CreateTextureFromSurface
 
SDL_GetWindowSize
 
SDL_SetTextureAlphaMod
 
SDL_SetSurfaceAlphaMod
 
SDL_GetSurfaceAlphaMod
 
SDL_SaveBMP_RW
 
SDL_CreateRGBSurfaceFrom
 
SDL_RWFromFile
 
SDL_ConvertSurfaceFormat
 
SDL_GetRGBA
 
SDL_ConvertSurface
 
SDL_SetColorKey
 
SDL2.dll
 
IMG_Load
 
SDL2_image.dll
 
timeEndPeriod
 
timeBeginPeriod
 
WINMM.dll
 
CreateDirectoryA
 
GetTickCount
 
LoadLibraryA
 
GetProcAddress
 
FreeLibrary
 
FindFirstFileA
 
FindNextFileA
 
FindClose
 
SetFileTime
 
LocalFileTimeToFileTime
 
CreateFileA
 
CloseHandle
 
DosDateTimeToFileTime
 
GetFileTime
 
KERNEL32.dll
 
MessageBoxA
 
USER32.dll
 
?uncaught_exceptions@std@@YAHXZ
 
?_Xbad_alloc@std@@YAXXZ
 
?_Xout_of_range@std@@YAXPEBD@Z
 
?_Xlength_error@std@@YAXPEBD@Z
 
?sputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAA_JPEBD_J@Z
 
?widen@?$basic_ios@DU?$char_traits@D@std@@@std@@QEBADD@Z
 
?put@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@D@Z
 
?sputc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHD@Z
 
?_Osfx@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAXXZ
 
?flush@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@XZ
 
?setstate@?$basic_ios@DU?$char_traits@D@std@@@std@@QEAAXH_N@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@P6AAEAV01@AEAV01@@Z@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@H@Z
 
??1_Lockit@std@@QEAA@XZ
 
??0_Lockit@std@@QEAA@H@Z
 
?_Getgloballocale@locale@std@@CAPEAV_Locimp@12@XZ
 
?id@?$codecvt@DDU_Mbstatet@@@std@@2V0locale@2@A
 
?_Getcat@?$codecvt@DDU_Mbstatet@@@std@@SA_KPEAPEBVfacet@locale@2@PEBV42@@Z
 
?unshift@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEAD1AEAPEAD@Z
 
?_Init@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAXXZ
 
?in@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEBD1AEAPEBDPEAD3AEAPEAD@Z
 
?out@?$codecvt@DDU_Mbstatet@@@std@@QEBAHAEAU_Mbstatet@@PEBD1AEAPEBDPEAD3AEAPEAD@Z
 
?setg@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAXPEAD00@Z
 
?_Pninc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAPEADXZ
 
??1?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
?showmanyc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JXZ
 
?xsgetn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JPEAD_J@Z
 
?xsputn@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA_JPEBD_J@Z
 
??1?$basic_ios@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
?write@?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@PEBD_J@Z
 
?read@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@PEAD_J@Z
 
??1?$basic_iostream@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
?always_noconv@codecvt_base@std@@QEBA_NXZ
 
??Bid@locale@std@@QEAA_KXZ
 
_Cnd_signal
 
?_Throw_C_error@std@@YAXH@Z
 
?_Fiopen@std@@YAPEAU_iobuf@@PEBDHH@Z
 
_Mtx_lock
 
_Mtx_unlock
 
??0?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAA@XZ
 
?getloc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEBA?AVlocale@2@XZ
 
?setp@?$basic_streambuf@DU?$char_traits@D@std@@@std@@IEAAXPEAD00@Z
 
??0?$basic_ios@DU?$char_traits@D@std@@@std@@IEAA@XZ
 
??0?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@_N@Z
 
?_Lock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAAXXZ
 
?_Unlock@?$basic_streambuf@DU?$char_traits@D@std@@@std@@UEAAXXZ
 
?uflow@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHXZ
 
?setbuf@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAPEAV12@PEAD_J@Z
 
?sync@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHXZ
 
?imbue@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAXAEBVlocale@2@@Z
 
??1?$basic_ostream@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
?__ExceptionPtrAssign@@YAXPEAXPEBX@Z
 
?GetCurrentThreadId@platform@details@Concurrency@@YAJXZ
 
?_ReportUnobservedException@details@Concurrency@@YAXXZ
 
?_Schedule_chore@details@Concurrency@@YAHPEAU_Threadpool_chore@12@@Z
 
?_LogWorkItemCompleted@_TaskEventLogger@details@Concurrency@@QEAAXXZ
 
?_LogWorkItemStarted@_TaskEventLogger@details@Concurrency@@QEAAXXZ
 
?_LogTaskExecutionCompleted@_TaskEventLogger@details@Concurrency@@QEAAXXZ
 
?_LogTaskCompleted@_TaskEventLogger@details@Concurrency@@QEAAXXZ
 
?_LogCancelTask@_TaskEventLogger@details@Concurrency@@QEAAXXZ
 
?_LogScheduleTask@_TaskEventLogger@details@Concurrency@@QEAAX_N@Z
 
?_Release_chore@details@Concurrency@@YAXPEAU_Threadpool_chore@12@@Z
 
?ReportUnhandledError@_ExceptionHolder@details@Concurrency@@AEAAXXZ
 
?_Capture@_ContextCallback@details@Concurrency@@AEAAXXZ
 
?_IsCurrentOriginSTA@_ContextCallback@details@Concurrency@@CA_NXZ
 
?_Reset@_ContextCallback@details@Concurrency@@AEAAXXZ
 
?_CallInContext@_ContextCallback@details@Concurrency@@QEBAXV?$function@$$A6AXXZ@std@@_N@Z
 
??0task_continuation_context@Concurrency@@AEAA@XZ
 
_Cnd_unregister_at_thread_exit
 
?__ExceptionPtrCreate@@YAXPEAX@Z
 
_Cnd_init_in_situ
 
?__ExceptionPtrCopy@@YAXPEAXPEBX@Z
 
?_Xbad_function_call@std@@YAXXZ
 
?_Syserror_map@std@@YAPEBDH@Z
 
?__ExceptionPtrToBool@@YA_NPEBX@Z
 
_Mtx_destroy_in_situ
 
?__ExceptionPtrDestroy@@YAXPEAX@Z
 
?__ExceptionPtrCurrentException@@YAXPEAX@Z
 
?__ExceptionPtrRethrow@@YAXPEBX@Z
 
_Mtx_init_in_situ
 
_Cnd_register_at_thread_exit
 
_Cnd_wait
 
_Cnd_broadcast
 
_Cnd_destroy_in_situ
 
?sbumpc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?sgetc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?snextc@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?_Ipfx@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA_N_N@Z
 
??0?$basic_istream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@_N@Z
 
??1?$basic_istream@DU?$char_traits@D@std@@@std@@UEAA@XZ
 
??Bios_base@std@@QEBA_NXZ
 
__std_release_shared_mutex_for_instance
 
__std_acquire_shared_mutex_for_instance
 
?pubsync@?$basic_streambuf@DU?$char_traits@D@std@@@std@@QEAAHXZ
 
?clear@?$basic_ios@DU?$char_traits@D@std@@@std@@QEAAXH_N@Z
 
?pbackfail@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHH@Z
 
?underflow@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAAHXZ
 
?seekoff@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA?AV?$fpos@U_Mbstatet@@@2@_JHH@Z
 
?seekpos@?$basic_streambuf@DU?$char_traits@D@std@@@std@@MEAA?AV?$fpos@U_Mbstatet@@@2@V32@H@Z
 
_Mtx_trylock
 
__std_atomic_wait_direct
 
?cout@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
 
__std_atomic_notify_one_direct
 
?_Xinvalid_argument@std@@YAXPEBD@Z
 
?id@?$ctype@D@std@@2V0locale@2@A
 
??5?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@AEAH@Z
 
?getline@?$basic_istream@DU?$char_traits@D@std@@@std@@QEAAAEAV12@PEAD_J@Z
 
?getloc@ios_base@std@@QEBA?AVlocale@2@XZ
 
?_Getcat@?$ctype@D@std@@SA_KPEAPEBVfacet@locale@2@PEBV42@@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@F@Z
 
??0?$basic_iostream@DU?$char_traits@D@std@@@std@@QEAA@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
 
??6?$basic_ostream@DU?$char_traits@D@std@@@std@@QEAAAEAV01@PEAV?$basic_streambuf@DU?$char_traits@D@std@@@1@@Z
 
?setw@std@@YA?AU?$_Smanip@_J@1@_J@Z
 
__std_close_threadpool_work
 
__std_parallel_algorithms_hw_threads
 
__std_wait_for_threadpool_work_callbacks
 
__std_bulk_submit_threadpool_work
 
__std_create_threadpool_work
 
_Query_perf_frequency
 
_Query_perf_counter
 
?cerr@std@@3V?$basic_ostream@DU?$char_traits@D@std@@@1@A
 
MSVCP140.dll
 
MSVCP140_ATOMIC_WAIT.dll
 
__CxxFrameHandler4
 
__std_exception_destroy
 
__std_exception_copy
 
__std_terminate
 
_purecall
 
__current_exception
 
__current_exception_context
 
__C_specific_handler
 
_CxxThrowException
 
memset
 
VCRUNTIME140_1.dll
 
VCRUNTIME140.dll
 
_invalid_parameter_noinfo_noreturn
 
fflush
 
fclose
 
_unlock_file
 
_lock_file
 
fwrite
 
fgetpos
 
setvbuf
 
ungetc
 
fsetpos
 
_fseeki64
 
_get_stream_buffer_pointers
 
remove
 
terminate
 
strtoul
 
strtoull
 
_endthreadex
 
__acrt_iob_func
 
_beginthreadex
 
__stdio_common_vfprintf
 
__stdio_common_vsprintf
 
_errno
 
strtol
 
rename
 
malloc
 
isspace
 
_time64
 
ferror
 
_ftelli64
 
_callnewh
 
_configure_narrow_argv
 
_initialize_narrow_environment
 
_initialize_onexit_table
 
_register_onexit_function
 
_crt_atexit
 
_cexit
 
_seh_filter_exe
 
_set_app_type
 
__setusermatherr
 
_get_narrow_winmain_command_line
 
_initterm
 
_initterm_e
 
_set_fmode
 
_c_exit
 
_register_thread_local_exe_atexit_callback
 
_configthreadlocale
 
_set_new_mode
 
__p__commode
 
_aligned_malloc
 
_aligned_free
 
_unlink
 
api-ms-win-crt-heap-l1-1-0.dll
 
api-ms-win-crt-runtime-l1-1-0.dll
 
api-ms-win-crt-stdio-l1-1-0.dll
 
api-ms-win-crt-filesystem-l1-1-0.dll
 
api-ms-win-crt-utility-l1-1-0.dll
 
api-ms-win-crt-convert-l1-1-0.dll
 
api-ms-win-crt-string-l1-1-0.dll
 
api-ms-win-crt-time-l1-1-0.dll
 
api-ms-win-crt-locale-l1-1-0.dll
 
api-ms-win-crt-math-l1-1-0.dll
 
InitOnceComplete
 
InitOnceBeginInitialize
 
ReleaseSRWLockExclusive
 
AcquireSRWLockExclusive
 
LocalFree
 
GetModuleHandleW
 
RtlCaptureContext
 
RtlLookupFunctionEntry
 
RtlVirtualUnwind
 
UnhandledExceptionFilter
 
SetUnhandledExceptionFilter
 
GetCurrentProcess
 
TerminateProcess
 
IsProcessorFeaturePresent
 
EnterCriticalSection
 
LeaveCriticalSection
 
InitializeCriticalSectionAndSpinCount
 
DeleteCriticalSection
 
SetEvent
 
ResetEvent
 
WaitForSingleObjectEx
 
CreateEventW
 
IsDebuggerPresent
 
GetStartupInfoW
 
QueryPerformanceCounter
 
GetCurrentProcessId
 
GetCurrentThreadId
 
GetSystemTimeAsFileTime
 
InitializeSListHead
 
GetCommandLineW
 
HeapAlloc
 
HeapFree
 
GetProcessHeap
 
CommandLineToArgvW
 
SHELL32.dll
 
SDL_free
 
SDL_memcpy
 
SDL_wcslen
 
SDL_strlen
 
SDL_iconv_string
 
SDL_SetMainReady
 
SDL_ShowSimpleMessageBox
 
memchr
 
memcmp
 
memcpy
 
memmove
 
[KEY:*]
 
[BIND:*:*]
 
[VERSION:*]
 
[SYM:*:*]
 
[BUTTON:*:*]
 
qh$""ohrkhh#ch!!gde#qugHwvquI#pHhg!lttdt
 
n#itl/o7w
 
{lysv7esfvF#""hu<qp!jlhh""fHNb!cp/"rqo!qgj
 
m!;utgp
 
nBUENrn
 
vinfl"k|vkduo
 
" l%vke
 
uouft!c/Jiweso
 
dfhooks
 
General
 
Adventurer
 
Dwarf mode
 
Embark
 
Building
 
Workshop
 
Pilezone
 
Stockorder
 
Militia
 
Text entry
 
.?AVbad_alloc@std@@
 
.?AVexception@std@@
 
.?AVbad_array_new_length@std@@
 
.?AVbad_cast@std@@
 
.?AVruntime_error@std@@
 
.?AV<lambda_1>@?CC@??_CancelAndRunContinuations@?$_Task_impl@E@details@Concurrency@@UEAA_N_N00AEBV?$shared_ptr@U_ExceptionHolder@details@Concurrency@@@std@@@Z@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@
 
.?AV<lambda_1>@?1??_MakeVoidToUnitFunc@details@Concurrency@@YA?AV?$function@$$A6AEXZ@std@@AEBV?$function@$$A6AXXZ@5@@Z@
 
.?AVtask_canceled@Concurrency@@
 
.?AVlogic_error@std@@
 
.?AVfuture_error@std@@
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@2@@Z@
 
.?AV<lambda_1>@?7???R0?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@34@@Z@QEBA@XZ@
 
.?AV_Interruption_exception@details@Concurrency@@
 
.?AVinvalid_operation@Concurrency@@
 
.?AV<lambda_1>@?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@34@@Z@
 
.?AVbad_variant_access@std@@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@2@@Z@
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@2@@Z@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@
 
.?AV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@2@@Z@
 
.?AV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@
 
.?AU_Parallelism_resources_exhausted@std@@
 
.?AV<lambda_2>@?1???0textbox@widgets@@QEAA@HI@Z@
 
.?AV<lambda_1>@?1???0textbox@widgets@@QEAA@HI@Z@
 
.?AVtype_info@@
 
.?AVabstract_building_libraryst@@
 
.?AVabstract_building_inn_tavernst@@
 
.?AVabstract_building_keepst@@
 
.?AVabstract_building_underworld_spirest@@
 
.?AVabstract_building_towerst@@
 
.?AVabstract_building_dungeonst@@
 
.?AVabstract_building_tombst@@
 
.?AVabstract_buildingst@@
 
.?AVabstract_building_counting_housest@@
 
.?AVabstract_building_mead_hallst@@
 
.?AVabstract_building_templest@@
 
.?AVabstract_building_marketst@@
 
.?AVabstract_building_guildhallst@@
 
.?AVabstract_building_hospitalst@@
 
.?AVabstract_building_dark_towerst@@
 
.?AVactivity_event_reunionst@@
 
.?AVgeneral_ref_knowledge_scholar_flagst@@
 
.?AVactivity_event_encounterst@@
 
.?AVactivity_event_make_believest@@
 
.?AVactivity_event_discuss_topicst@@
 
.?AVactivity_event_fill_service_orderst@@
 
.?AVactivity_event_play_with_toyst@@
 
.?AVgeneral_refst@@
 
.?AVactivity_event_teach_topicst@@
 
.?AVactivity_event_ranged_practicest@@
 
.?AVgeneral_ref_value_levelst@@
 
.?AVactivity_event_researchst@@
 
.?AVactivity_event_copy_written_contentst@@
 
.?AVactivity_event_writest@@
 
.?AVactivity_event_prayerst@@
 
.?AVgeneral_ref_activity_eventst@@
 
.?AVactivity_event_ponder_topicst@@
 
.?AVhistory_event_knowledge_discoveredst@@
 
.?AVactivity_event_readst@@
 
.?AVhistory_eventst@@
 
.?AVactivity_event_skill_demonstrationst@@
 
.?AVactivity_event_guardst@@
 
.?AVactivity_event_harassmentst@@
 
.?AUperformance_play_orderst@@
 
.?AVactivity_event_conflictst@@
 
.?AVactivity_event_combat_trainingst@@
 
.?AVactivity_event_performancest@@
 
.?AVactivity_event_socializest@@
 
.?AVactivity_event_sparringst@@
 
.?AVhistory_event_artifact_createdst@@
 
.?AVactivity_event_conversationst@@
 
.?AVhistory_event_hf_learns_secretst@@
 
.?AVactivity_event_playst@@
 
.?AVactivity_eventst@@
 
.?AVactivity_event_training_sessionst@@
 
.?AVactivity_event_worshipst@@
 
.?AVactivity_event_store_objectst@@
 
.?AVactivity_event_individual_skill_drillst@@
 
.?AVhistory_event_collection_theftst@@
 
.?AVitemst@@
 
.?AVhistory_event_collection_abductionst@@
 
.?AVhistory_event_body_abusedst@@
 
.?AVcreation_zone_pwg_alteration_srp_ruinedst@@
 
.?AVhistory_event_war_destroyed_sitest@@
 
.?AVhistory_event_hf_does_interactionst@@
 
.?AVhistory_event_war_plundered_sitest@@
 
.?AVitem_bagst@@
 
.?AVhistory_event_collection_duelst@@
 
.?AVhistory_event_war_attacked_sitest@@
 
.?AVitem_constructedst@@
 
.?AVhistory_event_tactical_situationst@@
 
.?AVhistory_event_hist_figure_woundedst@@
 
.?AVhistory_event_item_stolenst@@
 
.?AVhistory_event_spotted_leaving_sitest@@
 
.?AVhistory_event_hist_figure_simple_battle_eventst@@
 
.?AVhistory_event_collectionst@@
 
.?AVhistory_event_topicagreement_rejectedst@@
 
.?AVhistory_event_collection_battlest@@
 
.?AVhistory_event_war_site_taken_overst@@
 
.?AVcreation_zone_pwg_alteration_location_deathst@@
 
.?AVcreation_zone_pwg_alterationst@@
 
.?AVhistory_event_squad_vs_squadst@@
 
.?AVhistory_event_entity_rampaged_in_sitest@@
 
.?AVhistory_event_assume_identityst@@
 
.?AVhistory_event_artifact_givenst@@
 
.?AVhistory_event_sabotagest@@
 
.?AVhistory_event_sneak_into_sitest@@
 
.?AVhistory_event_created_sitest@@
 
.?AVhistory_event_war_site_tribute_forcedst@@
 
.?AVhistory_event_reclaim_sitest@@
 
.?AVitem_craftedst@@
 
.?AVitem_actualst@@
 
.?AVhistory_event_site_surrenderedst@@
 
.?AVhistory_event_hf_act_on_artifactst@@
 
.?AVhistory_event_add_hf_entity_linkst@@
 
.?AVhistory_event_hist_figure_simple_actionst@@
 
.?AVhistory_event_collection_raidst@@
 
.?AVhistory_event_collection_site_conqueredst@@
 
.?AVcreation_zone_pwg_alteration_srb_ruinedst@@
 
.?AVhistory_event_artifact_storedst@@
 
.?AVhistory_event_entity_searched_sitest@@
 
.?AVcreation_zone_pwg_alteration_campst@@
 
.?AVhistory_event_hf_freedst@@
 
.?AV?$basic_filebuf@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_fstream@DU?$char_traits@D@std@@@std@@
 
.?AVart_image_element_treest@@
 
.?AVart_image_element_itemst@@
 
.?AVios_base@std@@
 
.?AV?$basic_iostream@DU?$char_traits@D@std@@@std@@
 
.?AVart_image_property_intransitive_verbst@@
 
.?AVart_image_property_transitive_verbst@@
 
.?AV?$_Iosb@H@std@@
 
.?AV?$basic_streambuf@DU?$char_traits@D@std@@@std@@
 
.?AVart_image_element_plantst@@
 
.?AV?$basic_istream@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_ios@DU?$char_traits@D@std@@@std@@
 
.?AVart_image_element_creaturest@@
 
.?AVart_image_elementst@@
 
.?AV?$basic_ostream@DU?$char_traits@D@std@@@std@@
 
.?AVart_image_element_shapest@@
 
.?AVart_image_propertyst@@
 
.?AVhistory_event_entity_expels_hfst@@
 
.?AVcontainer@widgets@@
 
.?AVviewscreenst@@
 
.?AVviewscreen_worldst@@
 
.?AVsquad_order_rescue_hfst@@
 
.?AVabstract_interfacest@@
 
.?AVhistory_event_hist_figure_diedst@@
 
.?AVwidget@widgets@@
 
.?AVsquad_order_retrieve_artifactst@@
 
.?AVsquad_order_raid_sitest@@
 
.?AVsquad_orderst@@
 
.?AVgeneral_ref_entity_art_imagest@@
 
.?AV?$_Ref_count@Uworld_gen_param_charst@@@std@@
 
.?AUworld_gen_param_charst@@
 
.?AV?$basic_stringbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_flagst@@@std@@
 
.?AV?$_Ref_count@Uworld_gen_param_flagarrayst@@@std@@
 
.?AV?$basic_ofstream@DU?$char_traits@D@std@@@std@@
 
.?AV?$basic_ostringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AUworld_gen_param_valuest@@
 
.?AUworld_gen_param_flagarrayst@@
 
.?AV?$_Ref_count_obj2@Vcontainer@widgets@@@std@@
 
.?AUworld_gen_param_flagst@@
 
.?AUworld_gen_param_memberst@@
 
.?AV?$_Ref_count@Uworld_gen_param_memberst@@@std@@
 
.?AV_Ref_count_base@std@@
 
.?AVtabs@widgets@@
 
.?AUworld_gen_param_basest@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@X$$V@std@@
 
.?AV_Future_error_category2@std@@
 
.?AV?$_Ref_count_obj2@U_ExceptionHolder@details@Concurrency@@@std@@
 
.?AV?$basic_ifstream@DU?$char_traits@D@std@@@std@@
 
.?AV?$_Associated_state@H@std@@
 
.?AVerror_category@std@@
 
.?AVviewscreen_titlest@@
 
.?AV_DefaultPPLTaskScheduler@details@Concurrency@@
 
.?AVviewscreen_initial_prepst@@
 
.?AU?$_Task_impl@E@details@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?7???R1?4??_ScheduleContinuationTask@_Task_impl_base@details@Concurrency@@QEAAXPEAU_ContinuationTaskHandleBase@45@@Z@QEBA@XZ@X$$V@std@@
 
.?AV?$_Func_base@X$$V@std@@
 
.?AV?$_Task_async_state@X@std@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AV_RefCounter@details@Concurrency@@
 
.?AV?$_Ref_count_obj2@U?$_Task_impl@E@details@Concurrency@@@std@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1??_MakeVoidToUnitFunc@details@Concurrency@@YA?AV?$function@$$A6AEXZ@std@@AEBV?$function@$$A6AXXZ@6@@Z@E$$V@std@@
 
.?AV?$_Func_base@E$$V@std@@
 
.?AU_TaskProcHandle@details@Concurrency@@
 
.?AUscheduler_interface@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@X$$V@std@@
 
.?AV?$_Packaged_state@$$A6AXXZ@std@@
 
.?AV?$_CancellationTokenCallback@V<lambda_1>@?1??_RegisterCancellation@_Task_impl_base@details@Concurrency@@QEAAXV?$weak_ptr@U_Task_impl_base@details@Concurrency@@@std@@@Z@@details@Concurrency@@
 
.?AV_CancellationTokenRegistration@details@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?BB@??logic@viewscreen_initial_prepst@@UEAAXXZ@@3@@Z@X$$V@std@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?CC@??_CancelAndRunContinuations@?$_Task_impl@E@details@Concurrency@@UEAA_N_N00AEBV?$shared_ptr@U_ExceptionHolder@details@Concurrency@@@std@@@Z@X$$V@std@@
 
.?AU_Task_impl_base@details@Concurrency@@
 
.?AVhistory_event_war_field_battlest@@
 
.?AVitem_clothst@@
 
.?AVitem_doorst@@
 
.?AVbuilding_tablest@@
 
.?AVitem_tablest@@
 
.?AVbuilding_chairst@@
 
.?AVitem_pantsst@@
 
.?AVitem_bedst@@
 
.?AVbuilding_cabinetst@@
 
.?AVitem_shoesst@@
 
.?AVhistory_event_hf_destroyed_sitest@@
 
.?AVbuilding_doorst@@
 
.?AVbuilding_display_furniturest@@
 
.?AVitem_gemst@@
 
.?AVitem_armorst@@
 
.?AVitem_skin_tannedst@@
 
.?AVitem_weaponst@@
 
.?AVhistory_event_war_site_new_leaderst@@
 
.?AVitem_toolst@@
 
.?AVitem_boxst@@
 
.?AVitem_cabinetst@@
 
.?AVbuilding_civzonest@@
 
.?AVitem_glovesst@@
 
.?AVbuildingst@@
 
.?AVhistory_event_hf_attacked_sitest@@
 
.?AVbuilding_boxst@@
 
.?AVitem_hatch_coverst@@
 
.?AVbuilding_actualst@@
 
.?AVitem_chairst@@
 
.?AVhistory_event_change_creature_typest@@
 
.?AVbuilding_bedst@@
 
.?AVhistory_event_hfs_formed_intrigue_relationshipst@@
 
.?AVitem_helmst@@
 
.?AVhistory_event_collection_beast_attackst@@
 
.?AVbuilding_hatchst@@
 
.?AVitem_binst@@
 
.?AVhistory_event_artifact_claim_formedst@@
 
.?AVhistory_event_agreement_formedst@@
 
.?AVsquad_order_movest@@
 
.?AVbuild_req_choice_specst@@
 
.?AVbuild_req_choicest@@
 
.?AVbuilding_stockpilest@@
 
.?AVsquad_order_patrol_routest@@
 
.?AVsquad_order_kill_listst@@
 
.?AVsquad_order_trainst@@
 
.?AVsquad_order_defend_burrowsst@@
 
.?AVhistory_event_hf_convictedst@@
 
.?AVsquad_order_kill_hfst@@
 
.?AVhistory_event_agreement_concludedst@@
 
.?AVsquad_order_cause_trouble_for_entityst@@
 
.?AVsquad_order_drive_armies_from_sitest@@
 
.?AVsquad_order_drive_entity_off_sitest@@
 
.?AVitem_corpsest@@
 
.?AVitem_body_componentst@@
 
.?AVbuilding_weaponst@@
 
.?AV?$basic_syncbuf@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AV?$basic_osyncstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AV?$_Basic_syncbuf_impl@DU?$char_traits@D@std@@@std@@
 
.?AVhistory_event_masterpiece_lostst@@
 
.?AVblock_square_event_item_spatterst@@
 
.?AVblock_square_event_frozen_liquidst@@
 
.?AUcave_columnst@@
 
.?AVblock_square_event_grassst@@
 
.?AVblock_square_eventst@@
 
.?AVblock_square_event_world_constructionst@@
 
.?AVblock_square_event_spoorst@@
 
.?AVblock_square_event_designation_priorityst@@
 
.?AUcave_column_rectanglest@@
 
.?AVblock_square_event_mineralst@@
 
.?AVblock_square_event_material_spatterst@@
 
.?AVbuilding_wagonst@@
 
.?AVitem_plantst@@
 
.?AVbuilding_cagest@@
 
.?AVbuilding_chainst@@
 
.?AVbuilding_grate_wallst@@
 
.?AVitem_liquipowderst@@
 
.?AVbuilding_nest_boxst@@
 
.?AVbuilding_axle_horizontalst@@
 
.?AVbuilding_windowst@@
 
.?AVbuilding_gear_assemblyst@@
 
.?AVbuilding_weaponrackst@@
 
.?AVitem_remainsst@@
 
.?AVprojst@@
 
.?AVbuilding_rollersst@@
 
.?AVbuilding_archerytargetst@@
 
.?AVitem_liquid_miscst@@
 
.?AVbuilding_slabst@@
 
.?AVbuilding_road_dirtst@@
 
.?AVbuilding_axle_verticalst@@
 
.?AVbuilding_shopst@@
 
.?AVbuilding_offering_placest@@
 
.?AVbuilding_trapst@@
 
.?AVbuilding_screw_pumpst@@
 
.?AVbuilding_water_wheelst@@
 
.?AVbuilding_furnacest@@
 
.?AVbuilding_wellst@@
 
.?AVbuilding_hivest@@
 
.?AVbuilding_farmplotst@@
 
.?AVbuilding_armorstandst@@
 
.?AVbuilding_window_glassst@@
 
.?AVbuilding_traction_benchst@@
 
.?AVbuilding_floodgatest@@
 
.?AVbuilding_nestst@@
 
.?AVbuilding_bookcasest@@
 
.?AVbuilding_coffinst@@
 
.?AVbuilding_bars_verticalst@@
 
.?AVbuilding_roadst@@
 
.?AVbuilding_tradedepotst@@
 
.?AVbuilding_grate_floorst@@
 
.?AVbuilding_siegeenginest@@
 
.?AVbuilding_road_pavedst@@
 
.?AVbuilding_workshopst@@
 
.?AVitem_verminst@@
 
.?AVbuilding_bridgest@@
 
.?AVhistory_event_masterpiece_created_arch_constructst@@
 
.?AVbuilding_constructionst@@
 
.?AVhistory_event_masterpiece_createdst@@
 
.?AVbuilding_supportst@@
 
.?AVitem_liquidst@@
 
.?AVbuilding_window_gemst@@
 
.?AVproj_itemst@@
 
.?AVbuilding_animaltrapst@@
 
.?AVbuilding_bars_floorst@@
 
.?AVitem_critterst@@
 
.?AVbuilding_windmillst@@
 
.?AVbuilding_instrumentst@@
 
.?AVbuilding_statuest@@
 
.?AVbuilding_def_furnacest@@
 
.?AVbuilding_def_workshopst@@
 
.?AVbuilding_defst@@
 
.?AVgeneral_ref_coinbatchst@@
 
.?AVhistory_event_entity_overthrownst@@
 
.?AVhistory_event_artifact_foundst@@
 
.?AVhistory_event_entity_incorporatedst@@
 
.?AVhistory_event_create_entity_positionst@@
 
.?AVhistory_event_modified_buildingst@@
 
.?AVhistory_event_collection_entity_overthrownst@@
 
.?AVhistory_event_failed_intrigue_corruptionst@@
 
.?AVhistory_event_hfs_formed_reputation_relationshipst@@
 
.?AVhistory_event_created_buildingst@@
 
.?AVhistory_event_artifact_possessedst@@
 
.?AVhistory_event_hist_figure_revivedst@@
 
.?AVhistory_event_hf_enslavedst@@
 
.?AVhistory_event_building_profile_acquiredst@@
 
.?AVhistory_event_entity_createdst@@
 
.?AVhistory_event_hf_interrogatedst@@
 
.?AVhistory_event_hf_ransomedst@@
 
.?AVhistory_event_failed_frame_attemptst@@
 
.?AVhistory_event_add_hf_entity_honorst@@
 
.?AVhistory_event_entity_actionst@@
 
.?AVproj_unitst@@
 
.?AVitem_meatst@@
 
.?AVitem_corpsepiecest@@
 
.?AV?$_Func_base@XPEAVtextbox@widgets@@@std@@
 
.?AVinterface_buttonst@@
 
.?AVinterface_button_buildingst@@
 
.?AVviewscreen_loadgamest@@
 
.?AVactive_script_var_longst@@
 
.?AVactive_script_var_unitst@@
 
.?AVactive_script_varst@@
 
.?AVviewscreen_adopt_regionst@@
 
.?AVviewscreen_savegamest@@
 
.?AVitem_woodst@@
 
.?AVitem_eggst@@
 
.?AVitem_powder_miscst@@
 
.?AVitem_coinst@@
 
.?AVitem_quernst@@
 
.?AVitem_powderst@@
 
.?AVinterface_button_building_category_selectorst@@
 
.?AVviewscreen_dwarfmodest@@
 
.?AVinterface_button_building_new_jobst@@
 
.?AVinterface_button_building_custom_category_selectorst@@
 
.?AVbuild_req_choice_genst@@
 
.?AVinterface_button_building_material_selectorst@@
 
.?AVrenderer_2d@@
 
.?AVenabler_inputst@@
 
.?AVrenderer@@
 
.?AVrenderer_2d_base@@
 
.?AVenablerst@@
 
.?AV?$basic_istringstream@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@
 
.?AVhistory_event_war_peace_acceptedst@@
 
.?AVhistory_event_collection_journeyst@@
 
.?AVitem_barrelst@@
 
.?AVhistory_event_change_hf_body_statest@@
 
.?AVhistory_event_replaced_buildingst@@
 
.?AVhistory_event_poetic_form_createdst@@
 
.?AVhistory_event_hist_figure_new_petst@@
 
.?AVhistory_event_entity_fled_sitest@@
 
.?AVhistory_event_add_entity_site_profile_flagst@@
 
.?AVitem_instrumentst@@
 
.?AVhistory_event_hf_preachst@@
 
.?AVitem_statuest@@
 
.?AVhistory_event_site_disputest@@
 
.?AVhistory_event_entity_alliance_formedst@@
 
.?AVitem_anvilst@@
 
.?AVhistory_event_musical_form_createdst@@
 
.?AVitem_cheesest@@
 
.?AVhistory_event_dance_form_createdst@@
 
.?AVitem_ammost@@
 
.?AVitem_threadst@@
 
.?AVitem_fishst@@
 
.?AVhistory_event_collection_persecutionst@@
 
.?AVhistory_event_artifact_copiedst@@
 
.?AVitem_shieldst@@
 
.?AVhistory_event_entity_lawst@@
 
.?AVhistory_event_entity_dissolvedst@@
 
.?AVhistory_event_collection_purgest@@
 
.?AVhistory_event_entity_persecutedst@@
 
.?AVhistory_event_regionpop_incorporated_into_entityst@@
 
.?AVhistory_event_tradest@@
 
.?AVitem_flaskst@@
 
.?AVitem_backpackst@@
 
.?AVitem_traction_benchst@@
 
.?AVitem_smallgemst@@
 
.?AVitem_quiverst@@
 
.?AVhistory_event_created_world_constructionst@@
 
.?AVhistory_event_hist_figure_travelst@@
 
.?AVhistory_event_entity_equipment_purchasest@@
 
.?AVhistory_event_war_peace_rejectedst@@
 
.?AVhistory_event_collection_warst@@
 
.?AVitem_gobletst@@
 
.?AVgeneral_ref_building_well_tagst@@
 
.?AVitem_drinkst@@
 
.?AVitem_boulderst@@
 
.?AVgeneral_ref_buildingst@@
 
.?AVgeneral_ref_mapsquarest@@
 
.?AVfeature_outdoor_riverst@@
 
.?AVfeature_init_deep_surface_portalst@@
 
.?AVfeature_alterationst@@
 
.?AVfeature_init_subterranean_from_layerst@@
 
.?AVfeature_init_outdoor_riverst@@
 
.?AVfeature_magma_poolst@@
 
.?AVfeaturest@@
 
.?AVfeature_pitst@@
 
.?AVfeature_deep_special_tubest@@
 
.?AVfeature_init_pitst@@
 
.?AVfeature_cavest@@
 
.?AVfeature_underworld_from_layerst@@
 
.?AVfeature_init_underworld_from_layerst@@
 
.?AVfeature_alteration_new_pop_maxst@@
 
.?AVfeature_volcanost@@
 
.?AVfeature_init_deep_special_tubest@@
 
.?AVfeature_deep_surface_portalst@@
 
.?AVfeature_subterranean_from_layerst@@
 
.?AVfeature_initst@@
 
.?AVfeature_magma_core_from_layerst@@
 
.?AVfeature_alteration_new_lava_fill_zst@@
 
.?AVfeature_init_magma_poolst@@
 
.?AVfeature_init_volcanost@@
 
.?AVfeature_init_cavest@@
 
.?AVfeature_init_magma_core_from_layerst@@
 
.?AVhistory_event_entity_breach_feature_layerst@@
 
.?AVflow_guide_item_cloudst@@
 
.?AVhistory_event_hf_act_on_buildingst@@
 
.?AVflow_guidest@@
 
.?AVflow_guide_trailing_flowst@@
 
.?AVjob_handlerst@@
 
.?AVmachine_handlerst@@
 
.?AVviewscreen_export_regionst@@
 
.?AVhistory_event_first_contactst@@
 
.?AVhistory_event_topicagreement_concludedst@@
 
.?AVhistory_event_agreements_voidedst@@
 
.?AVhistory_event_topicagreement_madest@@
 
.?AVviewscreen_update_regionst@@
 
.?AVbuilding_handlerst@@
 
.?AVhistory_event_diplomat_lostst@@
 
.?AVitem_seedsst@@
 
.?AVhistory_event_masterpiece_created_itemst@@
 
.?AVviewscreen_game_cleanerst@@
 
.?AVhistory_event_hist_figure_abductedst@@
 
.?AVhistory_event_change_hf_moodst@@
 
.?AVcreature_handlerst@@
 
.?AUbuildreqst@@
 
.?AVhistory_event_first_contact_failedst@@
 
.?AVhistory_event_artifact_destroyedst@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@X$$V@std@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AV?$_Task_async_state@Uloading_music_filest@@@std@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@Uloading_music_filest@@$$V@std@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AV?$_Associated_state@Uloading_music_filest@@@std@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@Uloading_music_filest@@$$V@std@@
 
.?AV?$_Func_base@Uloading_music_filest@@$$V@std@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_song@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@000_N@Z@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@std@@@?$_Task_async_state@Uloading_music_filest@@@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?1??set_custom_sound@musicsoundst@@QEAAXAEAV?$basic_string@DU?$char_traits@D@std@@V?$allocator@D@2@@std@@0@Z@@3@@Z@X$$V@std@@
 
.?AV?$_Packaged_state@$$A6A?AUloading_music_filest@@XZ@std@@
 
.?AVgeneral_ref_interactionst@@
 
.?AVhistory_event_collection_occasionst@@
 
.?AVhistfig_entity_link_former_slavest@@
 
.?AVhistfig_site_link_hangoutst@@
 
.?AVhistfig_entity_link_former_occupationst@@
 
.?AVhistfig_entity_link_enemyst@@
 
.?AVhistfig_entity_link_squadst@@
 
.?AVhistory_event_remove_hf_hf_linkst@@
 
.?AVhistfig_entity_link_position_claimst@@
 
.?AVgeneral_ref_entityst@@
 
.?AVgeneral_ref_abstract_buildingst@@
 
.?AVhistory_event_collection_competitionst@@
 
.?AVhistory_event_creature_devouredst@@
 
.?AVhistory_event_collection_insurrectionst@@
 
.?AVhistory_event_masterpiece_created_item_improvementst@@
 
.?AVgeneral_ref_sitest@@
 
.?AVhistory_event_hf_gains_secret_goalst@@
 
.?AVhistory_event_ceremonyst@@
 
.?AVhistfig_entity_link_former_mercenaryst@@
 
.?AVhistory_event_change_hf_jobst@@
 
.?AVhistfig_hf_link_childst@@
 
.?AVhistory_event_remove_hf_entity_linkst@@
 
.?AVhistfig_hf_link_companionst@@
 
.?AVhistfig_hf_link_motherst@@
 
.?AVhistfig_entity_link_slavest@@
 
.?AVgeneral_ref_poetic_formst@@
 
.?AVhistfig_site_linkst@@
 
.?AVhistfig_hf_link_imprisonerst@@
 
.?AVhistory_event_collection_performancest@@
 
.?AVhistory_event_remove_hf_site_linkst@@
 
.?AVhistfig_entity_link_mercenaryst@@
 
.?AVhistfig_hf_link_fatherst@@
 
.?AVhistfig_hf_link_deityst@@
 
.?AVhistfig_entity_link_positionst@@
 
.?AVhistfig_entity_link_former_memberst@@
 
.?AVhistory_event_masterpiece_created_foodst@@
 
.?AVhistfig_site_link_seat_of_powerst@@
 
.?AVhistory_event_add_hf_hf_linkst@@
 
.?AVhistfig_hf_linkst@@
 
.?AVhistfig_hf_link_deceased_spousest@@
 
.?AVhistfig_entity_link_memberst@@
 
.?AVhistory_event_hist_figure_reunionst@@
 
.?AVhistfig_entity_link_former_squadst@@
 
.?AVhistfig_site_link_home_site_saved_civzonest@@
 
.?AVgeneral_ref_subregionst@@
 
.?AVhistfig_entity_link_criminalst@@
 
.?AVhistfig_site_link_lairst@@
 
.?AVgeneral_ref_historical_figurest@@
 
.?AVhistfig_site_link_home_site_realization_buildingst@@
 
.?AVhistory_event_artifact_droppedst@@
 
.?AVhistory_event_collection_processionst@@
 
.?AVhistory_event_merchantst@@
 
.?AVhistory_event_add_hf_site_linkst@@
 
.?AVhistory_event_masterpiece_created_engravingst@@
 
.?AVhistfig_site_link_occupationst@@
 
.?AVgeneral_ref_written_contentst@@
 
.?AVhistfig_hf_link_spousest@@
 
.?AVgeneral_ref_feature_layerst@@
 
.?AVhistfig_entity_link_prisonerst@@
 
.?AVgeneral_ref_musical_formst@@
 
.?AVhistory_event_entity_razed_buildingst@@
 
.?AVhistfig_hf_link_prisonerst@@
 
.?AVhistfig_hf_link_pet_ownerst@@
 
.?AVhistory_event_insurrection_startedst@@
 
.?AVhistfig_site_link_prison_site_building_profilest@@
 
.?AVhistfig_entity_linkst@@
 
.?AVhistory_event_competitionst@@
 
.?AVhistfig_hf_link_apprenticest@@
 
.?AVhistfig_hf_link_loverst@@
 
.?AVhistory_event_change_hf_statest@@
 
.?AVhistory_event_hf_recruited_unit_type_for_entityst@@
 
.?AVhistory_event_hf_confrontedst@@
 
.?AVhistory_event_site_diedst@@
 
.?AVgeneral_ref_languagest@@
 
.?AVhistfig_site_link_home_site_realization_sulst@@
 
.?AVhistfig_hf_link_masterst@@
 
.?AVhistory_event_artifact_lostst@@
 
.?AVhistory_event_hist_figure_reach_summitst@@
 
.?AVhistory_event_processionst@@
 
.?AVhistory_event_masterpiece_created_dye_itemst@@
 
.?AVgeneral_ref_artifactst@@
 
.?AVhistory_event_site_retiredst@@
 
.?AVgeneral_ref_dance_formst@@
 
.?AVhistfig_entity_link_occupationst@@
 
.?AVhistory_event_artifact_recoveredst@@
 
.?AVhistfig_hf_link_former_masterst@@
 
.?AVhistory_event_gamblest@@
 
.?AVhistfig_entity_link_former_positionst@@
 
.?AVhistory_event_written_content_composedst@@
 
.?AVhistfig_site_link_home_site_abstract_buildingst@@
 
.?AVhistory_event_performancest@@
 
.?AVhistory_event_collection_ceremonyst@@
 
.?AVhistfig_hf_link_former_spousest@@
 
.?AVhistfig_hf_link_former_apprenticest@@
 
.?AVhistory_event_hf_relationship_deniedst@@
 
.?AVhistory_event_insurrection_endedst@@
 
.?AVhistory_event_artifact_hiddenst@@
 
.?AVhistfig_site_link_prison_abstract_buildingst@@
 
.?AVhistory_event_hf_razed_buildingst@@
 
.?AVhistory_event_artifact_transformedst@@
 
.?AVhistfig_entity_link_former_prisonerst@@
 
.?AVgeneral_ref_historical_eventst@@
 
.?AVinteraction_target_materialst@@
 
.?AVinteraction_target_creaturest@@
 
.?AVinteraction_effect_material_emissionst@@
 
.?AVinteraction_source_regionst@@
 
.?AVinteraction_effect_summon_unitst@@
 
.?AVinteraction_effect_change_item_qualityst@@
 
.?AVinteraction_source_underground_specialst@@
 
.?AVinteraction_source_attackst@@
 
.?AVinteraction_effect_cleanst@@
 
.?AVinteraction_effect_propel_unitst@@
 
.?AVinteraction_effect_change_weatherst@@
 
.?AVinteraction_source_disturbancest@@
 
.?AVinteraction_target_locationst@@
 
.?AVinteraction_effect_add_syndromest@@
 
.?AVinteraction_effect_hidest@@
 
.?AVinteraction_effect_resurrectst@@
 
.?AVinteraction_targetst@@
 
.?AVinteraction_source_experimentst@@
 
.?AVinteraction_source_ingestionst@@
 
.?AVinteraction_target_corpsest@@
 
.?AVinteraction_sourcest@@
 
.?AVinteraction_source_deityst@@
 
.?AVinteraction_source_creature_actionst@@
 
.?AVinteraction_effect_raise_ghostst@@
 
.?AVinteraction_effectst@@
 
.?AVinteraction_effect_create_itemst@@
 
.?AVinteraction_effect_animatest@@
 
.?AVinteraction_source_secretst@@
 
.?AVinteraction_effect_contactst@@
 
.?AVitemimprovement_threadst@@
 
.?AVitem_catapultpartsst@@
 
.?AVitem_fish_rawst@@
 
.?AVgeneral_ref_item_typest@@
 
.?AVitem_barst@@
 
.?AVitem_crutchst@@
 
.?AVitem_floodgatest@@
 
.?AVitemimprovement_writingst@@
 
.?AVitem_amuletst@@
 
.?AVitemimprovement_sewn_imagest@@
 
.?AVitem_bookst@@
 
.?AVitem_branchst@@
 
.?AVitem_trappartsst@@
 
.?AVitem_weaponrackst@@
 
.?AVitem_ballistapartsst@@
 
.?AVitem_scepterst@@
 
.?AVitem_cagest@@
 
.?AVitem_splintst@@
 
.?AVitem_trapcompst@@
 
.?AVitemimprovement_pagesst@@
 
.?AVitemimprovement_illustrationst@@
 
.?AVitem_animaltrapst@@
 
.?AVitem_figurinest@@
 
.?AVitem_ringst@@
 
.?AVitemimprovementst@@
 
.?AVitem_rockst@@
 
.?AVitem_foodst@@
 
.?AVitem_siegeammost@@
 
.?AVitem_chainst@@
 
.?AVitem_ballistaarrowheadst@@
 
.?AVitem_armorstandst@@
 
.?AVitem_globst@@
 
.?AVitem_earringst@@
 
.?AVitem_petst@@
 
.?AVitem_crownst@@
 
.?AVitem_coffinst@@
 
.?AVitem_gratest@@
 
.?AVitem_pipe_sectionst@@
 
.?AVitem_blocksst@@
 
.?AVitemimprovement_itemspecificst@@
 
.?AVitem_bucketst@@
 
.?AVitem_roughst@@
 
.?AVitemimprovement_bandsst@@
 
.?AVitem_sheetst@@
 
.?AVitem_windowst@@
 
.?AVitemimprovement_clothst@@
 
.?AVitemimprovement_art_imagest@@
 
.?AVitemimprovement_rings_hangingst@@
 
.?AVitem_millstonest@@
 
.?AVitem_braceletst@@
 
.?AVitemimprovement_instrument_piecest@@
 
.?AVitem_slabst@@
 
.?AVitemimprovement_image_setst@@
 
.?AVitem_toyst@@
 
.?AVitem_orthopedic_castst@@
 
.?AVitem_plant_growthst@@
 
.?AVitemimprovement_spikesst@@
 
.?AVitem_totemst@@
 
.?AVitemimprovement_coveredst@@
 
.?AVitemdef_armorst@@
 
.?AVitemdef_foodst@@
 
.?AVitemdef_trapcompst@@
 
.?AVitemdef_ammost@@
 
.?AVitemdef_toyst@@
 
.?AVitemdef_shieldst@@
 
.?AVitemdef_shoesst@@
 
.?AVitemdef_pantsst@@
 
.?AVitemdefst@@
 
.?AVitemdef_toolst@@
 
.?AVitemdef_instrumentst@@
 
.?AVitemdef_helmst@@
 
.?AVitemdef_weaponst@@
 
.?AVitemdef_glovesst@@
 
.?AVitemdef_siegeammost@@
 
.?AVMacroScreenLoad@@
 
.?AVMacroScreenSave@@
 
.?AV?$_Func_impl_no_alloc@V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@X$$V@std@@
 
.?AVviewscreen_legendsst@@
 
.?AU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@
 
.?AV?$_Func_impl_no_alloc@V<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@X$$V@std@@
 
.?AU?$_PPLTaskHandle@EU?$_InitialTaskHandle@XV<lambda_1>@?1???$?0V?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@std@@@?$_Task_async_state@X@std@@QEAA@$$QEAV?$_Fake_no_copy_callable_adapter@V<lambda_1>@?4??start_xml_dump@viewscreen_legendsst@@IEAAXXZ@@3@@Z@U_TypeSelectorNoAsync@details@Concurrency@@@?$task@E@Concurrency@@U_TaskProcHandle@details@3@@details@Concurrency@@
 
.?AVmachinest@@
 
.?AVmachine_standardst@@
 
.?AVcreature_interaction_effect_paralysisst@@
 
.?AVcreature_interaction_effect_bp_appearance_modifierst@@
 
.?AVcreature_interaction_effect_skill_roll_adjustst@@
 
.?AVcreature_interaction_effect_add_simple_flagst@@
 
.?AVcreature_interaction_effect_feverst@@
 
.?AVcreature_interaction_effect_reduce_feverst@@
 
.?AVcreature_interaction_effect_ment_att_changest@@
 
.?AVcreature_interaction_effect_body_transformationst@@
 
.?AVcreature_interaction_effect_reduce_swellingst@@
 
.?AVcreature_interaction_effectst@@
 
.?AVcreature_interaction_effect_display_namest@@
 
.?AV"
 
"
 
c"
 
"
 
reature_interaction_effect_remove_simple_flagst@@
 
.?AVcreature_interaction_effect_cough_bloodst@@
 
.?AVcreature_interaction_effect_reduce_paralysisst@@
 
.?AVcreature_interaction_effect_change_personalityst@@
 
.?AVcreature_interaction_effect_bleedingst@@
 
.?AVcreature_interaction_effect_reduce_dizzinessst@@
 
.?AVcreature_interaction_effect_special_attack_interactionst@@
 
.?AVcreature_interaction_effect_flash_symbolst@@
 
.?AVcreature_interaction_effect_oozingst@@
 
.?AVcreature_interaction_effect_reduce_nauseast@@
 
.?AVcreature_interaction_effect_drowsinessst@@
 
.?AVcreature_interaction_effect_stop_bleedingst@@
 
.?AVcreature_interaction_effect_painst@@
 
.?AVcreature_interaction_effect_phys_att_changest@@
 
.?AVcreature_interaction_effect_erratic_behaviorst@@
 
.?AVcreature_interaction_effect_swellingst@@
 
.?AVcreature_interaction_effect_feel_emotionst@@
 
.?AVcreature_interaction_effect_vomit_bloodst@@
 
.?AVcreature_interaction_effect_cure_infectionst@@
 
.?AVcreature_interaction_effect_heal_tissuesst@@
 
.?AVcreature_interaction_effect_necrosisst@@
 
.?AVcreature_interaction_effect_display_symbolst@@
 
.?AVcreature_interaction_effect_body_mat_interactionst@@
 
.?AVcreature_interaction_effect_can_do_interactionst@@
 
.?AVcreature_interaction_effect_numbnessst@@
 
.?AVcreature_interaction_effect_blistersst@@
 
.?AVcreature_interaction_effect_sense_creature_classst@@
 
.?AVcreature_interaction_effect_body_appearance_modifierst@@
 
.?AVcreature_interaction_effect_close_open_woundsst@@
 
.?AVcreature_interaction_effect_impair_functionst@@
 
.?AVcreature_interaction_effect_regrow_partsst@@
 
.?AVcreature_interaction_effect_heal_nervesst@@
 
.?AVcreature_interaction_effect_nauseast@@
 
.?AVcreature_interaction_effect_unconsciousnessst@@
 
.?AVcreature_interaction_effect_material_force_adjustst@@
 
.?AVcreature_interaction_effect_speed_changest@@
 
.?AVcreature_interaction_effect_dizzinessst@@
 
.?AVcreature_interaction_effect_reduce_painst@@
 
.?AVcreature_interaction_effect_bruisingst@@
 
.?AVmental_picture_property_toolst@@
 
.?AVmental_picture_property_timest@@
 
.?AVmental_picture_property_color_patternst@@
 
.?AVmental_picture_elementst@@
 
.?AVmental_picture_property_adjectivest@@
 
.?AVmental_picture_propertyst@@
 
.?AVmental_picture_property_positionst@@
 
.?AVmental_picture_element_sitest@@
 
.?AVmental_picture_property_datest@@
 
.?AVmental_picture_element_regionst@@
 
.?AVmental_picture_property_actionst@@
 
.?AVmental_picture_property_shapest@@
 
.?AVmental_picture_element_hfst@@
 
.?AVmental_picture_property_emotionst@@
 
.?AVviewscreen_new_regionst@@
 
.?AVviewscreen_new_arenast@@
 
.?AUworld_gen_param_seedst@@
 
.?AVproj_magicst@@
 
.?AVreaction_productst@@
 
.?AVreaction_product_itemst@@
 
.?AVreaction_reagentst@@
 
.?AVreaction_reagent_itemst@@
 
.?AVreaction_product_item_improvementst@@
 
.?AVgeneral_ref_contains_itemst@@
 
.?AVgeneral_ref_nemesisst@@
 
.?AVgeneral_ref_building_triggertargetst@@
 
.?AVgeneral_ref_unit_milkeest@@
 
.?AVgeneral_ref_contains_unitst@@
 
.?AVgeneral_ref_unit_traineest@@
 
.?AVgeneral_ref_unit_riderst@@
 
.?AVgeneral_ref_contained_in_itemst@@
 
.?AVgeneral_ref_projectilest@@
 
.?AVgeneral_ref_unit_tradebringerst@@
 
<